The orgins of gaming 4


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The orgins of gaming 4

  1. 1. Development ofgames: Research {The historical development: The aspects: research was gathered with the internet, books , magazines , newspapers.
  2. 2.  In 1952, A.S. Douglas wrote his PhD degree at the University of Cambridge on Human-Computer interraction. Douglas created the first graphical computer game - a version of Tic-Tac-Toe. The game was programmed on a EDSAC vaccuum-tube computer, which had a cathode ray tube display. William Higinbotham created the first video game ever in 1958. His game, called "Tennis for Two," was created and played on a Brookhaven National Laboratory oscilloscope. In 1962, Steve Russell invented SpaceWar!. Spacewar! was the first game intended for computer use. Russell used a MIT PDP-1 mainframe computer to design his game. In 1967, Ralph Baer wrote the first video game played on a television set, a game called Chase. Ralph Baer was then part of Sanders Associates, a military electronics firm. Ralph Baer first conceived of his idea in 1951 while working for Loral, a television company. In 1971, Nolan Bushnell together with Ted Dabney, created the first arcade game. It was called Computer Space, based on Steve Russells earlier game of Spacewar!. The arcade game Pong was created by Nolan Bushnell (with help from Al Alcorn) a year later in 1972. Nolan Bushnell and Ted Dabney started Atari Computers that same year. In 1975, Atari re-released Pong as a home video game.
  3. 3. After looking over thispicture you would just see abrown box but it was a lotmore complex than that.
  4. 4. The origins of gaming The origins of gaming, started simply with a game not only just a game but a game that would construct the future with new platforms and opportunitys . In 1952 A.S. Douglas who was a student at the university of Cambridge created the first ever graphical computer game (Tic, Tac, Toe) The game was programmed on a computer the EDSAC Vacuum tube which had a cathode ray tube display. Now you could say that A.S Douglas inspired people as six years later a chap called William Higinbotham created the first ever video game (1958) The game was called tennis for two played on a Brookhaven National Laboratory oscilloscope. The next four years would prove that people would of took notice to this as in 1962 Steve Russell invented space wars! This game was intended for computer use only Russell used a MIT Mainframe computer to create his game.
  5. 5.  History of game consoles watch?v=x46rLRFy-2QHistory Of Video Game Consoles Consoles more history qcYdQ rwws
  6. 6.  Microsoft Studios is the video game production wing for Microsoft, responsible for the development and publishing of games for the Xbox, Xbox 360, Games for Windows and Windows Phone platforms. They were established in 2002 as Microsoft Game Studios to coincide with the release of the Xbox, before being re-branded in 2011. Microsoft Studios develops and publishes games in conjunction with first and third party development studios under their publishing label.
  7. 7.  2006 Microsoft Studios announced that they have purchased Lionhead Studios, known for developing critically acclaimed titles such as Black & White and Fable.[1] Microsoft Studios acquired Massive Incorporated, an in-game advertising company to provide additional revenues from their gaming platforms.[2]
  8. 8.  2007 Microsoft Studios announced the opening of a European office in Reading, England, headed by General manager Phil Spencer.[3] Microsoft Studios disbanded FASA Studio, best known for their work on the MechWarrior series. Halo developers Bungie announced that they would split from Microsoft Studios in order become a privately held independent company.
  9. 9.  2008 Microsoft Studios disbanded casual games studio Carbonated Games. Microsoft Studios announced the formation of Xbox Live Productions to develop "high-quality digital content" for Xbox Live Arcade.[4] Microsoft Studios begins recruiting for 343 Industries to take over development of the Halo franchise after the former developer, Bungie regained independent status. 343 Industries was first officially revealed as steward of the Halo series in mid 2009 with the announcement of the animated project, Halo Legends. [edit] 2009 Microsoft Studios announced the closure of both Ensemble Studios and Aces Studio, due to the effects of the late-2000s financial crisis and the restructuring of their game development studios. In May, Microsoft acquires Canadian developer BigPark Inc. and integrates them into Microsoft Games. Phil Spencer was promoted to Corporate Vice President of Microsoft Studios in order to replace the retiring Shane Kim.[5] Microsoft Studios formed Good Science Studio to develop software for Kinect. [edit] 2010
  10. 10.  2012 Phil Harrison, the former Sony world wide studios head joined Microsoft as head of Microsoft European Studios and IEB.[14] Microsoft Studios recruits for new development studios in Redmond — Microsoft Studios - Playful Learning.[15] Microsoft Studios recruits for new development studios in Redmond — Microsoft Studios - The Connected Experiences.[16] Microsoft Studios acquires developer Press Play, known for developing Tentacles and Max & the Magic Marker.[17] Microsoft Studios announces plans to expand Microsoft Studios Victoria to between 80-100 people.[18] Microsoft reveals the final name of their sports entertainment development studio - Skybox Sports - in a recruitment release.[19] Microsoft reveals plans to open a new games development studio in London, England to develop various free-to-play, online and social games for Xbox platforms.[20] Microsoft downsizes Microsoft Studios - Vancouver due to cancellation of Kinect family title "Project Columbia" and announces ongoing development of free-to-play PC title, Microsoft Flight has ceased due to portfolio evaluation.[21]
