Evolution of games
Presented By:- Arka Ganguly
Roll no.:- 26101003
Game genres
•
•
•
•
•
•
•
•
•
•

Action
Fighting
Role-playing
Massively multi-player onlin
Platform game
Simulations game
(flight, military, space, city-b
Sports (racing)
Strategy
Educational
Music
Future of Gaming:
Characteristics of the Game Platform
of the Future
Arouse all 5 senses
•

Game developers will eventually capitalize on
hear, taste and smell

pain, sight,

For example:
 Instead of hearing the sound of an explosion and seeing its
effects, a future gamer will feel the shock waves as well


Digiscents
developed iSmell device:
utilize the sense of smell in future games
Virtual Worlds
Definition:
Computer moderated, persistent environments through
and with which multiple individuals may interact
simultaneously

• Often an illusion that encourages the acceptance of
familiar concepts such as place, inhabitant and object
• Allow characters within virtual worlds to buy and sell
virtual goods
• More people accept an illusion, the more real it becomes

Pitfalls of Virtual Property
Extremes that Gamers Go
To: The Common Ones
• Guilds
• Online Auctions
– EBay
– IGE.com
• Earning through gaming
– By selling their virtual game assets
• Characters
• Magical swords and shields
– E.g. Maple story
• Websites/blogs/fan art sites
• Online game forums
• Purchasing Game Books
• Researching game tips/hacks
• Gold Farming
Hall of Fame:
Top 5 Most Addictive Games
• 5: Mildly Addictive
Grand Theft Auto: San Andreas
• 4: Highly Addictive
Sims
• 3: Scarily Addictive
Championship Manager 2006
• 2: Seriously Addictive
Counter Strike
• 1: Life-Threateningly Addictive
World of Warcraft
Usefulness of Gaming
According to Janet H. Murray of M.I.T. , “Games, like active learning
and education, teach.”

People learn more and retain that knowledge longer over time.
Makes lessons interesting.
Build a bigger social network.
Use of simulations to help us model activities and interactions.
What is Sandbox Game?
It is open-ended

– Does not have a specific, predefined ending, or set of endings.

It is a mode of game play within a game that is more often played in

a goal-directed manner.

Users are free to explore.
Users can play in whichever way they like.

Features of Sandbox Game:
Never Ending game play.
Freedom to experiment.
Non-linear or nonexistence plot.
Some Examples of Sandbox
games
• The Sims
• SimCity
• Sleeping Dogs
• Civilization series
• Grand Theft Auto series
Why people play game?
• Enjoyable, stimulating and provides decent
entertainment
• Games are powerful with their stories, action,
graphical features, sound effects and
originality
• Escape from stress and gruesome reality
• Do the impossible
• Do things beyond their imagination
• New level of excitement when people
compete with each other
Why are games addictive?
• Games are not addictive, it’s the gamers
who gets addicted (just like drugs)
• People play too much, therefore they get
addicted
• People cannot get out of the need to play
• People cannot control themselves,
incontrollable craving
Symptoms of Addiction
•
•
•
•
•
•

Depression
Nervousness
Fear
Panic
Agitation
Unwillingness to
interact
Real Case Scenario :
• Benjamin Toh – active in school until
addiction to “Maple Story”.
• Spent hours playing, neglected studies, had
to stay back in Sec 3.
• Rushed home from school to lock himself in
room to play until midnight.
• Over 10 hrs a day, taking only toilet or food
breaks
disadvantages:
-

Withdrawal from social activity
Not doing homework / worsening grades
Restlessness when away from computer
Irritability & annoyance when unable to
play
- Errant behavior (e.g. Lying, truancy)
- Playing longer than intended (>30
hours/week)
Health Consequences:
•
•
•
•
•
•
•
•
•
•
•

Auditory hallucinations
Wrist pain
Neck pain
Elbow pain
Obesity (due to lack of exercise)
Photo-sensitive epilepsy
Increased risk of acute
lymphoblastic leukemia
Enuresis
Encopresis
Tenosynovitis
Peripheral neuropathy
But instead of those draw
backs WE LOVE GAMES
and always will .
Thank you

