Video game
Video games |
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A video game,
Video games are typically categorized according to their
The first video game prototypes in the 1950s and 1960s were simple extensions of electronic games using video-like output from large, room-sized
Today,
Origins
Early video games use interactive electronic devices with various display formats. The earliest example is from 1947—a "
These preliminary inventions paved the way for the origins of video games today.
Terminology
The term "video game" was developed to distinguish this class of
"Computer game" may also be used as a descriptor, as all these types of games essentially require the use of a computer processor, and in some cases, it is used interchangeably with "video game".[15] Particularly in the United Kingdom and Western Europe, this is common due to the historic relevance of domestically produced microcomputers. Other terms used include digital game, for example, by the Australian Bureau of Statistics.[16] However, the term "computer game" can also be used to more specifically refer to games played primarily on personal computers or other types of flexible hardware systems (also known as PC game), as a way to distinguish them from console games, arcade games, or mobile games.[14][13] Other terms such as "television game" or "telegame" had been used in the 1970s and early 1980s, particularly for the home gaming consoles that rely on connection to a television set.[17] In Japan, where consoles like the Odyssey were first imported and then made within the country by the large television manufacturers such as Toshiba and Sharp Corporation, such games are known as "TV games", or TV geemu or terebi geemu.[18] "Electronic game" may also be used to refer to video games, but this also incorporates devices like early handheld electronic games that lack any video output.[15] and the term "TV game" is still commonly used into the 21st century.[18][19]
The first appearance of the term "video game" emerged around 1973. The
For many years, the traveling Videotopia exhibit served as the closest representation of such a vital resource. In addition to collecting home video game consoles, the Electronics Conservancy organization set out to locate and restore 400 antique arcade cabinets after realizing that the majority of these games had been destroyed and feared the loss of their historical significance.[24] Video games have significantly begun to be seen in the real-world as a purpose to present history in a way of understanding the methodology and terms that are being compared. Researchers have looked at how historical representations affect how the public perceives the past, and digital humanists encourage historians to use video games as primary materials.[25] Video games, considering their past and age, have over time progressed as what a video game really means. Whether played through a monitor, TV, or a hand-held device, there are many ways that video games are being displayed for users to enjoy. People have drawn comparisons between flow-state-engaged video gamers and pupils in conventional school settings. In traditional, teacher-led classrooms, students have little say in what they learn, are passive consumers of the information selected by teachers, are required to follow the pace and skill level of the group (group teaching), and receive brief, imprecise, normative feedback on their work.[26] Video games, as they continue to develop into better graphic definitions and genres, create new terminology when something unknown tends to become known. Yearly, consoles are being created to compete against other brands with similar functioning features that tend to lead the consumer into which they'd like to purchase. Now, companies have moved towards games only the specific console can play to grasp the consumer into purchasing their product compared to when video games first began, there was little to no variety. In 1989, a console war began with Nintendo, one of the biggest in gaming, up against target, Sega with their brand new Master System which, failed to compete, allowing the Nintendo Emulator System to be one of the most consumed products in the world.[27] More technology continued to be created, as the computer began to be used in people's houses for more than just office and daily use. Games began being implemented into computers and have progressively grown since then with coded robots to play against you. Early games like tic-tac-toe, solitaire, and Tennis for Two were great ways to bring new gaming to another system rather than one specifically meant for gaming.[28]
Definition
While many games readily fall into a clear, well-understood definition of video games, new genres and innovations in game development have raised the question of what are the essential factors of a video game that separate the medium from other forms of entertainment.
The introduction of
Most video games tend to feature some type of victory or winning conditions, such as a scoring mechanism or a final
The lack of any industry definition for a video game by 2021 was an issue during the case
Video game terminology
The gameplay experience varies radically between video games, but many common elements exist. Most games will launch into a
Product flaws include
Components
To distinguish from electronic games, a video game is generally considered to require a platform, the hardware which contains computing elements, to process player interaction from some type of input device and displays the results to a video output display.[37]
Platform
Computer Games Museum in Berlin
Video games require a platform, a specific combination of ports or conversions. These also may be remasters - where most of the original game's source code is reused and art assets, models, and game levels are updated for modern systems – and remakes, where in addition to asset improvements, significant reworking of the original game and possibly from scratch is performed.[45]
The list below is not exhaustive and excludes other electronic devices capable of playing video games such as PDAs and graphing calculators.
