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video games are electronic games that involve interaction with the user interface to generate visual feedback on video devices such as TV screens or computer monitors. The word video in video games traditionally refers to a raster display device, but in the 2000s, this implies any type of display device that can produce two or three dimensional images. Some theorists categorize video games as an art form, but this appointment is controversial.

The electronic system used to play video games is known as a platform; examples of these are personal computers and video game consoles. These platforms range from large mainframe computers to small handheld computing devices. Specific video games such as the arcade games, where video game components are housed in large chassis, usually coin operated, while common in the 1980s in video arcades, gradually declined due to the widespread availability of affordable home video game consoles (eg, PlayStation 4 , Xbox One, and Nintendo Switch) and video games on desktop and laptop computers and smart phones.

The input devices used for games, game controllers, vary across platforms. Common controllers include gamepads, joysticks, mouse devices, keyboards, touch screen mobile devices, or even a person's body with the help of Kinect sensors. Players usually see the game on a video screen or television or computer monitor, or sometimes on virtual eyewear that is installed in the virtual reality head. Often there are sound effects of games, music and line of voice actors coming from loudspeakers or headphones. Some games in the 2000s include haptic effects, creating vibrations, forcing feedback peripherals and virtual reality headsets.

In 2010, the video game industry of commercial importance is increasing. The growing Asian market and mobile gaming on smartphones in particular spurred industrial growth. In 2015, video games generate sales of USD 74 billion annually worldwide, and is the third largest segment of the US entertainment market, behind broadcast and cable TV.


Video Video game



Histori

Initial games use interactive electronic devices with different display formats. The earliest example is from 1947 - "The cathode ray tube entertainment device" filed for a patent on January 25, 1947, by Thomas T. Goldsmith Jr. and Estle Ray Mann, and was released on December 14, 1948, as American Patent 2455992. Inspired by radar screen technology, the device consists of analog devices that allow users to control vector points on the screen to simulate missiles fired at targets, whose images remain on screen. Other early examples include: Nimrod Computer at the 1951 British Festival; OXO tic-tac-toe computer game by Alexander S. Douglas for EDSAC in 1952; Tennis for Two , an electronic interactive game engineered by William Higinbotham in 1958; Spacewar! , written by MIT students Martin Graetz, Steve Russell, and Wayne Wiitanen on DEC PDP-1 computers in 1961; and the hit ping pong-style Pong , a 1972 game by Atari. Each game uses a different way of viewing: NIMROD uses a light panel to play Nim games, OXO uses a graphical display to play tic-tac-toe Tennis for Two using an oscilloscope to showcase a side view of a tennis court, and Spacewar! use the DEC PDP-1 vector display to have two space battles against each other.

In 1971, Computer Room , made by Nolan Bushnell and Ted Dabney, was the first commercially sold, coin-operated video game. It used black-and-white television for screens, and a computer system made of 74 TTL series chips. The game is featured in the 1973 science fiction movie Soylent Green. Computer Room was followed in 1972 by Magnavox Odyssey, the first home console. Modeled after a prototype 1960s console developed by Ralph H. Baer called "Brown Box", it also uses standard television. This is followed by two versions of Atari Pong ; an arcade version in 1972 and a home version in 1975 that dramatically increased the popularity of video games. The commercial success of Pong leads many other companies to develop their own clones and systems, growing the video game industry.

Pong clone ultimately led to a 1977 video game crash, which ended with the success of mainstream Taito shooting game 1978 Space Invaders, marking the beginning of the golden age of arcade video games and dozens of manufacturers inspire to enter the market. This game inspires arcade machines to become prevalent in prime locations such as shopping malls, traditional shops, restaurants, and department stores. The game is also the subject of many articles and stories on television and in newspapers and magazines, building video games as a thriving mainstream hobby. Space Invaders was immediately licensed for Atari VCS (later known as Atari 2600), became the first "killer app" and quadruple console sales. This helped Atari recover from their previous losses, and in turn Atari VCS revived the home video game market over the second generation of consoles, until the North American video games crash in 1983. The home video game industry was revitalized soon after by the widespread success of the Nintendo Entertainment System, which marking a shift in the dominance of the video game industry from the United States to Japan during the third generation of consoles.

Maps Video game



Overview

Platform

The term "platform" refers to a specific combination of electronic components or computer hardware which, together with software, allows video games to operate. The term "system" is also commonly used. The differences below are not always clear and there may be games that bridge one or more platforms. In addition to personal computers, there are other devices that have the ability to play games but not dedicated video game machines, such as smartphones, PDAs and graphing calculators.

PC

In general use "PC games" refers to a form of media involving players that interact with personal computers connected to a video monitor. A personal computer is not a dedicated gaming platform, so there may be different runs of the same game in different hardware, as well as openness enabling some features for developers such as reducing software costs, increasing flexibility, improving innovation, emulation, modsmaking, open hosting for online games (where someone plays video games with people who are in different houses) and others.

