Report 7 Video Games

Cards (29)

  • Video Games: Global History - 1950s
    • Computer scientists were using electronic machines to construct relatively simple game systems
    • 1950 - Tic Tac Toe (Bertie the Brain)
    • 1951 - Nim (Nimrod)
    • Used either electronic light displays and mainly as demonstration systems at large exhibitions to showcase the power of computers at the time
    • 1958 - Tennis for Two (William Higinbottom)
    • Brookhaven National Laboratory for three day exhibition
    • Using an analog computer and an oscilloscope for a display
  • Video Games: Global History - 1960s
    • For mainframe and minicomputer systems
    • Failed to achieve wide distribution due to:
    • Scarcity of computer resources
    • Lack of sufficiently trained programmers interested in crafting entertainment products
    • Difficulty in transferring programs between computers in different geographic areas
  • Video Games: Global History - Mid-1970s
    • Low-cost programmable microprocessors replaced the discrete transistor–transistor logic circuitry of early hardware
    • First ROM cartridge-based home consoles arrived, including the Atari Video Computer System (VCS)
    • 1985 - Nintendo Entertainment System
    • Rebound the failing video games sector
  • Video Games: Global History - Late-1970s
    • BASIC and C high-level programming languages were widely adopted 
    • More accessible than earlier more technical languages such as FORTRAN and COBOL
    • Opening up computer game creation to a larger base of users
  • Video Games: Global History - Late-1970s
    • Advent of time-sharing
    • Allowed the resources of a single mainframe to be parceled out among multiple users connected to the machine by terminals
    • Computer access was no longer limited to a handful of individuals at an institution
    • Creating more opportunities for students to create their own games
  • Video Games: Global History - Late-1970s
    • PLATO system with diverse graphic ability
    • Host of more impressive games
    • University of Illinois
    • Intended as an educational computer
    • System connected hundreds of users all over the US via remote terminals that featured high-quality plasma displays and allowed users to interact with each other in real time
    • Host an impressive array of graphical and/or multiplayer games
    • Earliest known computer RPGs;  Adventure, from D&D, but unlike that game placed a greater emphasis on combat and character progression than puzzle solving
  • Video Games: Global History - 1990s
    • 1983 - Dragon’s Lair
    • Use of laserdiscs
    • Interactive movies and used full motion video from the laserdisc
    • Prompted the player to respond via controls to continue game
  • Video Games: Global History - 1990s
    • Marked innovation in video games
    • Raster graphics to 3D graphics
    • Eise to several genres of video games
    • First-person shooter, real time strategy, and MMO
    • 1989 - Game Boy
    • Handheld games become more popular
  • Video Games: Global History - 2000s
    • Innovation on both consoles and PCs
    • Increasingly competitive market for portable game systems
    • Wider availability of the Internet led to:
    • New gameplay changes
    • Changes in gaming hardware
    • Online services for consoles
    • Sony’s Dominance major shift in the market
    • 1998 - Dreamcast (Sega)
    • Attempted one more foray into console
    • First console with a built-in Internet connection for online play
  • Video Games: Global History - 2000s
    • Early 2000s - PS2
    • Leading platform
    • Best-selling home console of all time
    • Over 155 million units sold
    • Number of critical games released on the system:
    • Grand Theft Auto III
    • Metal Gear Solid 2: Sons of Liberty
    • Final Fantasy X.