Game mediaEarly arcade games, home consoles, and handheld games were dedicated hardware units with the game's logic built into the electronic componentry of the hardware. Since then, most video game platforms are considered programmable, having means to read and play multiple games distributed on different types of media or formats. Physical formats include optical media formats including CD-ROM and DVDs, and flash memory cards. Furthermore digital distribution over the Internet or other communication methods as well as cloud gaming alleviate the need for any physical media. In some cases, the media serves as the direct read-only memory for the game, or it may be the form of installation media that is used to write the main assets to the player's platform's local storage for faster loading periods and later updates.
Games can be extended with new content and user-created modifications or mods that alter or add onto the game; these often are unofficial and were developed by players from reverse engineering of the game, but other games provide official support for modding the game.[52]
Input deviceVideo game can use several types of input devices to translate human actions to a game. Most common are the use of game controllers like and motion detection can capture movements of the player as input into the game, which can, in some cases, effectively eliminate the control, and on other systems such as virtual reality, are used to enhance immersion into the game.Display and outputBy definition, all video games are intended to output graphics to an external video display, such as screen resolution are a combination of the limitations of the game platform and display device and the program efficiency of the game itself. The game's output can range from fixed displays using LED or LCD elements, text-based games, two-dimensional and three-dimensional graphics, and augmented reality displays.
The game's graphics are often accompanied by sound produced by internal speakers on the game platform or external speakers attached to the platform, as directed by the game's programming. This often will include sound effects tied to the player's actions to provide audio feedback, as well as background music for the game. Some platforms support additional feedback mechanics to the player that a game can take advantage of. This is most commonly haptic technology built into the game controller, such as causing the controller to shake in the player's hands to simulate a shaking earthquake occurring in game. ClassificationsVideo games are frequently classified by a number of factors related to how one plays them. GenreA video game, like most other forms of media, may be categorized into genres. However, unlike film or television which use visual or narrative elements, video games are generally categorized into genres based on their gameplay interaction, since this is the primary means which one interacts with a video game.[54][55][56] The narrative setting does not impact gameplay; a shooter game is still a shooter game, regardless of whether it takes place in a fantasy world or in outer space.[57][58] An exception is the horror game genre, used for games that are based on narrative elements of horror fiction, the supernatural, and psychological horror.[59]
Genre names are normally self-describing in terms of the type of gameplay, such as role playing game, or shoot 'em up, though some genres have derivations from influential works that have defined that genre, such as roguelikes from Rogue,[60] Grand Theft Auto clones from Grand Theft Auto III,[61] and battle royale games from the film Battle Royale.[62] The names may shift over time as players, developers and the media come up with new terms; for example, first-person shooters were originally called "Doom clones" based on the 1993 game.[63] A hierarchy of game genres exist, with top-level genres like "shooter game" and "action game" that broadly capture the game's main gameplay style, and several subgenres of specific implementation, such as within the shooter game first-person shooter and third-person shooter. Some cross-genre types also exist that fall until multiple top-level genres such as action-adventure game .
ModeA video game's mode describes how many players can use the game at the same type. This is primarily distinguished by asymmetric gameplay. Online games use server structures that can also enable massively multiplayer online games (MMOs) to support hundreds of players at the same time.
A small number of video games are zero-player games, in which the player has very limited interaction with the game itself. These are most commonly simulation games where the player may establish a starting state and then let the game proceed on its own, watching the results as a passive observer, such as with many computerized simulations of Conway's Game of Life.[64] TypesMost video games are intended for entertainment purposes.[37] Different game types include:
Content ratingVideo games can be subject to national and international content rating requirements. Like with film content ratings, video game ratings typing identify the target age group that the national or regional ratings board believes is appropriate for the player, ranging from all-ages, to a teenager-or-older, to mature, to the infrequent adult-only games. Most content review is based on the level of violence, both in the type of violence and how graphic it may be represented, and sexual content, but other themes such as drug and alcohol use and gambling that can influence children may also be identified. A primary identifier based on a minimum age is used by nearly all systems, along with additional descriptors to identify specific content that players and parents should be aware of. The regulations vary from country to country but generally are voluntary systems upheld by vendor practices, with penalty and fines issued by the ratings body on the video game publisher for misuse of the ratings. Among the major content rating systems include:
