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Presentation by Doug Wilcox Com 546 – Evolution and Trends in Digital Media – December 6, 2005 Video Games: Pong to Present.

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Presentation on theme: "Presentation by Doug Wilcox Com 546 – Evolution and Trends in Digital Media – December 6, 2005 Video Games: Pong to Present."— Presentation transcript:

1 Presentation by Doug Wilcox Com 546 – Evolution and Trends in Digital Media – December 6, 2005 Video Games: Pong to Present

2 Agenda Who invented the video game? Brief Industry History Impact of Internet Games compared to Film Future of the Games Industry

3 Who Invented the Video Game? Ralph Baer  1949: Loral tasks Baer to create next-generation television. Baer suggests interactive game, but management refuses.  1966: revisits idea under new employer  1970: Baer licenses his technology to Magnavox for tennis game Steve Russell  1961: Invents Spacewar! for MIT mainframe  Spacewar! popular on college campuses  Nolan Bushnell, Nutting Associates commercialize Spacewar!

4 Early Years: 1970 - 1985 1972: Atari is formed  Bushnell founds Atari, develops Pong  Pong popular in public trial  Bushnell breaks off negotiations with Bally and Midway 1976: Deathrace 2000 creates first public outcry 1983: Atari starts decline  Overproduces ET, Pac Man  Games industry’s first slump

5 Rise of Japanese Consoles: 1985 – 2000 1980s: Nintendo and Sega  Donkey Kong boosts Nintendo  Mortal Kombat defines Sega as adult oriented console 1994: Nintendo and Sony attempt collaboration, but fail. Sony goes on to develop Playstation. 2000: Sega bows out of hardware market, leaving Nintendo and Sony. Xbox appears the following year. 2000 – Present: Sony vs. Microsoft

6 Effect of Internet Online games offer unlimited game-play compared to traditional single-player game Possibility for online distribution Consumer can “mod” content for PC online games  Quake  Counterstrike  Starcraft Social structures online  Bartle (1996) taxonomy  Jansz and Martens (2005) observe group dynamics for online gamers

7 Games compared to Film Industry 2004: Games surpass film revenues  $9.9 billion (Games) vs. $9.4 billion (Film)  Blockbusters: Spiderman ($114M) vs. Halo ($125M) 2004: Sales data leveling off

8 Games compared to Film Industry Shared Franchises: film versions of games  Tomb Raider  Final Fantasy  Doom  Halo Consolidation  Film industry in 1930s – Studios leverage titles  Games industry at present  Advances against royalties  Rising costs – risk averse  Increasing reliance on recycled franchises

9 Future of Games Online Growth  Larger and richer multiplayer environments  Increasing transfer between virtual, real economies  Additional forms of communication  Advertising Sony vs. Microsoft  Battle for the living room  HDTV to allow consoles to displace PCs

10 Questions?


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