Gaming evolution

  • 1.
    Evolution of games PresentedBy:- Arka Ganguly Roll no.:- 26101003
  • 2.
    Game genres • • • • • • • • • • Action Fighting Role-playing Massively multi-playeronlin Platform game Simulations game (flight, military, space, city-b Sports (racing) Strategy Educational Music
  • 3.
    Future of Gaming: Characteristicsof the Game Platform of the Future Arouse all 5 senses • Game developers will eventually capitalize on hear, taste and smell pain, sight, For example:  Instead of hearing the sound of an explosion and seeing its effects, a future gamer will feel the shock waves as well  Digiscents developed iSmell device: utilize the sense of smell in future games
  • 4.
    Virtual Worlds Definition: Computer moderated,persistent environments through and with which multiple individuals may interact simultaneously • Often an illusion that encourages the acceptance of familiar concepts such as place, inhabitant and object • Allow characters within virtual worlds to buy and sell virtual goods • More people accept an illusion, the more real it becomes Pitfalls of Virtual Property
  • 5.
    Extremes that GamersGo To: The Common Ones • Guilds • Online Auctions – EBay – IGE.com • Earning through gaming – By selling their virtual game assets • Characters • Magical swords and shields – E.g. Maple story • Websites/blogs/fan art sites • Online game forums • Purchasing Game Books • Researching game tips/hacks • Gold Farming
  • 6.
    Hall of Fame: Top5 Most Addictive Games • 5: Mildly Addictive Grand Theft Auto: San Andreas • 4: Highly Addictive Sims • 3: Scarily Addictive Championship Manager 2006 • 2: Seriously Addictive Counter Strike • 1: Life-Threateningly Addictive World of Warcraft
  • 7.
    Usefulness of Gaming Accordingto Janet H. Murray of M.I.T. , “Games, like active learning and education, teach.” People learn more and retain that knowledge longer over time. Makes lessons interesting. Build a bigger social network. Use of simulations to help us model activities and interactions.
  • 8.
    What is SandboxGame? It is open-ended – Does not have a specific, predefined ending, or set of endings. It is a mode of game play within a game that is more often played in a goal-directed manner. Users are free to explore. Users can play in whichever way they like. Features of Sandbox Game: Never Ending game play. Freedom to experiment. Non-linear or nonexistence plot.
  • 9.
    Some Examples ofSandbox games • The Sims • SimCity • Sleeping Dogs • Civilization series • Grand Theft Auto series
  • 10.
    Why people playgame? • Enjoyable, stimulating and provides decent entertainment • Games are powerful with their stories, action, graphical features, sound effects and originality • Escape from stress and gruesome reality • Do the impossible • Do things beyond their imagination • New level of excitement when people compete with each other
  • 11.
    Why are gamesaddictive? • Games are not addictive, it’s the gamers who gets addicted (just like drugs) • People play too much, therefore they get addicted • People cannot get out of the need to play • People cannot control themselves, incontrollable craving
  • 12.
  • 13.
    Real Case Scenario: • Benjamin Toh – active in school until addiction to “Maple Story”. • Spent hours playing, neglected studies, had to stay back in Sec 3. • Rushed home from school to lock himself in room to play until midnight. • Over 10 hrs a day, taking only toilet or food breaks
  • 14.
    disadvantages: - Withdrawal from socialactivity Not doing homework / worsening grades Restlessness when away from computer Irritability & annoyance when unable to play - Errant behavior (e.g. Lying, truancy) - Playing longer than intended (>30 hours/week)
  • 15.
    Health Consequences: • • • • • • • • • • • Auditory hallucinations Wristpain Neck pain Elbow pain Obesity (due to lack of exercise) Photo-sensitive epilepsy Increased risk of acute lymphoblastic leukemia Enuresis Encopresis Tenosynovitis Peripheral neuropathy
  • 16.
    But instead ofthose draw backs WE LOVE GAMES and always will . Thank you