(Redirected from Video and computer games)
A 'video game', or 'videogame', is a
game that involves interaction with a
user interface to generate visual feedback on a
video device.
The word ''video'' in ''video game'' traditionally refers to a
raster display device.
[1] However, with the popular use of the term "video game", it now implies any type of
display device. The
electronic systems used to play video games are known as platforms; examples of these are
personal computers and
video game consoles. These platforms are broad in range, from large
computers such as
mainframes, to
handheld devices such as
cell phones and
PDAs. Specialized video games such as
arcade games, while previously common, have gradually declined in use.
The
user interface normally used to manipulate video games is called a
game controller, which varies across platforms. For instance, a dedicated console controller might consist of only a button and a
joystick, or feature a dozen buttons and one or more joysticks. Early personal computer based games historically relied on the availability of a
keyboard for
game play, or more commonly, required the user to purchase a separate joystick with at least one button to play. Many modern computer games allow the player to use a keyboard and
mouse simultaneously.
Beyond the common element of visual feedback, video games have utilized other systems to provide interaction and information to the player. Chief examples of these are
sound reproduction devices (
speakers) and an array of haptic peripherals (i.e., vibration or
force feedback).
Origins
Main articles: First video game
The
history of video games traces back to 1948, where the idea of a video game was conceived and patented by Thomas T. Goldsmith Jr. and Estle Ray Mann.
[2] In 1958,
William Higinbotham's ''
Tennis for Two'' was developed. Then in 1962, "
Spacewar!", was developed and it is hailed as the very first computer video game. Later in 1972, the
Magnavox Odyssey was released, the first video game console.
Ralph Baer is credited as creating the first home video game console, the "brown box," the prototype of the Magnavox Odyssey.
And then we also have the new gamers, IceStorm is a group of young men who have made some hits!
They are only 12 years old, but I must say I'm very impressed. From LogoMadness to Paint 2 they have some amazing games! You can play their games for free at
[2] . Their website is www.icestorm.zoomshare.com. Check it out!
Platforms
In common usage a "
PC game" refers to a game that is played on a personal computer connected to a high-resolution
video monitor. A "
console game" is played on a specialized electronic device that connects to a standard
television set or
composite video monitor. A "handheld" gaming device is a self contained electronic device that is portable and can be held in a user's hands. "Arcade game" generally refers to an even more specialized type of electronic device that is typically designed to play only one game and is encased in a special
cabinet. These distinctions are not always clear and there may be games that bridge one or more platform. There are also platforms that have non video game variations such as in the case of
electro-mechanically based arcade games. There are also devices with screens which have the ability to play games but are not dedicated video game machines. Examples are
mobile phones,
PDAs,
graphing calculators,
GPS receivers,
MP3 players,
digital cameras and watches.
Genres
Main articles: Video game genres
A video game, like most other forms of media, may be categorized into
genres based on many factors such as method of game play, types of goals, and more.
Games have often been easier to classify by genre due to the technical constraints of various platforms, and commercial pressures like one would experience in any hit driven, entertainment market. As the production values of video games have increased over the years both in visual appearance and depth of story telling, the demand for more creative talent has driven game companies to bring in artists from outside of what one would traditionally call the video game industry.
The reuse of genres is most clearly seen in the trend by publishers to establish "franchises", which often recycle the characters, situations, conflicts, gameplay mechanics, and/or themes over the course of any number of sequels.
Although many games may combine genres, very few exist outside the paradigms of previously established genres (with notable exceptions, which when successful generally define a new genre through subsequent imitation by competition).
Some genres represent combinations of other genres such as with
Massively multiplayer online role-playing game (MMORPG). It is also common to see higher level genre terms that are collective in nature across all other genres such as with
Christian or horror-themed video games.
Social aspects
Multiplayer
Main articles: Multiplayer game
Video gaming has traditionally been a social experience. From its early beginnings, video games have commonly been playable by more than a single player.
Multiplayer video games are those that can be played either competitively or cooperatively by using either multiple input devices, or by
hotseating. ''
Tennis for Two'', arguably the first video game, was a two-player game as was its successor, ''
Pong''. The first commercially available console game system to support multiple games (the
Magnavox Odyssey), had two controller inputs.
Since that time, most console systems have been shipped with two or four controller inputs. Some have had the ability to expand to four, eight or as many as twelve inputs with additional adapters, such as the
Multitap. In the early days, multi-player
Coin-op games commonly featured hotseat play for at least two players. In later years it was more common to feature two-player simultaneous competitive play. Public business establishments which feature predominantly coin-op video games are generally referred to as
arcades, and were widely popular during the
golden age of arcade games. Also in recent years, new-age
Video Gaming Centers are providing customers with the many different types of video gaming consoles. The idea of bringing people together in a cozy space that resembles the common household basement. These gaming places differ from the traditional idea of arcade.
