Electronic Gaming Gaming and other forms of play have been part of all cultures Processors, storage, distribution, acceleration, and culture
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1 Electronic Gaming Gaming and other forms of play have been part of all cultures Processors, storage, distribution, acceleration, and culture First displayed in America by Willie Higginbotham at Brookhaven Nat l Lab First home console, the Brown Box, developed by Ralph Baer in 1968, released 1971 by Magnavox Atari, Computer Space, 2600, Activision
2 Electronic Gaming Gaming and other forms of play have been part of all cultures Play is important for social, physical, and cognitive development in all mammals Games as a formal pastime date back almost 5,000 years
3 History Senet
4 History Senet
5 History The Royal Game of Ur
6 History Ludus duodecim scriptorum
7 History Wei-Chi / Wei-Qi (Go) (2000 BC)
8 History Wei-Chi / Wei-Qi (Go) (2000 BC)
9 History Wei-Chi / Wei-Qi (Go) (2000 BC)
10 History Tabula / Backgammon
11 History Chess (500s)
12 History Tarot Ouija
13 History Dungeons and Dragons (1977)
14
15 Backlash Culture, and reactions to activities popular with children, teens, and young adults Comic books Pinball Music Games
16 Backlash Culture, and reactions to activities popular with children, teens, and young adults Comic books Pinball Music Games
17 Backlash Culture, and reactions to activities popular with children, teens, and young adults Comic books Pinball Music Games
18 Backlash Culture, and reactions to activities popular with children, teens, and young adults Comic books Pinball Music Games
19 Backlash Culture, and reactions to activities popular with children, teens, and young adults Comic books Pinball Music Games
20 Backlash Culture, and reactions to activities popular with children, teens, and young adults Comic books Pinball Music Games
21 Backlash Culture, and reactions to activities popular with children, teens, and young adults Comic books Pinball Music Games
22 Electronic Gaming Electronic Gaming has been a cultural, financial and technological influence since its inception Processors, storage, distribution, acceleration, and culture First displayed in America by Willie Higginbotham at Brookhaven Nat l Lab
23 Electronic Gaming
24 Electronic Gaming
25 Electronic Gaming First home console, the Brown Box, developed by Ralph Baer in 1968, released 1971 by Magnavox
26 Electronic Gaming Atari, Computer Space, and Pong
27 Electronic Gaming Atari, Computer Space, and Pong
28 Electronic Gaming Largest mass-media releases for each of the last 10 years has been a video game Grand Theft Auto IV, which on April 29, 2008, took the title of the most successful entertainment release in history. Within 24 hours, GTA IV had grossed $310m ( 157m) comfortably more than history's most successful book (Harry Potter & The Deathly Hallows, at $220m in 24 hours) and its most successful film (Spider-Man 3 at $117m) deogames-hollywood
29 Electronic Gaming Largest mass-media releases for each of the last 10 years has been a video game Grand Theft Auto V $260 million budget $800 million in first 24 hours $1 billion in three days Biggest entertainment launch in history, by $300 million Fastest entertainment launch to $1 billion by 16 days Previously, Black ops 2: $500 million on first day Each of these crushed comparable movie releases Source: Forbes
30 Electronic Gaming In 2014, Microsoft bought Minecraft studio Mojang for $2.5 billion, making its creator Markus Persson a billionaire overnight. He immediately bought, with cash, the most expensive house in Beverly Hills for $70 million Minecraft is one of the most successful single games in history Offers almost limitless creation. Someone even built a working CPU
31 The Markus House
32 Electronic Gaming Back to GTAV The franchise has been widely criticized for its depictions of crime, violence, and the lack of repercussions for the player s actions. Treatment of women In and 2006 there was a congressional investigation into games
33 Government involvement 1994: ESRB, ratings similar to movies 1999: Columbine 2003: Lieberman says ESRB is best rating system in media 2005: Hot Coffee 2005: Sen. Clinton compares videogames to tobacco and alcohol 2005: Gov. Schwarzenegger signs law forbidding sale of violent / explicit games to minors 2005: FEPA
34
