A
video game is an
electronic game that involves interaction
with a
user interface to generate
visual feedback on a
video device. The word
video in
video game traditionally referred to a
raster display device. However, with
the popular use of the term "video game", it now implies any type
of
display device. The
electronic systems used to play video
games are known as platforms; examples of these are
personal computers and
video game consoles. These platforms
range from large
computers to small
handheld devices. Specialized video
games such as
arcade games, while
previously common, have gradually declined in use.
The
input device used to manipulate
video games is called a
game
controller, and varies across platforms. For example, a
dedicated console controller might consist of only a button and a
joystick. Another may feature a dozen
buttons and one or more joysticks. Early personal computer games
often needed a
keyboard for
gameplay, or more commonly, required the
user to buy a separate
joystick with at
least one button. Many modern computer games allow, or even
require, the player to use a keyboard and
mouse simultaneously.
Video games typically also use other ways of providing interaction
and information to the player. Audio is almost universal, using
sound reproduction
devices, such as
speakers and
headphones. But other feedback may come
via
haptic peripherals, such as vibration or
force feedback, with vibration sometimes used
to simulate force feedback.
History
Early games used interactive electronic devices with various
display formats. The earliest example is from 1947—a "
Cathode ray tube Amusement Device" was
filed for a patent on
January 25, 1947 by
Thomas T. Goldsmith Jr. and Estle Ray Mann,
and issued on
December 14, 1948 as U.S.
Patent 2455992.
Inspired by radar display tech, it consisted of an analog device
that allowed a user to control a vector-drawn dot on the screen to
simulate a missile being fired at targets, which were drawings
fixed to the screen.
Other early examples include:
Each game used different means of display: NIMROD used a panel of
lights to play the game of
Nim, OXO used a
graphical display to play
tic-tac-toe
Tennis for Two used an
oscilloscope to display a side view of a tennis
court, and
Spacewar! used the
DEC PDP-1's vector display to have two
spaceships battle each other.
In 1971,
Computer Space,
created by
Nolan Bushnell and
Ted Dabney, was the first
commercially-sold, coin-operated video game. It used a
black-and-white
television for its
display, and the computer system was made of
74 series TTL chips. The game was featured in the 1973
science fiction film
Soylent
Green.
Computer Space was followed in 1972 by the
Magnavox Odyssey, the first home
console. Modeled after a late 1960s prototype console developed by
Ralph H. Baer called the "Brown Box", it also used a
standard television. These were followed by two versions of
Atari's
Pong; an
arcade version in 1972 and a home version in 1975. The commercial
success of
Pong led numerous other companies to develop
Pong clones and their own systems, spawning the
video game industry.
Overview
Platforms
The term "platform" refers to the specific combination of
electronic or computer
hardware which, in
conjunction with low-level software, allows a video game to
operate. The term "system" is also commonly used.
In common use a "
PC game"
refers to a form of media that involves a player interacting with a
personal computer connected to a
high-resolution
video monitor. A
"
console game" is played on a
specialized electronic device that connects to a standard
television set or
composite video monitor. A "
handheld" gaming device is a self
contained electronic device that is portable and can be held in a
user's hands. "
Arcade game" generally
refers to a game played on an even more specialized type of
electronic device that is typically designed to play only one game
and is encased in a special
cabinet.
These distinctions are not always clear and there may be games that
bridge one or more platforms. Beyond this there are platforms that
have non-video game variations such as in the case of
electro-mechanically based arcade machines.
There are also devices with screens which have the ability to play
games but are not dedicated video game machines (examples are
mobile phones,
PDAs
and
graphing calculators).
Genres
A video game, like most other forms of media, may be categorized
into
genres based on many factors
such as method of game play, types of goals, art style and more.
Because genres are dependent on content for definition, genres have
changed and evolved as newer styles of video games have come into
existence. Ever advancing technology and production values related
to video game development have fostered more life-like and complex
games which have in turn introduced or enhanced genre possibilities
(eg, virtual pets), pushed the boundaries of existing video gaming
or in some cases add new possibilities in play (such as that seen
with titles specifically designed for devices like Sony's
EyeToy or Nintendo's
Wii
Remote). Some genres represent combinations of others, such as
massively
multiplayer online role-playing games, or, more commonly,
MMORPGs. It is also common to see higher level genre terms that are
collective in nature across all other genres such as with action,
music/rhythm or horror-themed video games.