Many early computer games for non IBM PC descendant based platforms featured multiplayer support. Personal computer systems from
Atari and
Commodore both regularly featured at least two game ports. Network games for these early personal computers were generally limited to only text based adventures or
MUDs that were played remotely on a dedicated server. This was due both to the slow speed of modems (300-1200 bit/s), and the prohibitive cost involved with putting a computer online in such a way where multiple visitors could make use of it.
IBM PC (PC for short)-based
computer games started out with a lower availability of multiplayer options, largely due to many games being dependent on keyboard or mouse based interactions, a single gaming port (if any) available, and network options that were limited. However, with the advent of widespread
local area networking technologies and Internet based online capabilities, the number of players in modern games can be 32 or higher, sometimes featuring integrated text and/or voice chat.
MMOs can offer extremely high numbers of simultaneous players; ''
EVE Online'' set a record with just under 36,000 players on a single server in 2006.
[3]
Benefits
Perhaps the most visible benefits of video gaming are its artistic and entertainment contributions. As a form of
multimedia entertainment, modern video games contain a unique synthesis of
3D art,
CG effects, architecture, artificial intelligence, sound effects, dramatic performances, music, storytelling, and, most importantly,
interactivity. This interactivity enables the player to explore environments that range from simulated reality to stylized, artistic expressions (something no other form of entertainment can allow) where the actions of the player operating as a single, irreducible variable. In this respect, every game scenario will play out a slightly different way every time. Even if the game is highly scripted, this can still feel like a large amount of freedom to the person who is playing the game.
A related property is that of
emergent behavior. While many games including card games and sports rely on emergent principles, video games commonly present simulated story worlds where emergent behavior occurs within the context of the game. This is something that some gamers find appealing as it introduces a certain level of randomness to a game. In discussing the issue, game designer
Warren Spector has used the term "emergent narrative" to describe how, in a simulated environment, storyline can be created simply by "what happens to the player."
[4] Emergent behavior in video games date back to the earliest games though. Generally any place where event driven instructions occur for AI in a game, emergent behavior will inevitably exist. For instance, take a racing game in which cars are programmed to avoid crashing and they encounter an obstacle in the track, the cars might then maneuver to avoid the obstacle causing the cars behind them to slow and/or maneuver to accommodate the cars in front of them and the obstacle. The programmer never wrote code to specifically create a traffic jam, yet one now exists in the game.
In
Steven Johnson's book, ''
Everything Bad Is Good For You'', he argues that video games in fact demand far more from a player than traditional games like ''
Monopoly''. To experience the game, the player must first determine the objectives, as well as how to complete them. They must then learn the game controls and how the human-machine interface works, including menus and
HUDs. Beyond such skills, which after some time become quite fundamental and are taken for granted by many gamers, video games are based upon the player navigating (and eventually mastering) a highly complex system with many variables. This requires a strong analytical ability, as well as flexibility and adaptability. To emphasize the point, Johnson notes that the strategy guide for ''
Grand Theft Auto III'' is 53,012 words long. He argues that the process of learning the boundaries, goals, and controls of a given game is often a highly demanding one that calls on many different areas of cognitive function. Indeed, most games require a great deal of patience and focus from the player, and, contrary to the popular perception that games provide instant gratification, games actually delay gratification far longer than other forms of entertainment such as film or even many books.
[3] Some research
[5] suggests video games may even increase players' attention capacities.
Multiplayer games, which take advantage of the fact that computer games can use the internet, provide players with the opportunity to compete with other players from across the globe, something that is also unique to electronic gaming.
MMORPG's take the concept much further with the establishment of vast, online communities existing in persistent, virtual worlds. Millions of players around the globe are attracted to video gaming simply because it offers such unprecedented ability to interact with large numbers of people engaged simultaneously in a structured environment where they are all involved in the same activity (playing the game).
Even simple games offer potential benefits to the player. Games like ''
Tetris'' and ''
Pac-man'' or ''
Galaga'' are well-designed games that are easy to pick up but difficult to master, much like
chess or
poker. Despite their simplicity, simple games may also feature online capabilities or powerful AI. Depending on the game, players can develop and test their techniques against an advanced computer player or online against other human players.
More obvious benefits to the player can come in the form of education on the game's subject matter. For example, a
RTS set during the
American Civil War may feature the use of period armies engaging in historical battles, and outwitting an opponent such as
Robert E. Lee.
