computers and games by chris mandziejewicz. history of games 1940s-1950s nimatron cathode ray tube...

Download Computers and Games BY CHRIS MANDZIEJEWICZ. History of Games 1940s-1950s  Nimatron  Cathode ray tube amusement device  A. S. Douglass creates OXO

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History of Games 1960s  Simulation of Total Atomic Global Exchange  Ralph Baer: Idea of TV games  First interactive media game: Spacewar  Brown Box game system

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Computers and Games BY CHRIS MANDZIEJEWICZ History of Games 1940s-1950s Nimatron Cathode ray tube amusement device A. S. Douglass creates OXO Hutspiel-U.S. military game Programs: Chess, Blackjack, Checkers History of Games 1960s Simulation of Total Atomic Global Exchange Ralph Baer: Idea of TV games First interactive media game: Spacewar Brown Box game system History of Games 1970s Magnavox Odyssey Ataris Pong Microprocessors Programmable ROM cartridge based games History of Games 1980s Intellivision Commodore 64 3D games Nintendo Entertainment System Game Boy North American Video Game Crash North American Video Game Crash Too many poor quality games Too many consoles Home computer market boomed Low cost computers (Commodore 64) History of Games 1980s Computer games move to VGA graphics Computer mouse and high resolution bitmap Better graphical interfaces FM synthesis sound 3D polygonal graphics History of Games 1990s Sony PlayStation Nintendo 64 Dreamcast Entertainment Software Rating Board History of Games 1990s-2000s 3D console titles Interest in hardware accelerated 3D graphics DirectX and OpenGL CPU improvement and graphic cards History of Games 2000-Present Popularity and advancement continues Technological advancements Mobile gaming Virtual Reality Negative Impact on Society Violence and aggression Addiction Dissociation with reality Health problems Violence and Aggression Entertainment Software Rating Board Response to criticism of violent content Controversial video games Excessively violent or intense sexual situations Violence and Aggression Desensitize to real violence Rewarding acts of violence ESRB enforces industry-adopted advertising guidelines Addiction Many games constantly reward player Socially isolated Academic performance lessens Dissociation With Reality Ties with addition Fantasy world better than reality Confusion between fantasy and reality Health Problems Obesity Video induced seizures Carpal tunnel syndrome My Solutions Better parent judgement Help centers for game addition Therapy specializing in game addiction More research is needed Virtual reality ethical issues Will These Problems Change? Online game libraries Will society provide help? Problems will most likely stay Virtual reality could make it worse More realistic Sources March jpgMarch jpg https://www.esrb.org/about/ https://www.esrb.org/about/ Sources Kneer, Julia, et al. "Awareness Of Risk Factors For Digital Game Addiction: Interviewing Players And Counselors." International Journal Of Mental Health & Addiction 12.5 (2014): Academic Search Complete. Web. 30 Jan Ferguson, C. J. (2014). Is video game violence bad?. Psychologist, 27(5),