Classifications
Core games
In general, discussion about video gaming in both the press and
politics revolves around titles found in the core games
classification; historically, consisting of video games developed
for play on
personal
computers, dedicated
video game
consoles or
handheld game
consoles.
Core games are generally defined by their intensity, depth of play
or scale of production involved in their creation and can include
games across a wide spectrum of genres. For example the
Bit.Trip series for WiiWare,
Call of Duty 4: Modern
Warfare for PC and console or
LittleBigPlanet for the PS3 all fall within
the core games classification. Core games are sometimes considered
demanding in their gameplay and typically do not appeal to the
casual gamer, but this is more a guideline than a rule.
Casual games
Casual games derive their name from their ease of accessibility,
simple to understand gameplay and quick to grasp rule sets.
Additionally, casual games frequently support the ability to jump
in and out of play on demand. Casual games as a format existed long
before the term was coined and include video games such as
Solitaire or Minesweeper which can commonly be found pre-installed
with many versions of the
Microsoft
Windows operating system.
Examples of genres within this category are
hidden object,
match three,
time
management,
tetris or many of the
tower defense style games. Casual
games are generally sold through online retailers such as
PopCap,
Zylom and
GameHouse or provided for free play through
web portals such as
Yahoo! Games or
AddictingGames.
While casual games are most commonly played on personal computers,
cellphones or PDAs, they can also be found on many of the on-line
console system download services (eg,
Xbox
Live or
WiiWare).
Serious games
Serious games are games that are designed primarily to convey
information or a learning experience of some sort to the player.
Some serious games may even fail to qualify as a video game in the
traditional sense of the term. Also, educational software does not
typically fall under this category (eg,
touch typing tutors, language learning, etc...)
and the primary distinction would appear to be based on the title's
primary goal as well as target age demographics. As with the other
categories, this description is more of a guideline than a
rule.
Serious games are games generally made for reasons beyond simple
entertainment and as with the core and casual games may include
works from any given genre, although some such as
exergames,
educational games, or
propaganda games (e.g.
militainment) may have a higher representation
in this group due to their subject matter. These games are
typically designed to be played by professionals as part of a
specific job or for skill set improvement. They can also be created
to convey social-political awareness on a specific subject.
One of the longest running serious games franchises would be
Microsoft Flight
Simulator first published in 1982 under that name. The United
States military uses virtual reality based simulations for training
exercises, as do a growing number of first responder roles (eg,
police, fire fighter, EMT).
One example of a non-game environment
utilized as a platform for serious game development would be the
virtual world of Second Life, which is
currently used by several United States governmental departments
(eg, NOAA,
NASA
, JPL
), Universities (eg, Ohio University
, MIT
) for educational and remote learning programs and
businesses (eg, IBM, Cisco Systems) for meetings and
training.
Development
Video game development and authorship, much like any other form of
entertainment, is frequently a cross-disciplinary field.
Video game developers, as employees
within this industry are commonly referred, primarily include
programmers and
graphic designers. Over the years this has
expanded to include almost every type of skill that one might see
prevalent in the creation of any movie or television program,
including
sound designers,
musicians, and other technicians; as well as skills
that are specific to video games, such as the
game designer. All of these are managed by
producers.
In the early days of the industry, it was more common for a single
person to manage all of the roles needed to create a video game. As
platforms have become more complex and powerful in the type of
material they can present, larger teams have been needed to
generate all of the art, programming, cinematography, and more.
This is not to say that the age of the "one-man shop" is gone, as
this is still sometimes found in the casual gaming and handheld
markets, where smaller games are prevalent due to technical
limitations such as limited RAM or lack of dedicated 3D graphics
rendering capabilities on the target platform (eg, some cellphones
and PDAs).
With the growth of the size of development teams in the industry,
the problem of cost has increased. Development studios need to be
able to pay their staff a competitive wage in order to attract and
retain the best talent, while publishers are constantly looking to
keep costs down in order to maintain profitability on their
investment. Typically, a video game console development team can
range in sizes of anywhere from 5 to 50 people, with some teams
exceeding 100. In May 2009, one game project was reported to have a
development staff of 450. The growth of team size combined with
greater pressure to get completed projects into the market to begin
recouping production costs has led to a greater occurrence of
missed deadlines and unfinished products;
Duke Nukem Forever is the
quintessential example of these problems.
