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Video Gaming By: Anthony Libre, Jasper Lim Pua and Sevi Ozamiz.

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Presentation on theme: "Video Gaming By: Anthony Libre, Jasper Lim Pua and Sevi Ozamiz."— Presentation transcript:

1 Video Gaming By: Anthony Libre, Jasper Lim Pua and Sevi Ozamiz

2 How it all started... First generation consoles (1972–1983) How it all started... Original Pong Game (1958) Atari PONG (1975)

3 Highscores and Leaderboard Games Space Invaders PacmanTetris

4 Story Games Super Mario Brothers Donkey Kong Sonic The Hedgehog

5 Strategy Games Starcraft Red Alert

6 Story Driven Games Metal Gear Solid Deus Ex

7 Role Playing Games Final Fantasy Kingdom Hearts

8 Sports Games NBA 2K NBA 2K FIFA FIFA Fight Night Fight Night

9 Party Games Guitar Hero Rockband DJ Hero

10 Motion Control Games Wii Sports Wii Fit

11 Gaming in Motion Gaming in Motion

12 Nintendo Wii The Nintendo Wii is one of the next-gen consoles that was released during November 19, 2006 it quickly becoming one of the most popular consoles due to it’s family friendly games and smooth motion controls. It was also one of the first next-gen consoles to actually focus on motion controls giving it the lead in the new industry.

13 Nintendo Wii The formula of the Nintendo Wii made it one of the most successful consoles. It focused on games that everybody could enjoy instead of targeting specific demographics. It revolutionized the concept of casual gaming and one of it’s most popular games is actually WiiSports, the sample game that is boxed with the console in order to showcase the controls.

14 Nintendo Wii Video

15 Project Natal Project Natal is the codename for Microsoft’s new motion controller that is set to be paired with the Xbox 360. It is in response to the overwhelming popularity of the Nintendo Wii and it’s motion controls. It is planned to be paired with the normal controller of the Xbox 360 in order to enhance the game and to keep up with the trend of better and more realistic controls.

16 Project Natal What sets this apart from other motion controls is that instead of using a controller Project Natal uses a camera in order to capture body movements. This is similar to the “Playstation 2 EyeToy”. This peripheral gives gamers a whole new kind of freedom in the sense that they are not bound by a controller but instead by their body.

17 Project Natal Video

18 PlayStation 3 “Arc” Arc is the unofficial name for Sony’s motion control for the Playstation 3. Similar to the Nintendo Wii this motion control employs the use of a wand like controller. This controller is set to be integrated with existing Sony peripherals such as the EyeToy and the Playstation Eye (another camera peripheral). Not much is known yet about their plans and the direction they intend to take these controls to.

19 PlayStation 3 “Arc” Aside from the “Arc” the Playstation 3 already uses motion control through their “six axis” controller. It has the ability to sense both rotational orientation and translational acceleration along all three dimensional axes, providing six degrees of freedom, hence the name. An example of this would be shooting a freethrow by tilting the controller back and making the motions of actually shooting ball.

20 PlayStation 3 “Arc” Video

21 The Psychology of Video Games

22 The Social Benefits of Video Games provide a sense of provide a sense of freedom and connection to other people gives us asense of achievement gives us asense of achievement

23 The Social Benefits of Video Games We're addicted to gaming because of We're addicted to gaming because of the combination of reality and fantasy allow us to release interpersonal tensions allow us to release interpersonal tensions in harmless ways.

24 Myths and Facts

25 Myth 1. Violent video game research has yielded very mixed results. Myth 1. Violent video game research has yielded very mixed results. Facts: Violent video games are significantly associated with increased aggressive behavior, thoughts, and affect; increased physiological arousal; and decreased pro- social (helping) behavior.

26 Myth 2. The studies that find significant effects are the weakest methodologically. Myth 2. The studies that find significant effects are the weakest methodologically. Facts: Methodologically stronger studies have yielded the largest effects (Anderson, in press).

27 Myth 3. Laboratory experiments are irrelevant (trivial measures, demand characteristics…) Facts: … Variables known to influence real world aggression and violence have the same effects on laboratory measures of aggression (Anderson & Bushman, 1997).

28 Myth 4. Field experiments are irrelevant Facts: Field experiments have used behaviors like biting, pinching, etc. The fact that these aggressive behaviors occur in natural environments does not make them "normal" play behavior; it increases the face validity of the measures.

29 Myth 5. Correlational studies are irrelevant. Myth 5. Correlational studies are irrelevant. Facts: Correlational studies are used to test theories that are inherently causal. Whole scientific fields are based on correlational data. They allow for statistical controls of plausible alternative explanations.

30 Myth 6. There are no studies linking violent video game play to serious aggression. Facts: High levels of violent video game exposure have been linked to delinquency, fighting at school and during free play periods, and violent criminal behavior (e.g., self-reported assault, robbery).

31 Myth 7. Violent video games affect only a small fraction of players. Myth 7. Violent video games affect only a small fraction of players. Facts: There is not consistent evidence for the claim that younger children are more negatively affected than young adults, etc. Even nonaggressive individuals are consistently affected by brief exposures.

32 Myth 8. Unrealistic video game violence is completely safe for adolescents and older youths. Myth 8. Unrealistic video game violence is completely safe for adolescents and older youths. Facts: Cartoonish and fantasy violence is often perceived by many as safe. However, experimental studies with college students have consistently found increased aggression after exposure to clearly unrealistic and fantasy violent video games.

33 The Future of Gaming

34 Playstation 4?

35 XBOX 720?

36 Wii 2.0?

37 Joke for Sir…

38 E3 Electronic Entertainment Expo Trade show for computer and video games 1995 E3 2010 June 15-June 17, Los Angeles Convention Center

39 Youtube links for the Videos Wii Video Wii Video Project Natal Video Project Natal Video Sony Arc Video Sony Arc Video

40 Sources http://www.apa.org/science/about/psa/2003/10/anders on.aspx http://www.apa.org/science/about/psa/2003/10/anders on.aspx http://www.apa.org/science/about/psa/2003/10/anders on.aspx http://www.apa.org/science/about/psa/2003/10/anders on.aspx http://psychology.suite101.com/article.cfm/they_psych ology_of_gaming http://psychology.suite101.com/article.cfm/they_psych ology_of_gaming http://psychology.suite101.com/article.cfm/they_psych ology_of_gaming http://psychology.suite101.com/article.cfm/they_psych ology_of_gaming http://www.neogaf.com/forum/showthread.php?t=388 257 http://www.neogaf.com/forum/showthread.php?t=388 257 http://www.neogaf.com/forum/showthread.php?t=388 257 http://www.neogaf.com/forum/showthread.php?t=388 257 http://www.thegameconsole.com/videogames01.htm http://www.thegameconsole.com/videogames01.htm http://www.thegameconsole.com/videogames01.htm http://www.giantbomb.com/leaderboard/92-30/ http://www.giantbomb.com/leaderboard/92-30/ http://www.giantbomb.com/leaderboard/92-30/


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