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Chapter 3 evolution of the Game

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Presentation on theme: "Chapter 3 evolution of the Game"— Presentation transcript:

1 Chapter 3 evolution of the Game
Mrs. Van Vleet

2 Early Play Survival Socializing – interacting in a group environment
Hand-eye Coordination Muscle Memory Brain-extremity pathways Motor skills Reflexes Socializing – interacting in a group environment Play – participating in an entertaining activity.

3 Physical Competition Competitions with rules Physical trials such as long jump, sprinting Game environment – a setting altered to play a specific activity Olympic games

4 Intellectual competition
Mental Acuity – reasoning and problem solving ability Puzzles – mentally analyze and solve a problem Early Board Games – 2 or more players, some type of “board” Royal Game of Ur Random Number Generator – without bias, create a number Card Games Games of Chance

5 Game immersion Role-playing games (RPGs) – the player “becomes” a character in the game. Desensitized – failing to have an emotional reaction to an event. Violence Blood Gore Evil Real Social Interaction

6 Games for personal Development
Behavioral Development – learning how to react to a situation. Cocooning – people do not interact with their physical environment Balance – how much good vs. how much bad Cognitive Development – building intelligence through learning. Stereotype – a personal opinion that one member of the group has the same characteristics as all in the group.

7 Video game beginnings First video game? Patent Copyright
Issued by the government patent office Protects the rights of inventors Copyright Immediately in effect if item is in tangible form Protects intellectual property of creators

8 Game licensing Allows third-party designers to obtain the source code
Up-front fees paid to Microsoft, Sony, etc. Royalties paid to Microsoft, Sony, etc. for each game sold. Proprietary game – no third-party involved Name a Nintendo proprietary game. Name a Microsoft proprietary game. Name a Sony proprietary game.

9 How computers changed the game
Computers made video games possible Strict rule enforcement Virtual gameplay Virtual reality Deeper immersion Motion-based controllers

10 Video game ratings Entertainment Software Rating Board (ESRB)
Assigns age and content ratings Enforces industry-adopted advertising guidelines Online privacy practices Rating symbols Content descriptors Blood - Depictions of blood Language - Mild to moderate use of profanity

11 Turn and Talk Young children are still able to play violent video games that the regulators have marked as unacceptable for young children. What steps would you take to keep these games out of their hands?


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