Modifications
Many games produced for the PC are designed such that
technically-oriented consumers can modify the game. These
mods can add an extra dimension of
replayability and interest. Developers such as
id Software,
Valve
Software,
Crytek,
Epic Games and
Blizzard Entertainment ship their
games with some of the development tools used to make the game,
along with documentation to assist mod developers. The
Internet provides an inexpensive medium to promote
and distribute mods, and they may be a factor in the commercial
success of some games. This allows for the kind of success seen by
popular mods such as the
Half-Life mod
Counter-Strike.
Cheating
Cheating in computer games may involve
cheat
codes and hidden spots implemented by the game developers,
modification of game code by third parties, or players exploiting a
software glitch. Modifications are facilitated by either
cheat cartridge hardware or a software
trainer. Cheats usually make the
game
easier by providing an
unlimited amount of some resource; for example weapons, health, or
ammunition. Other cheats might provide an unusual or amusing
feature, like altered game colors or other graphical
appearances.
Glitches
Software errors not detected by software testers during development
can find their way into released versions of computer and video
games. This may happen because the glitch only occurs under unusual
circumstances in the game, was deemed too minor to correct, or
because the game development was hurried to meet a publication
deadline. Glitches can range from minor graphical errors to serious
bugs that can delete saved data or cause the game to malfunction.
In some cases publishers will release updates (referred to as
patches) to repair glitches.
Theory
Although departments of computer science have been studying the
technical aspects of video games for years, theories that examine
games as an artistic medium are a relatively recent development in
the humanities. The two most visible schools in this emerging field
are
ludology and
narratology. Narrativists approach video games
in the context of what
Janet Murray
calls "Cyberdrama". That is to say, their major concern is with
video games as a storytelling medium, one that arises out of
interactive fiction. Murray puts video games in the context of the
Holodeck, a fictional piece of technology
from
Star Trek, arguing for the
video game as a medium in which we get to become another person,
and to act out in another world. This image of video games received
early widespread popular support, and forms the basis of films such
as
Tron,
eXistenZ, and
The Last Starfighter.
Ludologists break sharply and radically from this. They argue that
a video game is first and foremost a game, which must be understood
in terms of its rules, interface, and the concept of play that it
deploys.
Espen J. Aarseth argues that, although games
certainly have plots, characters, and aspects of traditional
narratives, these aspects are incidental to gameplay. For example,
Aarseth is critical of the widespread attention that narrativists
have given to the curvaceous heroine of the game
Tomb Raider, saying that "the dimensions of
Lara Croft's body, already analyzed to
death by
film theorists, are irrelevant
to me as a player, because a different-looking body would not make
me play differently... When I play, I don't even see her body, but
see through it and past it." Simply put, ludologists reject
traditional theories of art because they claim that the artistic
and socially relevant qualities of a video game are primarily
determined by the underlying set of rules, demands, and
expectations imposed on the player.
While many games rely on
emergent
principles, video games commonly present simulated story worlds
where emergent behavior occurs within the context of the game. The
term "emergent narrative" has been used to describe how, in a
simulated environment, storyline can be created simply by "what
happens to the player." However, emergent behavior is not limited
to sophisticated games. In generally any place where event-driven
instructions occur for
AI in a game, emergent
behavior will exist. For instance, take a racing game in which cars
are programmed to avoid crashing, and they encounter an obstacle in
the track: the cars might then maneuver to avoid the obstacle
causing the cars behind them to slow and/or maneuver to accommodate
the cars in front of them and the obstacle. The programmer never
wrote code to specifically create a traffic jam, yet one now exists
in the game.
Social aspects
Demographics
The November 2005 Nielsen Active Gamer Study, taking a survey of
2,000 regular gamers, found that the U.S. games market is
diversifying. The age group among male players has expanded
significantly up into the 25 - 40 age group. For casual online
puzzle-style and simple mobile
cell phone
games, the gender divide is more or less equal between males and
females. Females have also been found to show an attraction to
online multi-player games where there is a communal experience.
More recently there has been a growing segment of female players
engaged with the aggressive style of games historically considered
to fall within traditionally male genres (eg,
first-person shooters). According to
the ESRB almost 41% of PC gamers are women.
When comparing today’s industry climate with that of 20 years
ago,women and many adults are more inclined to be using products in
the industry. While the market for teen and young adult men is
still a strong market, it's the other demographics which are
posting significant growth. In 2008, the average American gamer has
been playing for 12 years, and is now, on average, 35 years of
age.
Multiplayer
Video gaming has traditionally been a social experience.
Multiplayer video games are those that can
be played either competitively or cooperatively by using either
multiple input devices, or by
hotseating.
