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3
Evolution of the Game
© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only.
Early Play
• Simulated tool use• Physical dexterity• Coordination• Muscle memory• Brain-extremity pathway connections• Motor skills and reflexes• Socializing
© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only.
Physical Competition
• Physical trial competitions as early games• All have rules• All have a game environment• All have a victory condition
• Olympic Games• 100-yard dash• Boxing• Javelin throw
© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only.
Intellectual Competition
• Promotes mental acuity• Puzzles
• Wooden puzzles• Single-player game• No replay value after solution is found
© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only.
Intellectual Competition
• Puzzles have little or no replay value
(Reproduced under Creative Commons license)
© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only.
Intellectual Competition
• Board games• Chess, checkers, Royal Game of Ur, etc.• Chance and competition keep games fresh• Random-number generators
• Cubical or multifaceted dice• Changes game each time played
© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only.
Intellectual Competition
• The Royal Game of Ur is one of the earliest known board games
(Reproduced under Creative Commons license)
© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only.
Intellectual Competition
• Card games• Paper cards were inexpensive• Many game variations with one deck• Shuffling used as random generator• Tarot cards
(Reproduced under Creative Commons license)
© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only.
Intellectual Competition
• Themed board games• Immersive play• Play a fantasy role with token (avatar)• Dice or cards used as random generator
© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only.
Game Immersion
• Pretending to be in the game world• Play the role of game character
• Role-playing games (RPG)• May have an effect of desensitization to violence• May cause some players to lose touch with reality
© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only.
Games for Personal Development
• Behavioral development• Cognitive (mental) development• Motor skill (physical) development
© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only.
Behavioral Development
• Simulation training for real world• Learn communication and teamwork• Reward good behavior• Punish bad behavior
© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only.
Behavioral Development
• Some games reverse good/bad behavior• Grand Theft Auto• Halo• Resident Evil
• Cocooning• Balance is important
© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only.
Cognitive Development
• Learning, remembering, and problem solving• Educates player• Trains for quick decisions• May promote stereotypes
• Enemy characteristics should not translate to real life
© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only.
Motor Skills Development
• Game benefits• Learned muscle movements• Developed through practice
• Game issues• Physical injury, such as carpal tunnel syndrome• Lack of activity
© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only.
Motor Skills Development
• Many video games offer little in the way of physical activity, which can lead to being a couch potato or cocooning
© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only.
Video Game Beginnings
• First video game patent in January 1947• Pong• Fired missiles at targets drawn on screen
• Tennis for Two• Brookhaven National Laboratory in 1958• Too expensive to play
© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only.
Video Game Beginnings
• Television-projection game• Invented in 1966• Light gun as user interface• Only works on cathode ray tube (CRT) TVs• Does not work on new televisions
© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only.
Generation 1
• Generation 1 started in the 1970s• Beginning of widespread availability• Coin-operated game consoles
• Spacewar! in 1971• Computer Space is first cabinet-based game• Pong in 1972; first commercial success• Video game arcades: Space Invaders, Pac-Man,
Donkey Kong, etc.
© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only.
Generation 1
• Computer Space was the first cabinet-based, coin-operated game
© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only.
Generation 1
• Pong was the first commercially successful video game
© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only.
Generation 2
• Generation 2 started in late 1970s and early 1980s
• Home video game console• Interchangeable cartridge technology
• Magnavox Odyssey• Atari 2600• ROM cartridge (read-only memory cartridge)
© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only.
Generation 2
• The Atari 2600 was a popular cartridge-based home game console
© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only.
Generation 2
• ROM cartridges had the game stored on a computer chip
© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only.
Generation 3
• Generation 3 started in the mid 1980s• 8-bit processors• Nintendo Entertainment System (NES)• Handheld game systems
• Nintendo Game Boy• Game Boy Pocket• Game Boy Color
© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only.
Generation 3
• The original NES was an 8-bit system
© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only.
Generation 3
• Generation 3 games still had 2D graphics
(Reproduced under Creative Commons license)
© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only.
Generation 4
• Generation 4 started in the late 1980s• 16-bit processors
• Sega Genesis• Super Nintendo• Game Boy Advanced
© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only.
Generation 4
• Game Boy Advanced had backward compatibility with Game Boy games
• 3D emulation, in some games, such as the game Doom
© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only.
Generation 5
• Generation 5 started in the mid 1990s• Featured technology:
• CD-ROM disc (cost less than ROM cartridges)• True 3D graphics with 32- and 64-bit systems• Sony PlayStation (32 bit)
• Used CD-ROM discs instead of ROM cartridges
• Competitive advantage: lower game cost to consumer due to CD-ROM
• Nintendo 64 (64 bit)• Sega (32 bit)
© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only.
Generation 5
• Sony licensed the PlayStation source code• Allowed third-party provider game design companies to
create games• Resulted in more game options for consumers
© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only.
Generation 6
• Generation 6 started in the early 2000s• Featured technology:
• DVD-ROM disc (more storage than CD-ROM)• 128-bit systems• Realistic 3D movement• Porting• Nintendo Game Cube• Xbox• PlayStation 2
© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only.
Generation 7
• Generation 7 started in the mid 2000s• Featured technology:
• Wii: innovative user interface• PlayStation 3: fast processor; great graphics• Xbox 360: fast processor; great graphics• Online play• LAN parties• Motion-based controllers• Game-specific controllers
© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only.
Game Licensing
• Licensing agreement• Third-party providers• Source code from system manufacturer
• System-exclusive games• Proprietary games• Porting
© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only.
Video Game Ratings
• Entertainment Software Rating Board (ESRB)• Self-regulatory body for gaming industry• Guidelines age-appropriate content• Rating symbols• Content descriptors
© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only.
Video Game Ratings
• This rating symbol indicates appropriate for early childhood, ages 3 and over
© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only.
Video Game Ratings
• This rating symbol indicates appropriate for everyone, ages 6 and over
© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only.
Video Game Ratings
• This rating symbol indicates appropriate for everyone, ages 10 and over
© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only.
Video Game Ratings
• This rating symbol indicates appropriate for teens, ages 13 and over
© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only.
Video Game Ratings
• This rating symbol indicates appropriate for mature audiences, ages 17 and over
© Goodheart-Willcox Co., Inc. Permission granted to reproduce for educational use only.
Video Game Ratings
• This rating symbol indicates appropriate for adults only, ages 18 and over