Console

"Gaming consoles" are played on special electronic devices connected to common television sets or composite video monitors, unlike PCs, which can run all kinds of computer programs, consoles are special video game platforms manufactured by specific companies. Usually the console only runs games developed for it, or games from other platforms created by the same company, but never any games developed by its direct competitors, even if the same game is available on different platforms. Often comes with a certain game controller. The main console platforms include Xbox, PlayStation, and Nintendo.

Handheld

The "handheld" gaming device is a small, standalone electronic device that is portable and can be held in the hands of users. It features consoles, small screens, speakers and buttons, joysticks or other game controllers in one unit. Like consoles, handhelds are a special platform, and share almost identical characteristics. Handheld hardware is usually less powerful than a PC or hardware console. Some of the handheld games from the late 1970s and early 1980s can only play one game. In the 1990s and 2000s, a number of handheld games used cartridges, allowing them to be used to play many different games.

Arcade

"Arcade games" generally refers to games that are played on a more specialized type of electronic device that is usually designed to play just one game and wrapped in a cabinet, a large coin-operated one that has one built-in console, controller (joystick, button, etc.). ), CRT display, and audio and speaker amplifier. Arcade games often have brightly painted logos and images related to game themes. Although most of the arcade games are placed in vertical cabinets, which are usually played by the users in front to play, some arcade games use a desk approach, where the screen is displayed in a table-style cabinet with a transparent top desk. With games on the table, users usually sit to play. In the 1990s and 2000s, some arcade games offered players a choice of several games. In the 1980s, video arcades were a business where gamers could use a number of arcade video games. In 2010, there were fewer arcade videos, but some cinemas and family entertainment centers still have them.

Web browser

The web browser has also established itself as a stand-alone platform in the 2000s, while providing a cross platform environment for video games designed to play on a wide range of hardware from personal computers and tablet computers to smartphones. This in turn has resulted in new terms to qualify a browser-based web game class. These games can be identified based on emerging websites, such as with the game "Facebook". Others are named based on the programming platform used to develop them, such as Java and Flash games.

Mobile

With the advent of standard operating systems for mobile devices like iOS and Android and devices with greater hardware performance, mobile gaming has become a significant platform. While many mobile games share similar concepts with game browsers, this game can take advantage of smart device features that need not exist in other platforms such as global postal information and camera devices to support the expanded reality gameplay. Mobile games also lead to the development of micro transactions as a valid revenue model for casual games.

Virtual reality

Virtual reality games (VRs) generally require players to use special head-mounted units that provide stereoscopic and motion tracking screens to immerse players in virtual environments that respond to their head movements. Some VR systems include control units for players' hands to provide a direct way to interact with the virtual world. The VR system generally requires a separate computer, console, or other processing device paired with a head-mounted unit.

Blockchain

A new video game platform appeared late in 2017 where users can take ownership of game assets (digital assets) using Blockchain technology. An example is Cryptokitties.

Genres

Video games, like most other forms of media, can be categorized into genres. Video game genres are used to categorize video games based on their game interactions rather than visual or narrative differences. The video game genre is determined by a series of gameplay challenges and classified separately from their game-world settings or content, unlike other fictional works such as movies or books. For example, a shooter game is still a shooter game, regardless of whether it happens in a fantasy world or in outer space.

Because the genre depends on the content for definition, the genre has changed and evolved as newer video game styles emerge. Advancing technology and production values ​​associated with the development of video games has fostered a more vivid and complex game which in turn introduces or increases the likelihood of genres (eg, virtual pets), pushes the boundaries of existing video games or in some cases adds new possibilities in play. (as seen with games designed specifically for devices like Sony EyeToy). Some genres represent combinations of others, such as online role-playing massively multiplayer games, or, more commonly, MMORPGs. It's also common to see higher-level genre terms that are collective in all other genres such as with action, music/rhythm or horror-themed video games.

Classification

Casual games

Casual games get their name from their easy accessibility, simple to understand the flow of the game and quick to understand the set of rules. In addition, casual games often support the ability to jump in and out of play on demand. Casual games as a format existed long before the term was invented and included video games like Solitaire or Minesweeper which can usually be found already installed with many versions of Microsoft Windows operating system. Examples of genres in this category are three matches, hidden objects, time management, puzzles, or many tower-style games. Casual games are generally available through app stores and online retailers like PopCap, Zylom and GameHouse or are provided for free play through web portals like Newgrounds. Although casual games are most commonly played on personal computers, phones, or tablets, this game can also be found in many on-line console system download services (e.g., PlayStation Network, WiiWare or Xbox Live).

Serious game

Serious games are games designed primarily to convey information or learning experiences to players. Some serious games may even fail to qualify as video games in the traditional sense of the term. Educational software usually does not fall into this category (for example, typing teachers, language learning programs, etc.) and the main differences seem to be based on the game's main goals and age demographic targets. Like any other category, this description is more a rule than a rule. Serious games are games that are generally created for reasons other than simple entertainment and because core and casual games can include works of any given genre, though some like sports games, educational games, or propaganda games may have higher representation in the group this is because of their subject. These games are usually designed to be played by professionals as part of a specific job or for skills upgrading. They can also be made to convey socio-political awareness on a particular subject.