    • E-Sports Competition
    • 1990s - Street Fighter II (Organized)
    • 2000 - South Korea (Professional comps)
    • StarCraft and WarCraft III
  • Video Games: Global History - Mid-2000s
    • Gaming on mobile devices had limited success until here
  • Video Games: Global History - Late-2000s
    • 2009 - First cloud gaming services emerged 
    • Allowed players to play games where the processing power was performed on a computer system at a hosted location, while the game's output and player's input were sent to that system over the Internet, using the power of cloud computing
  • Video Games: Global History - Late-2000s
    • Multiple factors from the prior decade including the growth of the mobile game market and the introduction of in-app purchases, subscription-based games such as MMOs, and the digital distribution market, led to new avenues for recurring revenue by treating games as a service (GaaS)
  • Video Games: Local History - 1970s
    • PONG
    • One of the most popular games
    • Earliest video game
    • A 1972 classic
    • Atari 2600 and ColecoVision Expansion Module
    • Space Invaders (1978 - 1979)
    • Tetris (Late 1980s)
    • Video games from Japan and America quickly gained popularity in the PH market
  • Video Games: Local History - 1980s
    • Concerns about the potential corruption of video games led to a decree ban in 1981 by Philippine President Ferdinand Marcos Senor
    • The ban was lifted in 1986 after the EDSA Revolution
    • The Nintendo NES revolutionized video games in the Philippines with its Quantum Leap from the blocky graphics of Atari
  • Video Games: Local History - 1980s
    • The introduction of the Nintendo NES and its Western counterpart, The Nest, introduced a library of titles with many games
    • Despite not being able to play outside of Japan, gamers were able to acquire and understand many Japanese exclusives
    • The gaming industry in the Philippines saw a surge in demand, leading to the birth of clones and local video game console rental shops
  • Video Games: Local History - 1990s
    • The rise of gaming communities and local video game console rental shops in the Philippines fostered a vibrant gaming culture and social interaction
    • The console war between Sega and Nintendo in the 16-bit era fueled debates and competition, defining the gaming landscape of that time
  • Video Games: Local History - Now
    • Video games now are still disc based
    • Graphics improved
    • Wireless controller
  • Video Games: Remarkable People - Ralph H. Baer
    • Father of Video Games
    • Born on March 8, 1922 (German-American)
    • Created ‘Pong’
    • First video game console to ever be widely tested
    • Pioneer of very early video game production and development
  • Video Games: Remarkable People - Fusajiro Yamauchi
    • Founder of Nintendo
    • Born on November 22, 1859
    • Opened the first Hanafuda card shop called "Nintendo Koppai"
    • Japanese government banned playing cards from the public due to gambling
    • Authorized the release of all early Nintendo consoles such as the NES, SNES, N64, Gamecube, Wii, etc.
  • Video Games: Remarkable People - Satoru Iwata
    • Directed the development of Nintendo
    • Born on December 6, 1959 (Japanese)
    • Fourth CEO  and marketing director of Nintendo
    • Produced his first commercial video game in 1983 (Joust)
  • Video Games: Remarkable People - Ken Kutaragi
    • Born on August 2, 1950
    • Creator of the Playstation
    • Best selling console of all time
    • Former CEO of Sony
    • Influenced and completed the childhood of many generation
  • Video Games: Remarkable People - Hideo Kojima
    • Born on August 24, 1963
    • Developed a strong passion for film and literature during his childhood and adolescence
    • Hired by Konami in 1986 wherein he wrote the Metal Gear series
    • Best known and most appreciated work
    • Founded Kojima Productions within Konami in 2005
  • Video Games: Remarkable People - Bill Gates
    • Born on October 28, 1955
    • Creator and owner of Microsoft Windows
    • Owner of Xbox
    • Played a significant role in the development and launch of the Xbox gaming console
  • Video Games: Current Global State
    • Video games as a form of mass media is one of the leading forerunners in the status quo
    • Masthead for globalization
    • Diverse video game content
    • Political affiliation
  • Video Games: Current Local State
    • E-Sports competition
  • Video Games: Issues in Mass Media - Violence and Content Rating
    • Putting censorship or a warning that a game’s content has violence and crimes might affect their children's behavior that the parents must watch before they can allow their children to download the game is a big factor and has a special impact on anyone, especially those parents who are busy with their work
  • Video Games: Issues in Mass Media - Racial Stereotypes
    • Mainstream reproduction of racial and ethnic stereotypes, and the ways in which they intersect with class, gender and sexuality in the media, hence creates the conditions that maintain the status quo and reinforce racist, classist, sexist and homophobic hegemony
  • Video Games: Issues in Mass Media - Gender Stereotypes
    • These stereotypes may affect how gender is treated in societal environments such as the workplace, legal settings, and mental health systems, perpetuating gender stereotypes in the media and hindering progress toward gender parity