  11. 11.  2011 Microsoft Studios opens new development studios in Soho London, Redmond, Washington and Victoria, British Columbia.[9][10][11] Microsoft Studios acquires indie game developer Twisted Pixel Games, known for developing titles including Splosion Man and The Gunstringer.[12][13]
  12. 12.  Pong (marketed as PONG) is one of the earliest arcade video games; it is a tennis sports game featuring simple two-dimensional graphics. While other arcade video games such as Computer Space came before it, Pong was one of the first video games to reach mainstream popularity. The aim is to defeat the opponent in a simulated table tennis game by earning a higher score. The game was originally manufactured by Atari Incorporated (Atari), who released it in 1972. Allan Alcorn created Pong as a training exercise assigned to him by Atari co-founder Nolan Bushnell. Bushnell based the idea on an electronic ping-pong game included in the Magnavox Odyssey, which later resulted in a lawsuit against Atari. Surprised by the quality of Alcorns work, Atari decided to manufacture the game. Pong quickly became a success and is the first commercially successful video game, which led to the start of the video game industry. Soon after its release, several companies began producing games that copied Pongs gameplay, and eventually released new types of games. As a result, Atari encouraged its staff to produce more innovative games. The company released several sequels that built upon the originals gameplay by adding new features. During the 1975 Christmas season, Atari released a home version of Pong exclusively through Sears retail stores. It was also a commercial success and led to numerous copies. The game has been remade on numerous home and portable platforms following its release. Pong has been referenced and parodied in multiple television shows and video games, and has been a part of several video game and cultural exhibitions.
  13. 13. Pong
  14. 14.  The Commodore 64, commonly called C64, C=64 (after the graphic logo on the case) or occasionally CBM 64 (for Commodore Business Machines), or VIC-64,[5] is an 8-bit home computer introduced in January 1982 by Commodore International. Volume production started in the spring of 1982, with machines being released on to the market in August at a price of US$ 595.[6][7] Preceded by the Commodore VIC-20 and Commodore PET, the C64 took its name from its 64 kilobytes (65,536 bytes) of RAM, and had favourable sound and graphical specifications when compared to contemporary systems such as the Apple II, at a price that was well below the circa US$ 1200 demanded by Apple. During the C64s lifetime, sales totalled between 12.5 and 17 million units, making it the best- selling single personal computer model of all time.[3][4] For a substantial period of time (1983– 1986), the C64 dominated the market with between 30% and 40% share and 2 million units sold per year,[8] outselling the IBM PC compatibles, Apple Inc. computers, and Atari 8-bit family computers. Sam Tramiel, a later Atari president and the son of Commodores founder, said in a 1989 interview "When I was at Commodore we were building 400,000 C64s a month for a couple of years."[9] Part of its success was because it was sold in retail stores instead of electronics stores. Commodore produced many of its parts in-house to control supplies and cost. It is sometimes compared to the Ford Model T automobile for its role in bringing a new technology to middle- class households via creative mass-production.[10] Approximately 10,000 commercial software titles were made for the Commodore 64 including development tools, office productivity applications, and games.[11] C64 emulators allow anyone with a modern computer, or a compatible video game console, to run these programs today. The C64 is also credited with popularizing the computer demoscene and is still used today by some computer hobbyists.[12] On March 16, 2012 the Smithsonian American Art Museums "The Art of Video Games" exhibit opened featuring an entire kiosk devoted to the Commodore 64 computer. The Kiosk not only highlighted four games with video & audio clips but also contained an original Commodore 64 computer on display
  15. 15.  Sega Corporation (株式会社セガ Kabushiki gaisha Sega?), pronounced sæɡə (US/Canada/UK) or siɡə (Australia/New Zealand) usually styled as SEGA, is a multinational video game software developer and an arcade software and hardware development company headquartered in Japan, with various offices around the world. Sega previously developed and manufactured its own brand of home video game consoles from 1983 to 2001, but a restructure was announced on January 31, 2001 that ceased continued production of its existing home console, effectively exiting the company from the home console business.[3] While arcade development would continue unchanged, the restructure shifted the focus of the companys home video game software development to consoles developed by various third-party manufacturers. Segas head offices, as well as the main office of its domestic division, Sega Corporation (Spartata), are located in Ōta, Tokyo, Japan. Segas European division, Sega Europe Ltd., is headquartered in the Brentford area of London in the United Kingdom. Segas North American division, Sega of America Inc., is headquartered in San Francisco; having moved there from Redwood City, California in 1999.[4][5] Sega Publishing Korea is headquartered in Jongno, Seoul, Korea. Segas Australian & European operations outside of the United Kingdom closed on the 1st July 2012 due to world economic pressures. Distribution of Sega products in Australia as of 1 July 2012 is handled by Five Star Games, made up of all the redundant employees from Sega Australia
