Games History

In: Other Topics

Submitted By blaine
Words 271
Pages 2
The History of Computer Games
Origins
Computer Games originated in the late 1940’s using only the technology people had at hand at that time, such as primitive interactive electronic devices along with various display formats. The first Computer game device was created in 1947 by Thomas Goldsmith and Estle Ray Mann and patented in 1948; they called the device the “Cathode Ray Tube Amusement device”. Goldsmith and Mann’s design was based on the standard military radar display units, their machine allowed the user to control a vector drawn dot on the screen via an analogue device which simulated missiles being fired at different targets which were simply drawings stuck on to the screen.
Another early example of a computer game was called the Nimrod. The Nimrod was the world’s first digital computer constructed specifically to play a computer game; this specially designed computer played the game Nim. The device was designed and built by the company Ferranti, a major UK electrical engineering and equipment firm, known primarily for defence electronics and power grid systems. The Nimrod was first seen during the 1951 Festival of Britain when it was displayed at the exhibition of science, the festivals purpose was to promote better quality design in the rebuilding of Britain following the aftermath of the Second World War.
Shortly after the Nimrod was displayed at the 1951 Festival of Britain, in 1952 Dr Alexander Douglas released the noughts and crosses computer game OXO designed for the EDSAC(Electronic Delay Storage Automatic Calculator), an early British made computer which was one of the world’s first computers to be…...

Similar Documents

The History of Video Games

... The History of the Video Games The world of video games has played a part in several generations and they have always been entertaining for everyone. They have consistently evolved over the years keeping up with the times always offering gamers the best quality that is available. What started as mainly being played on televisions now is being played in hand held versions in addition to cell phones. Video games are evolving again with the games allowing the chance for everyone to get involved with the fun. From little toddlers to grandparents, there is a game out there all genres. I will explain each next-gen platform and its differences. The first system is the Nintendo Wii, Wii standing for we meaning that this console was built for everybody to play. This is the smallest console to date weighing in at only less than three pounds, over six inches tall, and it plays 12” inch discs in addition to eight inch discs from its predecessor the Nintendo GameCube. This console is motion censored based meaning that you have to move your body with the controller. This is the only that requires a memory card since there is not a lot of internal memory. This console is for everybody and it became instant hit and sold millions of units in a few short months. Next console is the X-Box 360, the second system released by Microsoft offering a more detailed online experience. With the ability to play......

Words: 462 - Pages: 2

Games

...Note: ----- Cheat codes can also be entered while the game is paused. This way you can enter cheat codes when you have to enter them quickly. Code Result ---------------------------------- MIAMITRAFFIC - Aggressive Drivers NUTTERTOOLS - All ''heavy'' weapons THUGSTOOLS - All ''light'' weapons PROFESSIONALTOOLS - All ''medium'' weapons IWANTITPAINTEDBLACK - All cars are black AHAIRDRESSERSCAR - All cars are pink GREENLIGHT - All traffic lights are green BIGBANG - Blow up nearby cars SEAWAYS - Cars can drive/hover over water COMEFLYWITHME - Cars can fly STILLLIKEDRESSINGUP - Change Skin/Clothes ICANTTAKEITANYMORE - Commit Suicide LEAVEMEALONE - Decrease Wanted Level ABITDRIEG - Dense Clouds AIRSHIP - Fast boats can fly for short periods of time CANTSEEATHING - Foggy Weather PRECIOUSPROTECTION - Full Armor ASPIRINE - Full Health CHICKSWITHGUNS - Girls Carry Guns PROGRAMMER - Gives Tommy girly arms/legs FANNYMAGNET - Ladies Man, Women Follow You APLEASANTDAY - Light Clouds ONSPEED - Makes everything faster BOOOOOORING - Makes everything slower DEEPFRIEDMARSBARS - Makes Tommy......

Words: 760 - Pages: 4

History of Video Games

...Videogames: A Consideration of Their History and Their Roles Videogames: A Consideration of Their History and Their Roles 3.A: Narrative Videogames have been and continue to be a great part of my life. Ever since the tender age of three I have been fascinated by the interactivity and the captivating graphics displayed by videogames. Furthermore, I have developed and retained an appreciation for the capacity that many well developed videogames have to blend competitiveness, the need for intellectual dexterity, and pure entertainment. I have long understood the task of producing a game with such comprehensive quality as both an art and a science. In any case, my videogame passion has slowly but surely charmed me into learning much about the philosophy of videogames, their design and development, and especially the history of videogames. Despite my life-long passion with videogames, I began a true self-propelled academic investigation into the world of videogames only a few years ago. I remember quite vividly that this intellectual journey into the world of videogames was prompted by a friend of mine who was intrigued by the fact that I was often engulfed in the world of videogames. During those days I was much younger and consequentially much more immature than now. Not only did I enjoy videogames, I spent a great deal of the few funds which I had on purchasing new games, much of my free time playing games, and a lot of time also discussing videogames in......