The
U.S. army has deployed machines such as the
PackBot which makes use of a game-style
hand controller intended to make it more familiar to use by young men and women.
[6]
Controversy
Main articles: Video game controversy
Like related forms of media, computer and video games have been the subject of frequent controversy and
censorship, due to the depiction of graphic
violence,
sexual themes,
Advergaming (a form of
advertising in games), consumption of
drugs, consumption of
alcohol or
tobacco,
propaganda, or
profanity in some games. Among others, critics of video games sometimes include parents' groups,
politicians, organized
religion groups, and other
special interest groups, even though all of these can be found in all forms of entertainment and media. Various games have been accused of causing
addiction and even
violent behavior. "Video game censorship" is defined as the use of state or group power to control the playing, distribution, purchase, or sale of video games or computer games. Video game controversy comes in many forms, and censorship is a controversial subject, as well as a popular topic of debate. Proponents and opponents of censorship are often very passionate about their individual views.
Historically, this type of controversy and criticism is not unique to video games. The same situation has been applied to
comic books,
motion pictures,
dancing and to some extent
music and
books. As long ago as the nineteenth century the same accusations were made about "
penny dreadfuls". Moreover, it appears to be a question of age. Since these art forms have been around longer, the backlash against them occurred farther in the past, beyond the remembrance of today's youth. In both cases, the attempts at censorship in the
United States were struck down as a violation of
First Amendment rights, and they have gone on to become fully integrated facets of society.
An organization known as the
Entertainment Software Ratings Board or
ESRB rates software for certain age groups, however publishers are not required to submit games for ratings, and parents are not always aware of the existence of these ratings. In some cases, children are able to obtain software that is not appropriate for their age.
Games that have sparked notable national controversy in the United States include ''
Mortal Kombat'', ''
Night Trap'', ''
Doom'', the ''
Grand Theft Auto'' series and, most notably, ''' infamous
Hot Coffee mod fiasco which boosted the game's ESRB rating from M (Mature) to AO (Adults Only).
[7]
Demographics
The November 2005 Nielsen Active Gamer Study, taking a survey of 2,000 regular gamers, found that the U.S. games market is diversifying. The age group among male players is expanding significantly into the 25-40 age group. For casual online puzzle-style and simple mobile
cell phone games, the gender divide is more or less equal between males and females. Females are being significantly attracted to playing certain online multi-user video games that offer a more communal experience, and a small hardcore group of young females are playing aggressive games that are usually thought of as being "traditionally male" games. The most loyal fan-base is reported to be for large
role-playing games.
According to the ESRB almost 41% of video and PC gamers are women.
[8]. With such video game social networks as
[4]Miss Video Game and
[5]Guild Cafe having a large percentages of hardcore female gamers the "traditionally male" games should now be considered cross-gendered.
Development
Main articles: Game development
Video games are made by
game developers, who used to do this as individuals or small teams in the 80's. Now, development commonly requires a large team consisting of
designers,
graphic designers and other
artists,
programmers,
sound designers,
musicians, and other technicians; all of which are managed by
producers. The visionary for any game may come from any of the roles outlined. Development by committee rarely works.
Video games are developing fast in all areas, but the problem is of cost, and how developers intend to keep the costs low enough to attract publisher investment. Most video game console development teams number anywhere from 20 to 50 people, with some teams exceeding 100. The average team size as well as the average development time of a game have grown along with the size of the industry and the technology involved in creating games. This has led to regular occurrences of missed deadlines and unfinished products; ''
Duke Nukem Forever'' is the quintessential example of these problems.
Modifications
Main articles: Mod (computer gaming)
Games running on a PC are often designed with end-user modifications in mind, and this consequently allows modern computer games to be modified by gamers without much difficulty. These
mods can add an extra dimension of replayability and interest. The
Internet provides an inexpensive medium to promote and distribute mods, and they have become an increasingly important factor in the commercial success of some games. Developers such as
id,
Valve,
Crytek,
Epic and
Blizzard Entertainment ship their games with the very development tools used to make the game in the first place, along with documentation to assist mod developers, which allows for the kind of success seen by popular mods such as the (previously)
Half-Life Mod ''
Counter-Strike''.
Cheats
Main articles: Computer and video game cheating
Cheating in computer games may involve
cheat codes implemented by the game developers for
playtesting, modification of game code by third parties (by either
cheat cartridge hardware or a software
trainer), or players exploiting a software glitch.