Additionally, the major content system provides have worked to create the International Age Rating Coalition (IARC), a means to streamline and align the content ratings system between different region, so that a publisher would only need to complete the content ratings review for one provider, and use the IARC transition to affirm the content rating for all other regions. Certain nations have even more restrictive rules related to political or ideological content. Within Germany, until 2018, the Nazi imagery, and thus often requiring developers to replace such imagery with fictional ones. This ruling was relaxed in 2018 to allow for such imagery for "social adequacy" purposes that applied to other works of art.[78] China's video game segment is mostly isolated from the rest of the world due to the government's censorship, and all games published there must adhere to strict government review, disallowing content such as smearing the image of the Chinese Communist Party. Foreign games published in China often require modification by developers and publishers to meet these requirements.[79]
DevelopmentVideo game development and authorship, much like any other form of entertainment, is frequently a cross-disciplinary field. 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,[80] 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 (e.g., some PDAs).[81] Video games are programmed like any other piece of computer software. Prior to the mid-1970s, arcade and home consoles were programmed by assembling discrete electro-mechanical components on circuit boards, which limited games to relatively simple logic. By 1975, low-cost microprocessors were available at volume to be used for video game hardware, which allowed game developers to program more detailed games, widening the scope of what was possible.[82][83] Ongoing improvements in computer hardware technology have expanded what has become possible to create in video games, coupled with convergence of common hardware between console, computer, and arcade platforms to simplify the development process.[84] Today, game developers have a number of commercial and open source tools available for use to make games, often which are across multiple platforms to support portability, or may still opt to create their own for more specialized features and direct control of the game. Today, many games are built around a game engine that handles the bulk of the game's logic, gameplay, and rendering. These engines can be augmented with specialized engines for specific features, such as a physics engine that simulates the physics of objects in real-time. A variety of middleware exists to help developers access other features, such as playback of videos within games, network-oriented code for games that communicate via online services, matchmaking for online games, and similar features. These features can be used from a developer's programming language of choice, or they may opt to also use game development kits that minimize the amount of direct programming they have to do but can also limit the amount of customization they can add into a game. Like all software, video games usually undergo quality testing before release to assure there are no bugs or glitches in the product, though frequently developers will release patches and updates. With the growth of the size of development teams in the industry, the problem of cost has increased. Development studios need the best talent, while publishers reduce costs to maintain profitability on their investment. Typically, a video game console development team ranges from 5 to 50 people, and some exceed 100. In May 2009, Assassin's Creed II was reported to have a development staff of 450.[85] 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, rushed games, and the release of unfinished products.[86] While amateur and hobbyist game programming had existed since the late 1970s with the introduction of home computers, a newer trend since the mid-2000s is indie game development. Indie games are made by small teams outside any direct publisher control, their games being smaller in scope than those from the larger "AAA" game studios, and are often experiments in gameplay and art style. Indie game development is aided by the larger availability of digital distribution, including the newer mobile gaming market, and readily-available and low-cost development tools for these platforms.[87]
Game theory and studies
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 eXistenZ and The Last Starfighter .
Ludologists break sharply and radically from this idea. 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 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."[89] 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."[90] However, emergent behavior is not limited to sophisticated games. In general, 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 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. Intellectual property for video gamesMost commonly, video games are protected by copyright, though both patents and trademarks have been used as well. Though local copyright regulations vary to the degree of protection, video games qualify as copyrighted visual-audio works, and enjoy cross-country protection under the Berne Convention.[91] This typically only applies to the underlying code, as well as to the artistic aspects of the game such as its writing, art assets, and music. Gameplay itself is generally not considered copyrightable; in the United States among other countries, video games are considered to fall into the idea–expression distinction in that it is how the game is presented and expressed to the player that can be copyrighted, but not the underlying principles of the game.[92] Because gameplay is normally ineligible for copyright, gameplay ideas in popular games are often replicated and built upon in other games. At times, this repurposing of gameplay can be seen as beneficial and a fundamental part of how the industry has grown by building on the ideas of others.[93][94] For example Doom (1993) and Grand Theft Auto III (2001) introduced gameplay that created popular new game genres, the first-person shooter and the Grand Theft Auto clone, respectively, in the few years after their release.[95][96] However, at times and more frequently at the onset of the industry, developers would intentionally create video game clones of successful games and game hardware with few changes, which led to the flooded arcade and dedicated home console market around 1978.[93][97][94] Cloning is also a major issue with countries that do not have strong intellectual property protection laws, such as within China. The lax oversight by China's government and the difficulty for foreign companies to take Chinese entities to court had enabled China to support a large grey market of cloned hardware and software systems.