Words: 2624 - Pages: 11

Game

...contexts and can be imprecise. Instead, terms such as 'pathological gambling' or 'substance abuse' are used in the diagnosis of addiction related diseases. Video Game Addiction Researchers have explored the notion of video game addiction since the mid eighties, however the research on the topic is disparate and preliminary. Research is accelerating now. Due to the abovementioned shortfalls of the term 'addiction', the phenomnon has also been referred to in research by other prefixes and suffixes such as excessive, intemperate, overuse, pathological, compulsive and problematic. Researchers turned attention to the topic after reports surfaced of arcade gamers becoming alarmingly preoccupied with gaming and displaying anti-social behaviours to support play, including stealing to fund play and neglecting social responsibilities such as school or work. It is yet to be determined how severe the negative consequences are of video game addiction, compared to other syndromes which have research more research attention. Pathological Gambling Applied to Video Game Addiction It is useful to illustrate how behavioural addiction has been studied by first looking at pathological gambling. Pathological gambling is an example of a behavioural addiction, and is also the model most used to explore excessive video game play. Pathological gambling is well recognised by medical authorities and it has a diagnosis in the Diagnostic and Statistical Manual of Mental Disorders (or DSM,......

Words: 2385 - Pages: 10

History of Video Games

...To fully understand the importance of video games you need to take a look at all angles. Video games have been around for years and have impacted us more than you can imagine. From the very first prototype, to the futuristic simulations we have today, video games have changed the world as we know it. The video game industry is at an all time high. Video games are no longer a form of entertainment for few, but a world-wide phenomenon for people of all ages joining in on the fun. Consoles have a very long history; from the very start passionate people have been hard at work to make the industry what it is today. There are also guidelines that all video game companies must abide by as well, so it’s not all fun and games. A video game is defined as a game that involves direct input from a user to generate visual feedback on a device. The systems used to play video games are commonly known as platforms. These devices range from home consoles such as the PlayStation 3, Xbox 360, Wii to the personal computer, and all the way to the arcade system, where the video game was born. Video games were first made as a form of entertainment but have since evolved into a worldwide cult following. They are now used for entertainment, learning tools, and even training. The video game industry was first introduced as a commercial entertainment medium in 1971. This is where it all started. After the collapse of video games in 1983, there was a rebirth 2 years later which set in motion the......

Words: 3258 - Pages: 14

Games

...healthy lifestyle with a healthy eating habits and lost of exercise can bring about health. Therefore, games should be made compulsory in schools. Games promote positive qualities like team work and sportsmanship. In games which involves in team like football, volleyball and basketball, players must cooperate with one another to ensure the success of their team. There is no place for selfish desires and personal glory. On the other hand, when the team loses, all the teammates share the blame. Games and sport make the school life interesting. They add variety. Imagine having to study a whole day and then having to sit for exams. It will be both monotonous and boring, just as the saying goes ‘All work and no play makes Jack a dull boy.’ Every game has its own set of rules and regulations. Players must adhere to these rules and regulations. If a player goes against any of them, he will be penalized. Games, thus, help students to be disciplined. Similarly, students become aware that as they grow older, they have to conform to the norms of society. If they do not, they run the risk of being ostracized. Games which are held after school hours will keep students occupied. They will not have time to pursue undesirable activities such as loafing and watching blue movies. This proves the adage, ‘An idle mind is the devil’s workshop.’ Taking into consideration the numerous benefits games and sports have to offer, it is imperative that they be included in the school curriculum....

Words: 320 - Pages: 2

History of Video Games

...Skills Paper : “The importance of using Video/Photo Reference in 3D Animation” By: Jeremy Smith Using Video/Photo reference in 3D Animation is the most accurate way to produce high quality Animations. Getting up and actually physically acting out and recording a few scenes or taking pictures of yourself blocking out poses is very beneficial when animating. Being able to convey what you see in a video or in a photograph into a pose or a full-fledged animation is a great skill to have when animating. “Free handing” animations or animating without reference is not just tricky and hard to do, but is a poor way to animate. Not using reference when animating can lead to many problems and difficulties when making animations. Personally I extensively use reference when animating. The majority of the time I will actually get up and physically record myself walking around or doing certain poses in front of a camera. . Doing this is not just good reference, but allows you as the animator to kind of walk in the shoes of the character and get a certain feel for what the animation should look and feel like. Most of the time animations are done at a frame rate of 24 FPS (Frames Per Second). Lets say you are animating a simple walk cycle – having a character walk a distance – and say you want the walk cycle to be 3 seconds long, recording yourself doing the walk cycle will tell you the timing of the animation and what poses should be at what frames(the pose at second 1 of the......