One of the longest running gaming franchises is the Microsoft Flight Simulator , first published in 1982 with that name. The United States military uses virtual reality-based simulations, such as VBS1 for training, as well as a growing number of first responders (eg, police, firefighters, EMTs). One example of a non-game environment that is used as a platform for serious game development is the virtual world of Second Life, which is currently used by some US government departments (eg, NOAA, NASA, JPL) Universities (eg, Ohio University, MIT) for distance education and distance learning programs and business (eg, IBM, Cisco Systems) for meetings and training.

Tactical media in video games plays an important role in making statements or conveying messages on important issues that are relevant. This form of media allows a wider audience to be able to receive and gain access to certain information that may not reach these people. Examples of tactical media in video games are newsgames. This is a short game relating to contemporary events designed to illustrate a point. For example, Take Action Games is a collective gaming studio founded jointly by Susana Ruiz and has made serious serious games. Some of these games include Darfur is Dying , Finding Zoe , and In The Balance . All of these games bring awareness to important issues and events.

Educational game

On September 23, 2009, US President Barack Obama launched a campaign called "Educated to Innovate" aimed at improving the technological, math, scientific and technical abilities of American students. The campaign states that it plans to harness the power of interactive games to help achieve the goals of students skilled in these departments. This campaign has evolved into many new opportunities for the world of video games and has contributed to many new competitions. Some of these competitions include the National Bicycle and Imagine Cup Video Game Competition. Both of these bring a focus to current and relevant issues through games. www.NobelPrize.org invites users to learn about information related to the achievement of the Nobel Prize while engaging in fun video games. There are many types and styles of educational games, including counting to spelling games for children, to games for adults. Some other games do not have a specific target audience in mind and are meant to only educate or inform anyone who sees or plays the game.

Controller

Video games can use several types of input devices to translate human actions into the game, the most common game controllers are the keyboards and mice for "PC games, consoles usually come with certain gamepads, handheld consoles have built in keypads.The other game controllers are generally used for games specifically like racing wheels, light weapons or dancing places.A digital camera can also be used as a game controller that captures the body movements of players.

As technology continues to grow, more can be added to the controller to give players more experience in playing games. There are some controllers that have presets so the buttons are mapped in a certain way to make certain games easier. Along with presets, players can sometimes custom map buttons to better accommodate their playing style. On the keyboard and mouse, different actions in the game are set to the key on the keyboard. Most games allow players to change it so that actions are mapped to different keys that are more suited to their liking. Companies that design controllers try to make controllers visually appealing and also feel comfortable in the hands of consumers.

An example of technology that is incorporated into the controller is the touch screen. This allows players to interact with the game differently than before. The person can move around in the menus more easily and they can also interact with different objects in the game. They can take multiple objects, complete others, or even just move objects from the player path. Another example is a motion sensor where the movement of people can be captured and put into the game. Some motion sensor games are based on where the controller resides. The reason is because there are signals sent from the controller to the console or the computer so that actions can create certain movements in the game. Another type of motion sensor game is the webcam style in which the player moves in front of it, and the action is repeated by the game character.

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Development

The development and authorship of video games, as well as other forms of entertainment, are often interdisciplinary fields. Video game developers, as employees in the industry are often called, mainly including programmers and graphic designers. Over the years this has been expanded to include almost every kind of skill that may appear to be prevalent in filmmaking or television programs, including sound designers, musicians, and other technicians; as well as special skills for video games, such as game designers. All this is managed by the manufacturer.

In the early days of industry, it was more common for one person to manage all the roles needed to create a video game. Because platforms have become more complex and powerful in the kind of material they can serve, larger teams are needed to produce all the art, programming, cinematography, and more. This is not to say that the age of "one person shop" is gone, as it is still occasionally found in casual games and handheld markets, where smaller games are prevalent due to technical limitations such as limited RAM or lack of dedication 3D graphics rendering capabilities on target platform (for example, some phones and PDAs).

With the growth of the size of the development team in the industry, the cost issue has increased. Development studios must be able to pay their staffs with competitive wages to attract and retain the best talent, while publishers are constantly looking to reduce costs in order to maintain profitability on their investments. Typically, a video game console development team can range in size from 5 to 50 people, with teams exceeding 100. In May 2009, a game project reportedly has a development staff of 450. Team size growth combined with greater pressure to complete the project -the completed projects to the market to begin recouping production costs have led to more missed deadlines, hasty games and unfinished product releases.

Downloadable content

The phenomenon of additional game content in the future, often for additional funds, begins with the distribution of digital video games known as downloadable content (DLC). Developers can use digital distribution to issue a new storyline after the main game is released, such as Rockstar Games with The Lost and Damned and The Ballad of Gay Tony ), or Bethesda with Fallout 3 and the extension. New game modes can also be available, for example, Call of Duty and zombie mode, multiplayer mode for Mushroom Wars or higher difficulty levels for Metro: Last Light . Smaller DLC packs are also common, ranging from better in-game weapons ( Dead Space , Just Cause 2 ), character outfits ( LittleBigPlanet , Minecraft ), or a new song to appear ( SingStar , Rock Band , Guitar Hero ).