[98] The industry remains challenged to distinguish between creating new games based on refinements of past successful games to create a new type of gameplay, and intentionally creating a clone of a game that may simply swap out art assets.[99] IndustryHistoryThe early history of the video game industry, following the first game hardware releases and through 1983, had little structure. Video games quickly took off during the crashed in 1983, dropping from revenues of around $3 billion in 1983 to $100 million by 1985. Many of the North American companies created in the prior years closed down. Japan's growing game industry was briefly shocked by this crash but had sufficient longevity to withstand the short-term effects, and Nintendo helped to revitalize the industry with the release of the Nintendo Entertainment System in North America in 1985.[100] Along with it, Nintendo established a number of core industrial practices to prevent unlicensed game development and control game distribution on their platform, methods that continue to be used by console manufacturers today.[100]
The industry remained more conservative following the 1983 crash, forming around the concept of publisher-developer dichotomies, and by the 2000s, leading to the industry centralizing around low-risk, independent game development as an alternative to triple-A games in the late 2000s and which has continued to grow as a significant portion of the video game industry.[102][87]
Industry rolesVideo games have a large network effect that draw on many different sectors that tie into the larger video game industry. While video game developers are a significant portion of the industry, other key participants in the market include:[103]
Major regional marketsThe industry itself grew out from both the United States and Japan in the 1970s and 1980s before having a larger worldwide contribution. Today, the video game industry is predominantly led by major companies in North America (primarily the United States and Canada), Europe, and southeast Asia including Japan, South Korea, and China. Hardware production remains an area dominated by Asian companies either directly involved in hardware design or part of the production process, but digital distribution and indie game development of the late 2000s has allowed game developers to flourish nearly anywhere and diversify the field.[105] Game salesAccording to the market research firm Newzoo, the global video game industry drew estimated revenues of over $159 billion in 2020. Mobile games accounted for the bulk of this, with a 48% share of the market, followed by console games at 28% and personal computer games at 23%.[1] Sales of different types of games vary widely between countries due to local preferences. Japanese consumers tend to purchase much more In South Korea, computer games are generally preferred over console games, especially MMORPG games and real-time strategy games. Computer games are also popular in China.[109]
Effects on societyCultureVideo game culture is a worldwide new media subculture formed around video games and game playing. As computer and video games have increased in popularity over time, they have had a significant influence on popular culture. Video game culture has also evolved over time hand in hand with internet culture as well as the increasing popularity of mobile games. Many people who play video games identify as gamers, which can mean anything from someone who enjoys games to someone who is passionate about it. As video games become more social with multiplayer and online capability, gamers find themselves in growing social networks. Gaming can both be entertainment as well as competition, as a new trend known as electronic sports is becoming more widely accepted. In the 2010s, video games and discussions of video game trends and topics can be seen in social media, politics, television, film and music. The COVID-19 pandemic during 2020–2021 gave further visibility to video games as a pastime to enjoy with friends and family online as a means of social distancing.[110][111] ArtSince the mid-2000s there has been debate whether video games qualify as art, primarily as the form's interactivity interfered with the artistic intent of the work and that they are designed for commercial appeal. A significant debate on the matter came after film critic Roger Ebert published an essay "Video Games can never be art",[112] which challenged the industry to prove him and other critics wrong.[113] The view that video games were an art form was cemented in 2011 when the U.S. Supreme Court ruled in the landmark case Brown v. Entertainment Merchants Association that video games were a protected form of speech with artistic merit.[114] Since then, video game developers have come to use the form more for artistic expression, including the development of art games,[115] and the cultural heritage of video games as works of arts, beyond their technical capabilities, have been part of major museum exhibits, including The Art of Video Games at the Smithsonian American Art Museum and toured at other museums from 2012 to 2016. Video games will inspire sequels and other video games within the same franchise, but also have influenced works outside of the video game medium. Numerous television shows (both animated and live-action), films, comics and novels have been created based on existing video game franchises. Because video games are an interactive medium there has been trouble in converting them to these passive forms of media, and typically such works have been critically panned or treated as children's media. For example, until 2019, no video game film had ever been received a "Fresh" rating on Rotten Tomatoes, but the releases of Detective Pikachu (2019) and Sonic the Hedgehog (2020), both receiving "Fresh" ratings, shows signs of the film industry having found an approach to adapt video games for the large screen.[116][117] That said, some early video game-based films have been highly successful at the box office, such as 1995's Mortal Kombat and 2001's Lara Croft: Tomb Raider.[118] More recently since the 2000s, there has also become a larger appreciation of chiptunes composed for limited sound-output devices on early computers and consoles, to fully-scored compositions for most modern games. Such music has frequently served as a platform for covers and remixes, and concerts featuring video game soundtracks performed by bands or orchestras, such as Video Games Live, have also become popular.[118] Video games also frequently incorporate licensed music, particularly in the area of rhythm games, furthering the depth of which video games and music can work together.[118]