  16. 16.  The Sega Genesis, also known as Sega Mega Drive, is a fourth-generation video game console developed and produced by Sega. It was originally released in Japan in 1988 as Mega Drive (メガドライブ Mega Doraibu?), then in North America in 1989 as Sega Genesis, and in Europe, Australia and other PAL regions in 1990 as Mega Drive. The reason for the two names is that Sega was unable to secure legal rights to the Mega Drive name in North America. The Sega Genesis is Segas third console and the successor to the Sega Master System with which it has backward compatibility when the separately sold Power Base Converter is installed. The Sega Genesis was the first of its generation to achieve notable market share in continental Europe and North America, where it competed against a wide range of platforms, including both dedicated gaming consoles and home computer systems. Two years later, Nintendo released the Super Nintendo Entertainment System, and the competition between the two would dominate the 16-bit era of video gaming. The console began production in Japan in 1988 and ended with the last new licensed game being released in 2002 in Brazil.[12] The Sega Genesis was Segas most successful console; though Sega has never released a total sales figure quote.[sn 1] Several add-ons were created including the Sega CD and Sega 32X which extended its capabilities. The controversy over games such as Mortal Kombat in the United States forced Sega to create the first content rating system for video games, the Videogame Rating Council, rather than have the games heavily censored. The rating system allowed Sega to ship games with little to no censorship and gave it a competitive edge when the same game was released by Nintendo. The success of those games eventually forced Nintendo to join its rating system. The console and its games continue to be popular among fans, collectors, video game music fans, retro gamers, emulation enthusiasts and the fan translation scene.[23] Licensed 3rd party variations of the console are still being produced to this day, and there are also several indie game developers continuing to produce games for the console. Many games have been re-released in compilations for newer consoles, offered for download on various online services, such as Wii Virtual Console, Xbox Live Arcade, PlayStation Network and Steam.
  17. 17.  The Super Nintendo Entertainment System (also known as the Super NES, SNES[b] or Super Nintendo) is a 16-bit video game console that was released in 1990 by Nintendo in Japan, 1991 in North America, 1992 in Europe & Australasia (Oceania), and South America in 1993. In Japan and Southeast Asia, the system is called the Super Famicom (ス ーパーファミコン?, officially adopting the abbreviated name of its predecessor, the Family Computer), or SFC for short. In South Korea, it is known as the Super Comboy (슈퍼 컴보이) and was distributed by Hyundai Electronics. Although each version is essentially the same, several forms of regional lockout prevent the different versions from being compatible with one another. The Super Nintendo Entertainment System is Nintendos second home console, following the Nintendo Entertainment System (NES). The console introduced advanced graphics and sound capabilities compared with other consoles at the time. Additionally, development of a variety of enhancement chips (which were integrated on game circuit boards) helped to keep it competitive in the marketplace. The SNES was a global success, becoming the best-selling console of the 16-bit era despite its relatively late start and the fierce competition it faced in North America and Europe from Segas Genesis console. The SNES remained popular well into the 32-bit era, and continues to be popular among fans, collectors, retro gamers, and emulation enthusiasts, some of whom are still making
  18. 18. QXOdsI history of snes A personal experience
  19. 19.  The Nintendo Entertainment System (also abbreviated as NES or simply called Nintendo) is an 8-bit video game console that was released by Nintendo in North America during 1985, in Europe during 1986 and Australia in 1987. In most of Asia, including Japan (where it was first launched in 1983), China, Vietnam, Singapore, the Middle East and Hong Kong, it was released as the Family Computer (ファミ リーコンピュータ Famirī Konpyūta?), commonly shortened as either the Famicom (ファミコン Famikon?), or abbreviated to FC. In South Korea, it was known as the Hyundai Comboy (현대 컴보이 Hyeondae Keomboi) and was distributed by Hynix which then was known as Hyundai Electronics. It was succeeded by the Super Nintendo Entertainment System. The best-selling gaming console of its time,[7]e[›] the NES helped revitalize the US video game industry following the video game crash of 1983,[8] and set the standard for subsequent consoles of its generation. With the NES, Nintendo introduced a now-standard business model of licensing third-party developers, authorizing them to produce and distribute software for Nintendos platform.[9]