Words: 1016 - Pages: 5

The History of Video Games in America

...The console video game craze started off in November 1977, the year the Atari 2600 was released. It sold for 200 dollars and was an instant hit. The killer app for the system was the game Pong. This game consisted of a ball bouncing back and fourth on the screen, the player had to hit the ball with a paddle and the other player or computer would return the ball in the same manner. Atari offered many other games but none were as popular as Pong, until space invaders came along. Released in Japan in 1978 and 1979 in the US, Space Invaders became a world wide craze. According to an article found on http://retrogamer.merseyworld.com “kids stoppedlisting to music, playing sports or going to the movies, they played Space Invaders. Space Invaders Greatly increased the popularity of the Atari 2600, video gamesbecame the new hot thing. Everything was going great for Atari until 1984 when the Atari 5200 was released. The system was a flop and it seemed to kill the video game industry in the US. While the US video game craze seemed like it was over, a new craze was starting in Japan. In 1983 a little company named Nintendo released a console named, Famicom. The system sold for 100 dollars in Japan and was very popular; however it was not released in the US due to the video game crash of 1984. In late 1985 The Famicom was released in the US as the NES (Nintendo Entertainment System). By February 1986 the NES had already sold over 30 million. The original US set came with two......

Words: 829 - Pages: 4

History of Video Games

...The console video game craze started off in November 1977, the year the Atari 2600 was released. It sold for 200 dollars and was an instant hit. The killer app for the system was the game Pong. This game consisted of a ball bouncing back and fourth on the screen, the player had to hit the ball with a paddle and the other player or computer would return the ball in the same manner. Atari offered many other games but none were as popular as Pong, until space invaders came along. Released in Japan in 1978 and 1979 in the US, Space Invaders became a world wide craze. According to an article found on http://retrogamer.merseyworld.com “kids stopped listing to music, playing sports or going to the movies, they played Space Invaders. Space Invaders Greatly increased the popularity of the Atari 2600, video games became the new hot thing. Everything was going great for Atari until 1984 when the Atari 5200 was released. The system was a flop and it seemed to kill the video game industry in the US. While the US video game craze seemed like it was over, a new craze was starting in Japan. In 1983 a little company named Nintendo released a console named, Famicom. The system sold for 100 dollars in Japan and was very popular; however it was not released in the US due to the video game crash of 1984. In late 1985 The Famicom was released in the US as the NES (Nintendo Entertainment System). By February 1986 the NES had already sold over 30 million. The original US set came with two......

Words: 831 - Pages: 4

Games

... Longherst English 101 April 30, 2012 From One Controller to Another Video games and computer games use game controllers as the input device that directs movements and actions of on-screen objects. The commonly used game controllers are gamepads and motion-sensing game controllers (Joyce). Game controllers not only enrich the gaming experience but also aid in the movements and actions of players. A gamepad is held by the player with both hands, allowing the player to control the movement or actions of the objects in the video or computer games. Players press buttons on the gamepad, often with their thumbs, to carry out actions. Some gamepads have swiveling sticks that also can trigger events during the game play (Cortez 20-24). Some gamepads include wireless capabilities; others connect via a cable directly to the game console or a personal computer. Motion-sensing game controllers allow the user to guide on-screen elements or trigger events by moving a handheld input device in predetermined directions through the air. These controllers communicate with a game console or personal computer via wired or wireless technology. A variety of games, from sports to simulations, use motion-sensing game controllers. Some of these controllers, such as baseball bats and golf clubs, are designed for only one specific kind of game; others are general purpose. A popular general-purpose, motion-sensing game controller is Nintendo’s Wii Remote. Shaped like a television remote control......

Words: 346 - Pages: 2

Game

...For hundreds of years game animals have been hunted throughout the world. Deer, elk, rabbit, squirrel, ducks, geese and wild turkeys are hunted in the United States. Unregulated hunting has seriously threatened some species of wildlife. Here are a few examples. Herds of buffalo that once numbered in the millions were nearly wiped out by hunters in the 19th century. They were killed for enjoyment and profit. By 1895 only 400 remained in the United States. In the west pronghorn and deer populations were nearly wiped out to feed the growing population. Some game birds such as the passenger pigeon were hunted to extinction. After all of these animal populations were decimated some people began to take notice. The general public caused some states to pass laws protecting some animals. The government also started to set aside land for national parks and wildlife refuges. In 1872 Ulysses S. Grant signed a bill that created Yellowstone National Park. This was the first ever national park. Several other national parks were created shortly after. Other laws were passed to set dates for hunting seasons and set bag limits. These laws also outlawed inhumane hunting methods. Once protected by laws and regulations game animals began to flourish. The spreading of human settlements also helped animals flourish. The settlers killed off predatory animals like wolves and grizzly bears. The animals that spread the most were elk and deer. These animals spread so rapidly that the area they were...

