ics 131: social analysis of computerization lecture 17: computer games

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ICS 131: Social Analysis of Computerization Lecture 17: Computer Games

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Page 1: ICS 131: Social Analysis of Computerization Lecture 17: Computer Games

ICS 131: Social Analysis of Computerization

Lecture 17:

Computer Games

Page 2: ICS 131: Social Analysis of Computerization Lecture 17: Computer Games

Are there any questions?

Page 3: ICS 131: Social Analysis of Computerization Lecture 17: Computer Games

Key Idea

• Games are becoming an important entertainment medium and cultural artifact.

Page 4: ICS 131: Social Analysis of Computerization Lecture 17: Computer Games

Games as Entertainment Medium

• Competing with movies, books, television, theater, musical concerts, etc.

Page 5: ICS 131: Social Analysis of Computerization Lecture 17: Computer Games

History

• Various predecessors, 1880s-1950s

• Spacewar, 1961

• First Arcade Video Game, 1971

• Pong, 1972

• Atari, 1977

• Pac-Man, 1980

• Doom, 1993

Page 6: ICS 131: Social Analysis of Computerization Lecture 17: Computer Games

Platforms

• PC Games

• Console Games

• Handheld Games

• Single Player

• Networked

• Heterogeneous

Page 7: ICS 131: Social Analysis of Computerization Lecture 17: Computer Games

Genres

• FPS

• Third person adventure

• RPG

• Puzzle

• Sim

• Others?

Page 8: ICS 131: Social Analysis of Computerization Lecture 17: Computer Games

Game Productions

• Programmers• Modelers• Animators• Game Designers• Marketers• Managers• Sound Designers• Others?

Page 9: ICS 131: Social Analysis of Computerization Lecture 17: Computer Games

Game Production Process

• Hybrid of animated film and software engineering processes

• Describe each

Page 10: ICS 131: Social Analysis of Computerization Lecture 17: Computer Games

Casual Games

• Benefits

• Limitations

Page 11: ICS 131: Social Analysis of Computerization Lecture 17: Computer Games

Mobile Games

• Benefits

• Limitations

Page 12: ICS 131: Social Analysis of Computerization Lecture 17: Computer Games

Ducheneaut Reading

• World of Warcraft

• What are its characteristics?

Page 13: ICS 131: Social Analysis of Computerization Lecture 17: Computer Games

Operant Conditioning

• How does this factor in?

Page 14: ICS 131: Social Analysis of Computerization Lecture 17: Computer Games

What Do Games Tell Us About US Culture?

• What games do you play?

• What does this say about people in the US?

• How does it compare to movies?

Page 15: ICS 131: Social Analysis of Computerization Lecture 17: Computer Games

What Do Games Tell Us About Other Cultures?

• Non-US games?

• Differences from US games?

Page 16: ICS 131: Social Analysis of Computerization Lecture 17: Computer Games

What Do Games Tell Us About the Interactions Between

Cultures?

• Games that cross cultures?

• How do people from different cultures interact in the games?

Page 17: ICS 131: Social Analysis of Computerization Lecture 17: Computer Games

Topic for Debate

• Do violent computer games lead to real world violence?

• Let’s make a list of arguments for and against

Page 18: ICS 131: Social Analysis of Computerization Lecture 17: Computer Games

Games for Change

• Conference

• Examples?

• Panel

Page 19: ICS 131: Social Analysis of Computerization Lecture 17: Computer Games

Topic for Debate

• I think navigation and social skills will be the two most important parts of game AI’s in 20 years. Please list five other capabilities that game AI’s will have in 20 years, and describe the impact that each of these capabilities will have on the kinds of games.

Page 20: ICS 131: Social Analysis of Computerization Lecture 17: Computer Games

Today’s gamers are...

…come on down front!

LARSON, CHRISTOPHER THOMAS

MU, NAN

TRAN, CHARLIE

WILKINSON, DAVID HIROSHI

WU, KEVIN KAI

ANGUIANO, ALFRED ALFONSO

AUSTGEN, CAMERON D.

FUJITA, JUSTIN TSUTOMU

LA PIERRE, BLAKE M.

LUZWICK, JAMES ROBERT

OLIVARES, JAMES PATRICK ROBLES

Page 21: ICS 131: Social Analysis of Computerization Lecture 17: Computer Games

Next class: Social Relationships

Page 22: ICS 131: Social Analysis of Computerization Lecture 17: Computer Games

• Collaborative AI• Predictive modeling• Responsive environment• Reasonable unpredictability• Physical interfaces to Ais• Help you find other people• Remember past experience• Artificial Marketers• Emotions• Learning strategies• Deal with unpredictable people• Natural language recognition• Moving across networks• Diversity in Ais• Imitation• Content creation• Ability to evaluate players• Emotion recognition• Communal planning