Expansion Package

Variations of downloadable content are expansion packs. Unlike DLCs, expansion packs add entire sections to games already in the game code or developed after the game is released. Expansion adds new maps, missions, weapons, and other things that were previously inaccessible in the original game. An example of expansion is Bungie Destiny , which has an expansion Rise of Iron . The expansion adds new weapons, new maps, and higher levels, and creates an old mission.

Expansion added to the basic game to help extend the game's life itself until the company is able to generate a sequel or a new game altogether. Developers can plan their game life and already have code for in-game expansion, but are inaccessible to players, which then open this expansion, sometimes for free and sometimes at an additional cost. Some developers create games and add expansion later, so they can see what additional players want to have. There is also a separate expansion of the original game and is regarded as a stand-alone game, such as Ubisoft Assassin's Creed IV expansion: Black Flag, Freedom's Cry , featuring different characters from the original game..

Modify

Many games produced for PCs are designed in such a way that technically oriented consumers can modify the game. This mod can add an additional dimension of replayability and interest. Developers like Software id, Valve Corporation, Crytek, Bethesda, Epic Games and Blizzard Entertainment are sending their games with some development tools used to create games, along with documentation to help developers. The Internet provides cheap media to promote and distribute mod, and they may be a factor in the commercial success of some games. This allows for the kind of success that popular mods like the Half-Life mod Counter-Strike .

Cheats

Cheating in computer games may involve fraudulent and hidden code imposed by game developers, game code modifications by third parties, or players who exploit software errors. Mods are facilitated by fraudulent hardware or coach software. Cheats usually make games easier by providing unlimited amount of resources; such as weapons, health, or ammunition; or maybe the ability to walk through the wall. Other fraudsters may grant access to unplayable levels or provide unusual or fun features, such as changing game colors or other graphical appearances.

Glitches

Software errors that are not detected by software testers during development can find their way to the computer version and video game being released. This may happen because the error only occurs in unusual situations in the game, is considered too small to be fixed, or because of the hasty game development to meet the publishing deadline. Distractions can range from small graphical errors to serious bugs that can erase stored data or cause a damaged game. In some cases the publisher will release an update (referred to as patch ) to correct the interruption. Sometimes errors may be useful to players; this is often referred to as exploitation.

Easter Egg

Easter Eggs are hidden messages or jokes left in the game by developers who are not part of the main game. Easter eggs are secret responses that occur as a result of a series of undocumented commands. The results may vary from simple printed messages or images to a small programmer or videogame credit page hidden in serious software. The Videogame cheat code is a special kind of Easter egg, where entering secret commands will unlock special power or new levels for the player.

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Theory

Although the department of computer science has been studying the technical aspects of video games for many years, the theory that examines the game as an artistic medium is a relatively new development in the humanities. The two most visible schools in this field are ludology and narratology. Nararrati approached a video game in the context of what Janet Murray called "Cyberdrama". That is, their main concern is video games as a storytelling medium, which emerges from interactive fiction. Murray puts a video game in the context of Holodeck, a fictional technology from Star Trek, which debates video games as a medium in which players are allowed to become someone else, and act in another world. This image from video games receives wide popular initial support, and forms the basis of movies like Tron , eXistenZ and The Last Starfighter .

The Ludologists decided sharply and radically from this idea. They argue that the video game is the first and foremost, to be understood in its rules, interface, and game concepts it uses. Espen J. Aarseth argues that, although the game certainly has plot, character, and traditional narrative aspects, this aspect does not match the gameplay. For example, Aarseth is very critical of the widespread attention given by narration to the heroine in the game Tomb Raider, saying that "Lara Croft's body dimensions, already analyzed to death by film theorists, are irrelevant. , because the body that looks different will not make me play different... When I play I do not even see his body, but see it and pass it. "Simply put, the ludologists reject traditional artistic theories because they claim that the relevant artistic and social qualities of a video game is determined primarily by the set of rules, demands, and expectations charged to players.

While many games rely on emerging principles, video games typically present a simulated story world in which emerging behavior occurs within the context of the game. The term "emerging narrative" has been used to describe how, in a simulated environment, the storyline can be made simply by "what happens to players." However, the behavior that appears is not limited to sophisticated games. In general, any place where an event-driven instruction occurs for AI in a game, an emerging behavior will exist. For example, take a race game where cars are programmed to avoid collisions, and they face obstacles on the track: cars may then maneuver to avoid obstacles that cause cars behind them to slow down and/or maneuver to accommodate cars in at their front and obstacles. Programmers never write code to specifically create jams, but now it's in the game.

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Emulation

An emulator is a program that replicates the video game console behavior, allowing games to run on different platforms than the original hardware. Emulators exist for PCs, smartphones and consoles other than the original. Emulators are commonly used to play old games, hack existing games, translate unreleased games in specific areas, or add enhanced features to games such as improving graphics, speeding or lowering, bypassing regional lockouts, or online multiplayer support.

