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Communication Technologies used in
Game Area and it’s Social Impact
Zhiteng Liu
U3043094
T2
Video Game
-an electronic game that involves interaction with a user
interface to generate visual feedback on a video device
-The earliest example is from 1947
Communication features
-people to screen
-single player or couple players maximum
Example of video game consoles
-Play station
-Game boy
The popularity of PC game
-Personal computer became popular at 1980’
-As a high-end video game consoles, PC makes PC game popular
-Local area network (LAN) gaming
Communication features of LAN
-few to few (with a certain area)
e.g. of LAN gaming
Counter-strike (CS)
Battle Platform Gaming/the popularity of the Internet
-Base on PC games new software was made in order to connect
people from different place together
-People are available to interact with others while gaming through
battle platform
Communication features
-social connection
-many to many
e.g.
-Garena (Global Arena software/battle platform)
Online Game
-the expansion of online game is at 2000’
-”Online gaming is a technology rather than a genre; a
mechanism for connecting players together rather than a
particular pattern of gameplay.“
Communication features
-social connection
-multiplayer, many to many
e.g.
-World of Warcraft
-The development of Video gaming is deeply related to the
changes of it’s current communication technologies
So, What kind of impacts have those revolutions bring to the
society?
Some social impact from LAN gaming (Small)
-This is the beginning of ‘social gaming’ ( first time
multiplayer is available, but limited to amount and place)
-multiplayer-mode has promoted the development of PC
game industry
LAN-gaming related business started to grow
Some social impacts from Battle platform (huge)
-A brand new industry has emerged while the raise of battle
platform-----Electronic Sport
-As the games played on kinds of battle platforms become popular,
Cyber games and Matches appeared
e.g. WCG (world cyber games). ESWC (electronic sport world
cup)
-As the match grow up → Cyberathletes
-Cyberathletes and games business opportunities, advertising→
-opportunities and ads promotions of E-sport game industry→
consumption stimulation
economic growth
Impacts from Online game (Huge)
-Similar with impacts from Battle platform gaming
-However, even more huge.
Here are two questions
-What role does communication technologies play in Electronic
sports and online games?
-And what is the result and response from the public?
Answers and more detail of the technologies and
social impacts will be provided in Final report.
Reference
Rollings, Andrew; Ernest Adams (2006). Fundamentals of Game Design.
Prentice Hall.
http://en.wikipedia.org/wiki/Online_game#cite_note-fundamentals-0
http://en.wikipedia.org/wiki/Garena
http://en.wikipedia.org/wiki/PlayStation
http://en.wikipedia.org/wiki/Personal_computer#History
http://en.wikipedia.org/wiki/Video_game#Platforms
http://wiki.answers.com/Q/When_did_the_computer_become_popular

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E sport technology

  • 1. Communication Technologies used in Game Area and it’s Social Impact Zhiteng Liu U3043094 T2
  • 2. Video Game -an electronic game that involves interaction with a user interface to generate visual feedback on a video device -The earliest example is from 1947 Communication features -people to screen -single player or couple players maximum Example of video game consoles -Play station -Game boy
  • 3. The popularity of PC game -Personal computer became popular at 1980’ -As a high-end video game consoles, PC makes PC game popular -Local area network (LAN) gaming Communication features of LAN -few to few (with a certain area) e.g. of LAN gaming Counter-strike (CS)
  • 4. Battle Platform Gaming/the popularity of the Internet -Base on PC games new software was made in order to connect people from different place together -People are available to interact with others while gaming through battle platform Communication features -social connection -many to many e.g. -Garena (Global Arena software/battle platform)
  • 5. Online Game -the expansion of online game is at 2000’ -”Online gaming is a technology rather than a genre; a mechanism for connecting players together rather than a particular pattern of gameplay.“ Communication features -social connection -multiplayer, many to many e.g. -World of Warcraft
  • 6. -The development of Video gaming is deeply related to the changes of it’s current communication technologies So, What kind of impacts have those revolutions bring to the society?
  • 7. Some social impact from LAN gaming (Small) -This is the beginning of ‘social gaming’ ( first time multiplayer is available, but limited to amount and place) -multiplayer-mode has promoted the development of PC game industry LAN-gaming related business started to grow
  • 8. Some social impacts from Battle platform (huge) -A brand new industry has emerged while the raise of battle platform-----Electronic Sport -As the games played on kinds of battle platforms become popular, Cyber games and Matches appeared e.g. WCG (world cyber games). ESWC (electronic sport world cup) -As the match grow up → Cyberathletes -Cyberathletes and games business opportunities, advertising→ -opportunities and ads promotions of E-sport game industry→ consumption stimulation economic growth
  • 9. Impacts from Online game (Huge) -Similar with impacts from Battle platform gaming -However, even more huge.
  • 10. Here are two questions -What role does communication technologies play in Electronic sports and online games? -And what is the result and response from the public? Answers and more detail of the technologies and social impacts will be provided in Final report.
  • 11. Reference Rollings, Andrew; Ernest Adams (2006). Fundamentals of Game Design. Prentice Hall. http://en.wikipedia.org/wiki/Online_game#cite_note-fundamentals-0 http://en.wikipedia.org/wiki/Garena http://en.wikipedia.org/wiki/PlayStation http://en.wikipedia.org/wiki/Personal_computer#History http://en.wikipedia.org/wiki/Video_game#Platforms http://wiki.answers.com/Q/When_did_the_computer_become_popular