Cheats usually make the game easier by providing an unlimited amount of some resource (lives, health, or ammunition, for example) but might provide an unusual or amusing feature, like reversed colors in a game, or big head mode (
Spyro the dragon) for example.
Cheat codes usually are often found on the Internet and can be found for almost any game on any platform.
Glitches
Main articles: Computer glitch
Software errors not detected by software testers during development can find their way into released versions of computer and video games. This may happen because the glitch only occurs under unusual circumstances in the game, was deemed too minor to correct, or because the game development was hurried to meet a publication deadline.
Glitches can range from minor graphical errors to serious bugs that can delete saved data or cause the game to malfunction.
Glitches in games for home computers, and now in consoles like the
Xbox 360,
PS3, and the
Wii, may be later corrected if the developers release a
patch.
Commercial aspects
Game sales

A typical retail display (in
Geneva,
Switzerland) with a large selection of games for several major consoles
The three largest producers of and markets for computer and video games (in order) are the
United States,
Japan and the
United Kingdom.
[6]. Other significant markets include
Australia,
Canada,
Spain,
Germany,
South Korea,
Mexico,
France and
Italy. Both
India and
China are considered emerging markets in the video game industry and sales are expected to rise significantly in the coming years.
Sales of different types of games vary widely between these markets due to local preferences. Japanese consumers tend to purchase console games over computer games, with a strong preference for games catering to local tastes. In South Korea, computer games are preferred, especially
MMORPG games and
real-time strategy games; there are over 20,000
PC bang Internet cafes where computer games can be played for an hourly charge.
The
NPD Group tracks computer and video game sales in the United States. It reported that:
★ Console and portable software sales: $6.2 billion, up 8% from 2003
[9]
★ Console and portable hardware and accessory sales: $3.7 billion, down 35% from 2003
9
★ PC game sales: $1.1 billion, down 15% from 2006
[10]
A possible factor causing this drop in PC games would be the free
MMORPG games available such as
Silkroad Online,
Runescape and
Maple Story. Also note that PC games that are
digitally distributed either directly or by distribution networks such as
Steam are not tracked by the NPD, and Steam does not list sales numbers for games downloaded through their service.
These figures are sales in dollars, not units; unit shipments for each category were higher than the dollar sales numbers indicate, as more software and hardware was sold at reduced prices compared to 2003. However, with the release of the Next-Gen Consoles in 2006, these numbers have increased dramatically.
The game and film industries are also becoming increasingly intertwined, with companies like
Sony having significant stakes in both. A large number of summer blockbuster films spawn a companion game, often launching at the same time to share the marketing costs.
See also
★
Computer and video game industry
★
Artistic computer game modification
★
Personal computer game
★
Games for Windows
★
Unlockable games
★
Gaming computers
★
Cheating (video games)
★
First video game
★
Emulator
★
International Mobile Gaming Awards
★
Video game culture
★
Game studies
Lists
★
List of gaming topics
★
Lists of video games
★
List of cancelled video games
★
List of vaporware
★
List of commercial failures in video gaming
★
List of home computers by video hardware
References
1. [1]
2. Thomas T. Goldsmith Jr. and Estle Ray Mann filed a United States patent application on January 25, 1947 and issued on December 14, 1948.
3. MMORPG.com report EVE Online reaching 32955 Peak Concurrent Users
4. http://xbox.ign.com/articles/502/502409p1.html
5. Action video game modifies visual selective attention Daphne Bavalier ''et al.''
6. iRobot Receives New Military Orders 14 PackBot Robots
7. "Grand Theft Auto Makers Sued By LA Attorney For Hidden Porn"
8. "Women video gamers: Not just solitaire" from ''PC World'', Canada
9. U.S. video game industry sales dip in 2004
10. Sales & Genre data
★
Where have all the PC games gone?" Lieu, Tina
★
I Have No Words & I Must Design Costikyan, Greg
★
The Art of Computer Game Design Crawford, Chris
★
The Game Design Reader: A Rules of Play Anthology, , Katie, Salen, The MIT Press, 2005, ISBN 0-262-19536-4
★
Are Video Games Art? Smuts, Aaron
★
How to Solve China's Piracy Problem Blodget, Henry
★
Game sales hit record highs Winegarner, Beth
★
Digital Dinosaurs and Artificial Life: Exploring the Culture of Nature in Computer and Video Games, John Wills, , , Cultural Values (Journal for Cultural Research),
★
Women video gamers: Not just solitaire Guy, Hannah
External links
★
"The Tenth Art", article about the cultural significance of computer games by
Steven Poole
★
Chronology of Video Game Systems
★
User-consensus video game innovation chronology and dynamic web diagram