Some manufacturers have released official emulators for their own console. For example, the Nintendo Virtual Console allows users to play games for older Nintendo consoles on Wii, Wii U, and 3DS. The Virtual Console is part of Nintendo's strategy to block video game piracy. In November 2015, Microsoft launched the backward compatibility of Xbox 360 games on the Xbox One console via emulation. Also, Sony announces the relaunch of PS2 games on PS4 through emulation. According to Sony Computer Entertainment America v. Bleem , making emulators for exclusive video game consoles is legal. However, Nintendo claims that emulators are promoting the distribution of illegally copied games.

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Social aspects

Demographics

November 2005 The Nielsen Active Gamer Study, taking a survey of 2,000 regular players, found that the US gaming market is diversifying. The age group among male players has grown significantly in the 25-40 year age group. For simple online puzzle games and simple mobile phone games, gender division is more or less the same between men and women. Recently there is a segment of female players who are increasingly involved with aggressive game styles that have historically been considered to be included in the traditional male genre (eg, first person shooters). According to ESRB, almost 41% of PC gamers are women. Participation among African-Americans is lower. A survey of over 2000 game developers returned a response of only 2.5% identified as black.

When comparing the current industry climate with 20 years ago, women and many adults are more likely to use products in the industry. While the market for teenagers and young adult males is still a strong market, it is another demographic that posted significant growth. The Entertainment Software Association (ESA) provides the following summary for 2011 based on a study of nearly 1,200 American households conducted by Ipsos MediaCT:

  • The average 30-year-old player has played for 12 years. Eighty-two percent of players are 18 years of age or older.
  • Forty-two percent of all players are women and women over 18 years old is one of the fastest growing demographics in the industry.
  • Twenty-nine percent of gamers are over 50, up from nine percent in 1999.
  • Sixty-five percent of players play games with other players in private.
  • Fifty-five percent of players play games on their phones or handheld devices.

An academic study in 2006, based on a survey by 10,000 players, identified gaymers as demographic groups. A follow-up survey in 2009 studied the purchasing habits and content preferences of people in the group. Based on a study by the NPD group in 2011, about 91 percent of children ages 2-17 play games.

Culture

The video game culture is a new worldwide media subculture formed around video games and game play. Because computer games and video have increased in popularity over time, they have a significant influence on popular culture. The video game culture has also evolved over time with the internet culture as well as the growing popularity of mobile games. Many people who play video games identify as gamers, which can mean anything from someone who likes to play games with someone who is passionate about it. As video games become more social with multiplayer and online capabilities, gamers find themselves in the growth of social networking. Games can be both entertainment and competition, as new trends known as electronic sports are increasingly widely accepted. In 2010, video games and discussion of trends and video game topics can be seen in social media, politics, television, movies, and music.

Multiplayer

Video games have traditionally been a social experience. Multi-player video games are games that can be played competitively, sometimes in Electronic Sports, or cooperatively using multiple input devices, or by hotseating. Tennis for Two , arguably the first video game, is a two-player game, like its successor Pong . The first commercially available game console, the Magnavox Odyssey, has two controller inputs. Since then, most consoles have been shipped with two or four control inputs. Some have the ability to expand up to four, eight or as many as 12 inputs with additional adapters, such as Multitap. Multiplayer arcade games typically feature games for two to four players, sometimes tilting the monitor on the back for a top-down viewing experience that allows players to sit across.

Many early computer games for non-PC based platforms that have multiplayer support features. Personal computer systems from Atari and Commodore regularly feature at least two game ports. PC-based PC games begin with the availability of lower multiplayer options due to technical limitations. PCs usually have one or no game ports at all. This network game for early personal computers is generally limited to text-based or MUD-based adventures that are played remotely on dedicated servers. This is due both to the slow speed of modems (300-1200-bit/s), and the expensive cost involved with placing online computers in such a way that many visitors can make use of them. However, with the advent of widespread local area network technology and Internet-based online capabilities, the number of players in modern games can be 32 or higher, sometimes featuring unified text and/or voice chats. Multiplayer online games (MMOs) can offer a very high number of simultaneous players; Eve Online set a record with 65,303 players on one server in 2013.

Behavioral effects

It has been shown that action video game players have better hand-eye coordination and visuo-motor skills, such as their resistance to interference, their sensitivity to information in peripheral vision and their ability to count objects presented briefly, rather than non-players. Researchers found that enhanced capabilities can be gained by training with action games, involving challenges that divert attention between different locations, but not with games that require concentration on a single object. It has been suggested by some studies that online/offline video games can be used as a therapeutic tool in the treatment of different mental health problems.