Further, video games can serve as a virtual environment under full control of a producer to create new works. With the capability to render 3D actors and settings in real-time, a new type of work machinima (short for "machine cinema") grew out from using video game engines to craft narratives.[119] As video game engines gain higher fidelity, they have also become part of the tools used in more traditional filmmaking. Unreal Engine has been used as a backbone by Industrial Light & Magic for their StageCraft technology for shows like The Mandalorian.[120] Separately, video games are also frequently used as part of the promotion and marketing for other media, such as for films, anime, and comics. However, these licensed games in the 1990s and 2000s often had a reputation for poor quality, developed without any input from the intellectual property rights owners, and several of them are considered among lists of games with notably negative reception, such as Superman 64. More recently, with these licensed games being developed by triple-A studios or through studios directly connected to the licensed property owner, there has been a significant improvement in the quality of these games, with an early trendsetting example of Batman: Arkham Asylum.[121] Beneficial uses
Besides their entertainment value, appropriately-designed video games have been seen to provide value in education across several ages and comprehension levels. Learning principles found in video games have been identified as possible techniques with which to reform the U.S. education system.[122] It has been noticed that gamers adopt an attitude while playing that is of such high concentration, they do not realize they are learning, and that if the same attitude could be adopted at school, education would enjoy significant benefits.[123][dubious – discuss] Students are found to be "learning by doing" while playing video games while fostering creative thinking.[124] Video games are also believed to be beneficial to the mind and body. It has been shown that action video game players have better hand–eye coordination and visuo-motor skills, such as their resistance to distraction, their sensitivity to information in the peripheral vision and their ability to count briefly presented objects, than nonplayers.[125] 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.[citation needed] A 2018 systematic review found evidence that video gaming training had positive effects on cognitive and emotional skills in the adult population, especially with young adults.[126] A 2019 systematic review also added support for the claim that video games are beneficial to the brain, although the beneficial effects of video gaming on the brain differed by video games types.[127]
Organisers of video gaming events, such as the organisers of the D-Lux video game festival in Plants vs Zombies: Battle for Neighborville and used actual play-time data. The report found that those that played more games tended to report greater "wellbeing".[129][130] Also in 2020, computer science professor Regan Mandryk of the University of Saskatchewan said her research also showed that video games can have health benefits such as reducing stress and improving mental health. The university's research studied all age groups – "from pre-literate children through to older adults living in long term care homes" – with a main focus on 18 to 55-year-olds.[131]
A study of gamers attitudes towards gaming which was reported about in 2018 found that millennials use video games as a key strategy for coping with stress. In the study of 1,000 gamers, 55% said that it "helps them to unwind and relieve stress ... and half said they see the value in gaming as a method of escapism to help them deal with daily work pressures".[132] Controversies
Video games have caused controversy since the 1970s. Numerous other controversies around video games and its industry have arisen over the years, among the more notable incidents include the crunch time ", required extended working hours, in the weeks and months ahead of a game's release to assure on-time delivery.
Collecting and preservationPlayers of video games often maintain collections of games. More recently there has been interest in retrogaming, focusing on games from the first decades. Games in retail packaging in good shape have become collectors items for the early days of the industry, with some rare publications having gone for over US$100,000 as of 2020[update]. Separately, there is also concern about the preservation of video games, as both game media and the hardware to play them degrade over time. Further, many of the game developers and publishers from the first decades no longer exist, so records of their games have disappeared. Archivists and preservations have worked within the scope of copyright law to save these games as part of the cultural history of the industry. There are many video game museums around the world, including the Computer Games Museum in Berlin[140] and the Museum of Soviet Arcade Machines in Moscow and Saint-Petersburg.[141][142] The Museum of Art and Digital Entertainment in Oakland, California is a dedicated video game museum focusing on playable exhibits of console and computer games.[143] The Video Game Museum of Rome is also dedicated to preserving video games and their history.[144] The International Center for the History of Electronic Games at The Strong in Rochester, New York contains one of the largest collections of electronic games and game-related historical materials in the world, including a 5,000-square-foot (460 m2) exhibit which allows guests to play their way through the history of video games.[145][146][147] The Smithsonian Institution in Washington, DC has three video games on permanent display: Pac-Man, Dragon's Lair, and Pong.[148]
The Museum of Modern Art has added a total of 20 video games and one video game console to its permanent Architecture and Design Collection since 2012.[149][150] In 2012, the Smithsonian American Art Museum ran an exhibition on "The Art of Video Games".[151] However, the reviews of the exhibit were mixed, including questioning whether video games belong in an art museum.[152][153] See alsoNotes
References
Further reading
External links
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