Tennis for Two, arguably the first video
game, was a two player game, as was its successor
Pong. The first commercially available game
console, the
Magnavox Odyssey, had
two controller inputs.
Since then, most consoles have been shipped with two or four
controller inputs. Some have had the ability to expand to four,
eight or as many as twelve inputs with additional adapters, such as
the
Multitap. Multiplayer
arcade games typically feature play for two to
four players, sometimes tilting the monitor on its back for a
top-down viewing experience allowing players to sit opposite one
another.
Many early computer games for non-PC descendant based platforms
featured multiplayer support. Personal computer systems from
Atari and
Commodore both regularly featured at
least two game ports. PC-based
computer
games started with a lower availability of multiplayer options
because of technical limitations. PCs typically had either one or
no game ports at all. Network games for these early personal
computers were generally limited to only text based adventures or
MUDs that were played remotely on a dedicated
server. This was due both to the slow speed of modems
(300-1200-bit/s), and the prohibitive cost involved with putting a
computer online in such a way where multiple visitors could make
use of it. However, with the advent of widespread
local area networking technologies and
Internet based online capabilities, the number of players in modern
games can be 32 or higher, sometimes featuring integrated text
and/or voice chat.
MMOs can offer extremely
high numbers of simultaneous players;
Eve
Online set a record with just under 36,000 players on a
single server in 2006.
Benefits
It has been shown that action video game players have better
visuo-motor skill, such as their
resistance to
distraction, their
sensitivity to information in the
peripheral vision and their ability to
count briefly presented objects, than nonplayers.Researchers found
that such enhanced abilities could be acquired by training with
action games, involving challenges that switch attention between
different locations, but not with games requiring concentration on
single objects.It has been suggested by a few studies that
online/offline video gaming can be used as a therapeutic tool in
the treatment of different mental health concerns.
In
Steven Johnson's book,
Everything Bad Is
Good For You, he argues that video games in fact demand
far more from a player than traditional games like
Monopoly. To experience the game, the
player must first determine the objectives, as well as how to
complete them. They must then learn the game controls and how the
human-machine interface works, including menus and
HUDs. Beyond such skills, which after
some time become quite fundamental and are taken for granted by
many gamers, video games are based upon the player navigating (and
eventually mastering) a highly complex system with many variables.
This requires a strong analytical ability, as well as flexibility
and adaptability. He argues that the process of learning the
boundaries, goals, and controls of a given game is often a highly
demanding one that calls on many different areas of cognitive
function. Indeed, most games require a great deal of patience and
focus from the player, and, contrary to the popular perception that
games provide instant gratification, games actually delay
gratification far longer than other forms of entertainment such as
film or even many books. Some research suggests video games may
even increase players' attention capacities.
Learning principles found in video games have been identified as
possible techniques with which to reform the U.S. education system.
It has been noticed that gamers adopt an attitude while playing
that is of such high concentration, they don't realize they're
learning, and that if the same attitude could be adopted at school,
education would enjoy significant benefits. Students are found to
be "learning by doing" while playing video games while fostering
creative thinking.
The
U.S. Army has deployed machines such as the
PackBot which make use of a game-style
hand controller to make it more
familiar for young people.
According to research discussed at the 2008 Convention of the
American Psychological Association, certain types of video games
can improve the gamers’ dexterity as well as their ability to
problem-solve. A study of 33 laparoscopic surgeons found that those
who played video games were 27 percent faster at advanced surgical
procedures and made 37 percent fewer errors compared to those who
did not play video games. A second study of 303 laparoscopic
surgeons (82 percent men; 18 percent women) also showed that
surgeons who played video games requiring spatial skills and hand
dexterity and then performed a drill testing these skills were
significantly faster at their first attempt and across all 10
trials than the surgeons who did not play the video games
first.
Whilst many studies have detected superior mental aptitudes amongst
habitual gamers, research by Walter Boot at the University of
Illinois found that non-gamers showed no improvement in memory or
multitasking abilities after 20 hours of playing three different
games. The researchers suggested that "individuals with superior
abilities are more likely to choose video gaming as an activity in
the first place".
Controversy
Like related forms of media, computer and video games have been the
subject of frequent controversy and
censorship, due to the depiction of graphic
violence,
sexual themes,
advergaming (a form of
advertising in games), consumption of
drugs, consumption of
alcohol or
tobacco,
propaganda, or
profanity in some games. Among others,
critics of video games sometimes include parents' groups,
politicians, organized
religious groups, and other
special interest groups, even though all of
these can be found in all forms of entertainment and media. Various
games have been accused of causing
addiction and even
violent behavior. "Video game censorship" is
defined as the use of state or group power to control the playing,
distribution, purchase, or sale of video games or computer games.