In Steven Johnson's book, Everything is Bad Good for you, he argues that video games actually demand far more than players than traditional games like Monopoly . To experience the game, the player must first determine the goal, as well as how to solve it. They then have to learn game control and how the human-machine interface works, including menus and HUDs. Beyond these skills, which after some time become very basic and accepted by many gamers, video games are based on players who navigate (and ultimately master) highly complex systems with many variables. It requires strong analytical skills, as well as flexibility and adaptability. He argues that the process of learning the limits, objectives, and controls of a given game is often very demanding that calls on various areas of cognitive functioning. Indeed, most games require a lot of patience and focus from players, and, contrary to popular perception that the game gives instant gratification, the game actually delayed satisfaction far longer than other forms of entertainment such as movies or even books. Some research suggests that video games can even increase the player's attention capacity.

The principles of learning found in video games have been identified as a technique that might be used to reform the US education system. It has been noted that gamers adopt a high-concentration play attitude, they are unaware that they are learning, and that if the same attitude can be adopted in school, education will enjoy significant benefits. Students are found "learning while doing" while playing video games while fostering creative thinking.

The US Army has used machines like PackBot and UAV, which use hand-held game controllers to make it more familiar to young people. According to research discussed at the American Psychological Association Convention 2008, certain types of video games can improve gamers' agility as well as their ability to solve problems. A study of 33 laparoscopic surgeons found that those who played video games were 27 percent faster in advanced surgical procedures and made 37 percent fewer errors than those who did not play video games. A second study of 303 laparoscopic surgeons (82 percent of men, 18 percent of women) also showed that surgeons who play video games require spatial skills and hand dexterity and then do this skill drill test significantly faster on their first attempt and across 10 experiments rather than surgeons who did not play the first video game.

An experiment conducted by Richard De Lisi and Jennifer Woldorf shows the positive effects a video game may have on spatial skills. De Lisi and Woldorf took two groups of third graders, one control group and one experimental group. Both groups took a paper test and pencil of mental rotation skills. After this test, the experimental group only played 11 game sessions Tetris . This game is chosen because it requires mental rotation. After this match, both groups take the test again. The results show that the experimental group score is higher than the control group, thus confirming this theory.

Research demonstrating the benefits of action games has been questioned due to methodological deficiencies, such as recruitment and selection biases, potential placebo effects, and lack of basic improvements in the control group. In addition, many cross-sectional studies, and from longitudinal intervention trials, have not all found an effect. The response to this suggests that skills upgrades from action games are broader than expected, such as mental rotation, which is not a common task in action games. Action gamers are not only better at ignoring the distractions, but also focusing on the main task.

Objection to the video game

Like other media, such as rock music (especially heavy metal and rap gangsta), video games have been subject to objections, controversies and censorship, for example because of violent depictions, criminal activity, sexual themes, alcohol, tobacco, and others. drugs, propaganda, indecent words or advertisements. Video game critics include parent groups, politicians, religious groups, scientists, and other advocacy groups. Claims that some video games cause addiction or violent behavior are continuing and should be debated.

There are a number of social and scientific arguments about whether the content of a video game changes the behavior and attitude of a player, and whether this is reflected in the overall video game culture. Since the early 1980s, video game proponents have emphasized their use as an expressive medium, debating their protection under the laws governing freedom of speech and also as an educational tool. Detractors argue that video games are dangerous and therefore must be subject to legislative oversight and restrictions. The characteristics and positive and negative effects of video games are the subjects of scientific study. The investigation into the relationship between video games and addiction, aggression, violence, social development, and various problems of sexual stereotypes and morality is debated. A study was conducted that showed that young people who have had greater exposure to violence in video games ended up being more aggressive towards people in the social environment.

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Possible benefits

Regardless of the negative effects of video games, certain studies show that they may have value in terms of academic performance, perhaps because of the skills developed in the process. "When you play... your game solves the puzzle of moving to the next level and it involves the use of some general knowledge and skills in math, reading and science that have been taught during the day," said Alberto Posso, an Associate Professor at Royal Melbourne Institute of Technology, after analyzing data from standard test results completed by more than 12,000 secondary school students across Australia. As summarized by The Guardian, the study (published in the International Journal of Communications) found that students who play online games almost every day score 15 points above the average in mathematics and reading tests and 17 points above average in science. "However, the reporter added an important comment that is not provided by some Web sites that publish a brief summary of Australian studies:" [methodology] can not prove that playing video games is the cause improvement. " The Guardian also reported that a study at Columbia University showed that extensive video games by students in the age group of 6 to 11 provide an enormous improvement opportunity for high intellectual functioning and overall school competence.

In an interview with CNN, Edward Castronova, a Telecommunications professor at Indiana University Bloomington said he was not surprised by the results of Australian studies but also addressed the issue of causal relationships. "While there is a relationship between games and higher math and science scores, that does not mean game play leads to higher scores, it's just that sharp kids are looking for a challenge, and they do not find it on social media, and maybe they found it on the board games and video games, "he explained.

Video games have also been shown to increase self-esteem and build confidence. It gives people the opportunity to do things they can not do offline, and to discover new things about themselves. There is a social aspect to playing games as well - research has shown that a third of video game players make good friends online. In addition, video games are also considered as a therapy because it helps relieve stress. Despite the short term, studies have shown that children with developmental delay get temporary physical improvements as they interact and play video games regularly, and consistently due to the cognitive benefits and use of hand eye coordination.