35 Violence in games 1976: Death Race 1982: Custer s Revenge 1992: Mortal Kombat 1993: Doom 1994: ESRB 1995: National Institute on Media and the Family 1997, 2003: Postal 1998: Grand Theft Auto 2002: BMX XXX 2005: God of war
36
37 Violence in games There s little empirical evidence that violence in games translates to real life However, mass violence is often analyzed in terms of gaming Designs like No Russian in Call of Duty have prompted opposition However all media has been targeted this way Can also be used therapeutically
38 Portrayal of women Women are often portrayed as powerless, or in need of rescue
39 Portrayal of women Women are often portrayed as powerless, or in need of rescue
40 Portrayal of women Women are often portrayed as powerless, or in need of rescue
41 Portrayal of women Women are often portrayed as powerless, or in need of rescue Especially in fantasy games, women are often wearing very little, regardless of situation
42 Portrayal of women
43 Portrayal of women Women are often portrayed as powerless, or in need of rescue Especially in fantasy games, women are often wearing very little, regardless of situation EA / Dante s Inferno Sin to Win Duke Nukem party in Vegas strip club Gamergate, Anita Sarkeesian (and general attitudes towards women in tech)
44 Gamergate Campaign of harassment against female developers and critics, and their supporters Death threats, assault threats, doxxing, swatting, etc. Pushback against the increasing diversity of the gaming audience In 2004, 48% of gamers were female In 2014, 52%, with a caveat
45 Games and movies It used to be games were made about movies E.T. The Extra Terrestrial Now it s often the other way around, for better or worse Super Mario Brothers Street Fighter Doom Tomb Raider Prince of Persia Uwe Boll
46 What are they? Virtual Worlds Have been around for a very long time MUDs / MOOs
47 What are they? Virtual Worlds Have been around for a very long time MUDs / MOOs
48 What are they? Virtual Worlds Have been around for a very long time Habitat
49 Virtual Worlds Have been around for a very long time Became mainstream in 1999 Exploded with World of Warcraft Now, there are many, many virtual worlds None have matched the initial success of World of Warcraft, not even World of Warcraft Introduced issues of economy, social interaction, social impact, and addiction
50 Virtual Worlds Addiction Addictive qualities Why do people become addicted? Can it be considered an actual addiction? Legislative responses How do we address the issue?
51 Virtual Worlds Economies are very strong, comparable to actual countries Have real currency exchange rates Goods and avatars also have real-world values Some virtual worlds use real money Has led to the creation of gold farms $3 billion a year industry
52 Virtual Worlds Have significant cultural impact Introduce terms into the popular lexicon Provide actual management, teamwork, social, and leadership skills Some companies consider online gaming experience a valuable asset They are also used in education and training
53 Virtual Reality A new method of interaction Many big companies are investing Problems with nausea, depth of field, interaction (control and immersion) Uniquely individual, anti-social Still in its infancy, future undecided
54 Mobile gaming Became a major force with the release of the iphone in 2007 Created an entirely new economy, including microstransactions and IAPs Created powerhouse developers, realignment of traditional companies, and powerful brands Zynga, Rovio, King, Imanji, GungHo, Supercell Backlash over transaction model used by developers and larger publishers
55 Created cultural icons Mobile gaming Very lucrative Hearthstone ($20 million per month) Fallout Shelter ($5.1 million first two weeks) Clash of Clans ($1.6 million per day) Candy Crush ($633,000 per day in 2103) Flappy Bird ($50,000 per day) Creator pulled game because it ruined his life Caused a reevaluation of the term gamer from inside and outside the culture
56 Benefits of gaming Training Phobias Coordination Developing skill sets Healing Creativity Problem solving
57 Can ease stress Benefits Can help people, especially kids, deal with cancer Is used to help train soldiers Is used to help train physicians Has even been used to help kids deal with divorce
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