Video game controversy comes in many forms, and censorship is a
controversial subject. Proponents and opponents of censorship are
often very passionate about their individual views.
Various national content rating organizations, such as the
Entertainment Software
Ratings Board or ESRB in North America, rate software for
certain age groups and with certain content warnings. Some of these
organizations are optional industry self-regulation (such as the
ESRB), while others are part of national government censorship
organizations. Also, parents are not always aware of the existence
of these ratings.
Commercial aspects
Game sales
The three
largest producers of and markets for computer and video games (in
order) are North America (US and
Canada), Japan
and the
United
Kingdom
. Other significant markets include Australia, Spain
, Germany
, South Korea
, Mexico
, France
and Italy
.
Both
India
and China
are considered emerging markets in the video game
industry and sales are expected to rise significantly in the coming
years.
Sales of different types of games vary widely between these markets
due to local preferences. Japanese consumers tend to purchase
console games over computer games, with a strong preference for
games catering to local tastes.
In South Korea
, computer games are preferred, especially MMORPG games
and real-time strategy
games. There are over 20,000
Internet cafés in South Korea where
computer games can be played for an hourly charge.
The
NPD Group tracks computer and video
game sales in the United States. It reported that:
- Console and portable software sales: $6.2 billion, up 8% from
2003
- Console and portable hardware and accessory sales: $3.7
billion, down 35% from 2003
- PC game sales: $1.1 billion, down 15% from 2006
PC games that are
digitally
distributed either directly or by networks such as
Steam are not tracked by the NPD,
and Steam does not list sales numbers for games downloaded through
their service.
Unauthorized distribution
is also rampant on the PC.
These figures are sales in dollars, not units, Unit shipments for
each category were higher than the dollar sales numbers indicate,
because more software and hardware was discounted than in 2003. But
with the release of the next-generation consoles in 2006, these
numbers increased dramatically. The game and film industries are
also becoming increasingly intertwined, with companies like
Sony having significant stakes in both. A large
number of summer blockbuster films spawn a companion game, often
launching at the same time to share the marketing costs.
Criticism
In
Australia, the United Kingdom
and other PAL regions,
generally when compared to the US, PAL gamers pay 40% to 50% more
for the same product.
As English is the main language in Australia and the UK there is
little impetus for translation (although regional differences
naturally exist). The differences between PAL and
NTSC are these days irrelevant; most video displays run
at least 60
Hz. But there is a legal problem of
regional lockout in Australia, with
most DVD players release coming
region-free to meet local
laws.
However, video game consoles are still sold fully in Australia.
Some effort has been made to increase awareness of the issue,
specifically to Nintendo of Australia, was in the form of a formal
report outlining the issues, published by Aaron Rex Davies. The
report has gone on to gain a lot of attention in the public
media.
See also
Lists
Notes
- *Patrick Stack. "History of video game consoles" Time
Magazine website 2005 /
- *Anne Derryberry, "Definition of Serious games Adobe.com
August 2007
- "Assassin's Creed II dev team triples in size",
Christopher Reynolds, 18 May 2009, NOW Gamer.
- Hollywood Reporter interviewing Doug Lombardi,
Quote: "Mods absolutely helped us drive huge sales to
'Half-Life,'".
- IGN: GDC 2004: Warren Spector Talks Games
Narrative
- ] from PC World,
Canada
- US Video Games Industry Report"
IBISWorld, August 2008
- MMORPG.com report EVE Online reaching 32955 Peak
Concurrent Users
- Brain Candy: The New Yorker
- Playing Video Games Offers Learning Across Life Span
Newswise, Retrieved on August 17, 2008.
- Computer And Video Games: A British Phenomena
Around the World (PDF)
- "Article on Regional Lockout Pricing"
- "High Court of Australia enforcing region
free"
- Nintendo
Australia
- "Research report into excessive delays in release
of Wii software by Nintendo in Australia and New Zealand regions" by
Aaron Rex Davies (PDF)
- "Australia to Nintendo: Knock It Off"
References
- Williams, J. P., & Smith, J. H., eds. (2007). The players'
realm: studies on the culture of video games and gaming. Jefferson,
N.C.: McFarland & Co. ISBN 9780786428328
External links