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Positive effects of video game

Video game studies have been shown to negatively affect player health and mental state, while positive effects can be ignored. Through a theory called Self-Determination Theory, these factors can be measured to determine the effect a video game can have on people.

Self-determination

Self-determination theory (SDT) is a macro theory of human motivation based on competence, autonomy, and relevance to facilitate positive outcomes. SDT provides a framework for understanding the effects of playing video games; welfare, problem solving, group relationships, physical activity.

Welfare

The ability to create an ideal self-image and be given many options to change the image gives a sense of satisfaction. This topic has a lot of controversy; it is not known whether this freedom can be beneficial to a person's character or harmful. With the increasing use of games, a player can become too invested in fictitiously generated characters, where the desire to look like it beats the enjoyment of the game. Players see the creation of these characters as entertainment and release, creating a self-image that they can not get in reality, bringing the convenience beyond the game from lack of investment to fictitious characters. Problems that arise based on character design may be related to personality disorder.

Troubleshooting skills

Cognitive skills can be improved through repetition of puzzles, memory games, spatial abilities and attention control. Most video games present an opportunity to use these skills with the ability to try several times even after a failure. Many of these skills can be translated into reality and problem solving. This allows players to learn from mistakes and fully understand how and why solutions to a problem can work. Some researchers believe that persistent exposure to challenges can cause players to develop greater persistence over time after research shows that players often spend more time on puzzles in tasks that do not involve video games. Although players are shown to spend more time on puzzles, many may be caused by the positive effect of problem solving in the game, which involves the formation of strategies and heavy options before testing the solution.

In a study that followed students through the school, students who played video games showed a higher level of problem solving than students who did not. This is contrary to previous research at a higher level of success seen in video game players. Time being a factor for problem solving led to different conclusions in different studies. See video games controversy for more.

Group relations

Online gaming is on the rise allowing video game players to communicate and work together to accomplish a specific task. Being able to work as a group in a game translates well into reality and work, where people have to work together to accomplish the task. Research on players in violent and non-violent games shows similar results, in which player relationships increase to improve synergy.

Physical activity

With the introduction of Wii Fit and VR (virtual reality), exergame popularity has increased, allowing video game players to experience more active than playing sedentary games. The mobile app has been trying to expand this concept with the introduction of Pokémon  © mon Go, which involves walking toward in-game progress. Since exergaming is relatively new, there is still much to be investigated. There is no big difference seen in tests with children playing on Wii vs non-active games after 12 weeks. Testing a larger age range can show better results.

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Rating and censorship

Video game legislation varies from country to country. Console manufacturers typically tightly control the games published on their systems, so unusual or special games are more likely to emerge as PC games. Free, casual, and browser-based games are usually played on a computer, phone, tablet computer, or PDA available.

Organizations in different regions are responsible for ranking content to video games.

United States

The Board of Entertainment Software Ratings (ESRB) rated video game maturity based on their content. For example, a game can be rated "T" for "Teen" if the game contains dirty or violent words. If a game contains explicit violence or a sexual theme, it is likely to receive M for an "Adult" rating, meaning that no one under 17 will play it. The "A/O" rating, for "Special Only", shows games with great violence or nudity. There are no laws that prohibit children from buying "M" rating games in the United States. The law that attempted to ban minors from purchasing the "M" rating game was established in California, Illinois, Michigan, Minnesota and Louisiana, but all were canceled because this law violated the First Amendment. However, many stores choose not to sell such games to children. One of the most controversial games of all time, Manhunt 2 by Rockstar Studios, rated AO by ESRB until Rockstar can make content more suited to mature audiences.

Europe

Pan European Game Information (PEGI) is a system developed to standardize game rankings across Europe (not only the EU, although the majority are EU members), current members are: all EU members, excluding Germany and 10 accession statuses; Norway; Switzerland. Iceland is expected to soon join, as do 10 states of EU accession. For all PEGI members, they use it as their only system, with the exception of the UK, where if a game contains certain material, it should be rated by BBFC. The PEGI rating is legally binding in Vienna and it is a criminal offense to sell a game to someone if it is judged above their age.

German Germany: BPjM and USK

A tighter game rating law means that Germany does not operate in PEGI. Instead, they adopt their own certification system as required by law. The Unterhaltungssoftware Selbstkontrolle (USK) checks every game before release and gives the age rating for it - either no (white), 6 years (yellow), 12 years (green), 16 years (blue) or 18 years of age (red). It is forbidden for anyone, retailer, friend or parent, to allow child access to games that he/she is under age. If a game is considered harmful to a young person (eg due to extremely rude, pornographic or racist content), it may be referred to BundesprÃÆ'¼fstelle fÃÆ'¼r jugendgefÃÆ'¤hrdende Medien (BPjM) who may choose to place it on the Index when the game should not be sold open or advertised in open media. It is considered a crime to supply these games to a child.