Words: 318 - Pages: 2

Games

... Issue  1,  pp.122-­‐128,  2013 THE IMPACT OF VIDEO GAMES ON STUDENT GPA, STUDY HABITS, AND TIME MANAGEMENT SKILLS: WHAT’S THE BIG DEAL? Jordan Weaver, Walsh University, jordanweaver@walsh.edu Philip Kim, Walsh University, pkim@walsh.edu Richard L. Metzer, Robert Morris University, rlmst26@mail.rmu.edu Julie M. Szendrey, Walsh University, jszendrey@walsh.edu ABSTRACT Playing video games has become one of the largest leisure activities in the world. This study examines the effects video games have on college students, their grade point averages, time management, and study habits. Existing literature has linked video game usage as being negatively correlated with each of these three variables. This research, using a sample of the undergraduate student population at a private university in northeast Ohio, found a statistically significant correlation between video game usage and grade point average. Statistically significant relationships were not found between video game usage and the variables of time management skills or study habits. It is important that college students are aware of these possible negative effects of video game usage on their academic performance. This research can serve as a foundation for future research on the impact of video game playing and student performance. Keywords: Videogames, GPA, Study Habits, Time Management Skills, Student Performance INTRODUCTION The video game industry has flourished to become the world’s......

Words: 3326 - Pages: 14

Games

...Video Games First off, you would imagine how thrilled our team was to have to write a paper during the holidays, with a deadline just two days after the winter break, so we came up with a clever way to bypass all the research work needed and just start writing about things we already knew and also loved doing, in order to grasp a more subjective approach on the chosen topic. People often say that if you don’t truly believe in the things you are working on and don’t have fun whilst doing them, you won’t be successful in any of your endeavors. This means you have to work with passion, because the first person you are ultimately going to sell the idea of the finished product is yourself, and if you can’t fully embrace the concept, it’s going to be even harder to pitch it to someone else. That being said, we quickly searched for a topic that each member of our team could relate to, and also provide valuable insight upon his experience and personal preferences on the subject at hand. In the end we settled on the topic of video games, due to the wide variety available these days. Figure 1. Pacman machine Figure 1. Pacman machine The first ever commercially produced video games were arcade games back in the early ‘70s in the United States, and I think we all remember in movies those huge machines that took up quite a lot of space in pubs, where people could play games such as Pacman, Space Invaders or Donkey Kong. They were very successful and in fact,......

Words: 1628 - Pages: 7

Game

...The Video Game Industry An Industry Analysis, from a VC Perspective Nik Shah T’05 MBA Fellows Project March 11, 2005 Hanover, NH The Video Game Industry An Industry Analysis, from a VC Perspective Authors: Nik Shah Nik.Shah@Dartmouth.edu Tuck Class of 2005 Charles Haigh Charles.Haigh@Dartmouth.edu Tuck Class of 2005 • The video game industry is poised for significant growth, but many sectors have already matured. Video games are a large and growing market. However, within it, there are only selected portions that contain venture capital investment opportunities. Our analysis highlights these sectors, which are interesting for reasons including significant technological change, high growth rates, new product development and lack of a clear market leader. The opportunity lies in non-core products and services. We believe that the core hardware and game software markets are fairly mature and require intensive capital investment and strong technology knowledge for success. The best markets for investment are those that provide valuable new products and services to game developers, publishers and gamers themselves. These are the areas that will build out the industry as it undergoes significant growth. • A Quick Snapshot of Our Identified Areas of Interest • Online Games and Platforms. Few online games have historically been venture funded and most are subject to the same “hit or miss” market adoption as console games, but as this segment grows, an......

Words: 15586 - Pages: 63

Games

..._________________________________________________________________________________________________ Game Outline High Concept You are ninja. You must use your special assassin abilities to overturn the mutant cakes and take back the city in the final battle of the bulge. As ninja, the player must work her way through four different lands to conquer the mutant cakes before they take over the final landscape – the city. 1. Gameplay Goal There are four main worlds within the game which progress in a parallel layout (Adams, E. & Rollings, A. 2007). The four main worlds, Country, Residential, Industrial and City must be saved from the mutant cakes that slowly take over each world. As the player traverses each landscape destroying cakes, the enemy also continues alongside her defying being completely hunted down and destroyed. The player encounters evolved mutant cakes at the end of each world level and must defeat it before gaining access to the next world. The ultimate goal is to stop the mutant cakes from reaching the City World and conquering civilization. _____________________________________________________________________________________________      2 INFT6300 – Assignment 2: Game Script Report Daniel Michael, 3103360 UoN Trimester 1, 2010 _________________________________________________________________________________________________ The following table describes the high level game progression through each of the four worlds and the required skill level......

Words: 4857 - Pages: 20