Japanese

The Computer Entertainment Ratings Organization (CERO) that assesses video games and PC games (excluding dating sims, visual novels, and eroges) in Japan with an appraisal level that tells customers about the nature of the product and for what age groups match. Founded in July 2002 as a subsidiary of the Association of Computer Equipment Suppliers, and became a non-profit organization officially recognized in 2003. These ratings are:

  • A - All ages
  • B - Age 12 and over
  • C - Ages 15 and over
  • D - Ages 17 and older
  • Z - Ages 18 and older

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Commercial aspects

Game sales

According to market research firm SuperData, in May 2015, the global game market is worth USD 74.2 billion. By region, North America contributed $ 23.6 billion, Asia $ 23.1 billion, Europe $ 22.1 billion and South America $ 4.5 billion. With market segments, $ 22.3 billion worth of mobile games, 19.7 billion retail games, free MMOs to play for 8.7 billion, $ 7.9 billion for social games, PC DLC 7.5 billion and other categories $ 3 billion or less each.

In the United States, according to SuperData, the share of video games in the entertainment market increased from 5% in 1985 to 13% by 2015, becoming the third largest market segment behind broadcast and cable television. Research firms anticipate that Asia will soon take over North America's position as the largest video game market due to the strong growth of free games to play and mobile.

Sales of different types of games vary widely between countries due to local preferences. Japanese consumers tend to buy more console games than computer games, with a strong preference for games that meet local tastes. Another major difference is that, despite the decline of arcades in the West, the arcade games remain an important sector in the Japanese gaming industry. In South Korea, computer games are usually preferred over console games, especially MMORPG games and real-time strategy games. Computer games are also popular in China.

Convention

The game convention is an important industry exhibition. The annual gamecom in Cologne in August is the world's leading exhibition of video games in attendance. E3 in June in Los Angeles is also important globally, but it is an event for industry insiders only. Tokyo Game Show in September is the main festival in Asia. Conventions and other trade fairs include the Brazil Game Show in October, the Paris Games Week in October-November, the EB Games Expo (Australia) in October, KRI, ChinaJoy in July and the annual Game Developer Conference. Some publishers, developers and technology producers also run their own regular conventions, with BlizzCon, QuakeCon, Nvision, and X showing a prominent example.

eSports

Short for electronic sports, is a video game competition played most by individual players or in teams that gained popularity from the late 2000s, the most common genre is battle, first-person shooter (FPS), online multiplayer combat arena (MOBA ) and real time strategy. There are several games that are created for competitive multiplayer purposes. With these types of games, players focus entirely on choosing the right characters or getting the right equipment in the game to help them in the face of other players. The tournament is held so that people in the area or from different regions can play against other players of the same game and see who is the best. Major League Gaming (MLG) is a company that reports tournaments held across the country. The players competing in this tournament are ranked depending on their skill level in the game they choose to play and against other players who play the game. The players who are also competing are mostly called professional players due to the fact that they have played a game that they are competing for hours on end. The players have been able to perform with different strategies to deal with different characters. Professional players can choose the character they want and can master how to use the character very effectively. With the game of strategy, players tend to know how to get resources quickly and are able to make quick decisions about where their troops will be deployed and what kind of troops to make.

The copyright of the video game

Creators almost always have copyright for their games. The laws that define copyright, and the rights conveyed through video games, vary from country to country. Usually a fair use copyright clause allows consumers some additional rights, such as for players of the game to stream games online. This is an area that is not clear in copyright law, because this law precedes the emergence of video games. This means that copyright holders often have to decide what they will allow consumers to do with video games.

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Museum

There are many video game museums around the world, including the National Videogame Museum in Frisco, Texas, which serves as the largest museum completely dedicated to the look and preservation of the most important industrial artifacts. Europe hosted video game museums such as the Computer Games Museum in Berlin and the Soviet Museum Arcade Machines in Moscow and Saint-Petersburg. The Museum of Digital Arts and Entertainment in Oakland, California is a specialized video game museum focused on console exhibitions and playable computer games. The Video Game Museum of Rome is also dedicated to preserving video games and their history. The International Center for the History of Electronic Games at The Strong in Rochester, New York contains one of the largest collections of electronic games and game-related historical material in the world, including 5,000 square feet (460 m 2 ) guests to play their way through video game history. The Smithsonian Institution in Washington, D.C. has three video games on the permanent screen: Pac-Man , Dragon's Lair , and Pong .

The Museum of Modern Art has added a total of 20 video games and one video game console to the Permanent Architecture and Design Collection since 2012. In 2012, the Smithsonian American Art Museum held an exhibition on "The Art of Video Games". However, reviews of the exhibit were diverse, including questioning whether video games were included in the art museum.

How Trump Sees Video Games | The Mary Sue
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See also

  • List of video games
  • List of accessories for video games by system
  • Video game outline
  • Video game addiction

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Note


Inside the 'dream job' of a video game tester | Business Insider
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References


10 Video Games So Bad That They're Actually Awesome - YouTube
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External links

  • Bibliography video game by video game research association French Ludoscience
  • Virtual Museum of Computing (VMoC)


Source of the article : Wikipedia

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