A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also...

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Electronic Gaming Gaming and other forms of play have been part of all cultures Processors, storage, distribution, acceleration, and culture First displayed in America by Willie Higginbotham at Brookhaven Nat’l Lab First home console, the Brown Box, developed by Ralph Baer in 1968, released 1971 by Magnavox Atari, Computer Space, 2600, Activision

Transcript of A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also...

Page 1: A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also used in education and training. Virtual Reality •A new method of interaction •Many

Electronic Gaming• Gaming and other forms of play have been part of all

cultures• Processors, storage, distribution, acceleration, and

culture

• First displayed in America by Willie Higginbotham at Brookhaven Nat’l Lab

• First home console, the Brown Box, developed by Ralph Baer in 1968, released 1971 by Magnavox

• Atari, Computer Space, 2600, Activision

Page 2: A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also used in education and training. Virtual Reality •A new method of interaction •Many

Electronic Gaming• Gaming and other forms of play have been part of all

cultures

• Play is important for social, physical, and cognitive development in all mammals

• Games as a formal pastime date back almost 5,000 years

Page 3: A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also used in education and training. Virtual Reality •A new method of interaction •Many

History

• Senet

Page 4: A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also used in education and training. Virtual Reality •A new method of interaction •Many

History

• Senet

Page 5: A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also used in education and training. Virtual Reality •A new method of interaction •Many

History

• The Royal Game of Ur

Page 6: A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also used in education and training. Virtual Reality •A new method of interaction •Many

History

• Ludus duodecim scriptorum

Page 7: A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also used in education and training. Virtual Reality •A new method of interaction •Many

History

• Wei-Chi / Wei-Qi • (Go) (2000 BC)

Page 8: A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also used in education and training. Virtual Reality •A new method of interaction •Many

History

• Wei-Chi / Wei-Qi • (Go) (2000 BC)

Page 9: A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also used in education and training. Virtual Reality •A new method of interaction •Many

History

• Wei-Chi / Wei-Qi • (Go) (2000 BC)

Page 10: A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also used in education and training. Virtual Reality •A new method of interaction •Many

History

• Tabula / Backgammon

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History

• Chess (500s)

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History

• Tarot

• Ouija

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History

• Dungeons and Dragons (1977)

Page 14: A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also used in education and training. Virtual Reality •A new method of interaction •Many
Page 15: A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also used in education and training. Virtual Reality •A new method of interaction •Many

Backlash• Culture, and reactions to activities popular with

children, teens, and young adults• Comic books• Pinball• Music• Games

Page 16: A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also used in education and training. Virtual Reality •A new method of interaction •Many

Backlash• Culture, and reactions to activities popular with

children, teens, and young adults• Comic books• Pinball• Music• Games

Page 17: A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also used in education and training. Virtual Reality •A new method of interaction •Many

Backlash• Culture, and reactions to activities popular with

children, teens, and young adults• Comic books• Pinball• Music• Games

Page 18: A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also used in education and training. Virtual Reality •A new method of interaction •Many

Backlash• Culture, and reactions to activities popular with

children, teens, and young adults• Comic books• Pinball• Music• Games

Page 19: A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also used in education and training. Virtual Reality •A new method of interaction •Many

Backlash• Culture, and reactions to activities popular with

children, teens, and young adults• Comic books• Pinball• Music• Games

Page 20: A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also used in education and training. Virtual Reality •A new method of interaction •Many

Backlash• Culture, and reactions to activities popular with

children, teens, and young adults• Comic books• Pinball• Music• Games

Page 21: A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also used in education and training. Virtual Reality •A new method of interaction •Many

Backlash• Culture, and reactions to activities popular with

children, teens, and young adults• Comic books• Pinball• Music• Games

Page 22: A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also used in education and training. Virtual Reality •A new method of interaction •Many

Electronic Gaming• Electronic Gaming has been a cultural, financial and

technological influence since its inception• Processors, storage, distribution, acceleration, and

culture

• First displayed in America by Willie Higginbotham at Brookhaven Nat’l Lab

Page 23: A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also used in education and training. Virtual Reality •A new method of interaction •Many

Electronic Gaming

Page 24: A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also used in education and training. Virtual Reality •A new method of interaction •Many

Electronic Gaming

Page 25: A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also used in education and training. Virtual Reality •A new method of interaction •Many

Electronic Gaming• First home console, the Brown Box, developed by

Ralph Baer in 1968, released 1971 by Magnavox

Page 26: A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also used in education and training. Virtual Reality •A new method of interaction •Many

Electronic Gaming• Atari, Computer Space, and Pong

Page 27: A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also used in education and training. Virtual Reality •A new method of interaction •Many

Electronic Gaming• Atari, Computer Space, and Pong

Page 28: A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also used in education and training. Virtual Reality •A new method of interaction •Many

Electronic Gaming• Largest mass-media releases for each of the last 10

years has been a video game

• “Grand Theft Auto IV, which on April 29, 2008, took the title of the most successful entertainment release in history. Within 24 hours, GTA IV had grossed $310m (£157m) – comfortably more than history's most successful book (Harry Potter & The Deathly Hallows, at $220m in 24 hours) and its most successful film (Spider-Man 3 at $117m)”http://www.theguardian.com/technology/gamesblog/2009/sep/27/videogames-hollywood

Page 29: A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also used in education and training. Virtual Reality •A new method of interaction •Many

Electronic Gaming• Largest mass-media releases for each of the last 10

years has been a video game

• Grand Theft Auto V• $260 million budget

• $800 million in first 24 hours

• $1 billion in three days

• Biggest entertainment launch in history, by $300 million

• Fastest entertainment launch to $1 billion by 16 days

• Previously, Black ops 2: $500 million on first day

• Each of these crushed comparable movie releases

Source: Forbes

Page 30: A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also used in education and training. Virtual Reality •A new method of interaction •Many

Electronic Gaming• In 2014, Microsoft bought Minecraft studio Mojang

for $2.5 billion, making its creator Markus Persson a billionaire overnight.

• He immediately bought, with cash, the most expensive house in Beverly Hills for $70 million

• Minecraft is one of the most successful single games in history

• Offers almost limitless creation. Someone even built a working CPU

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The Markus House

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Electronic Gaming• Back to GTAV

• The franchise has been widely criticized for its depictions of crime, violence, and the lack of repercussions for the player’s actions.

• Treatment of women

• In 1992-1993 and 2006 there was a congressional investigation into games

Page 33: A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also used in education and training. Virtual Reality •A new method of interaction •Many

Government involvement• 1994: ESRB, ratings similar to movies• 1999: Columbine• 2003: Lieberman says ESRB is ‘best rating system

in media’• 2005: Hot Coffee• 2005: Sen. Clinton compares videogames to

tobacco and alcohol• 2005: Gov. Schwarzenegger signs law forbidding

sale of violent / explicit games to minors• 2005: FEPA

Page 34: A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also used in education and training. Virtual Reality •A new method of interaction •Many
Page 35: A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also used in education and training. Virtual Reality •A new method of interaction •Many

Violence in games• 1976: Death Race• 1982: Custer’s Revenge• 1992: Mortal Kombat• 1993: Doom• 1994: ESRB• 1995: National Institute on Media and the Family• 1997, 2003: Postal• 1998: Grand Theft Auto• 2002: BMX XXX• 2005: God of war

Page 36: A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also used in education and training. Virtual Reality •A new method of interaction •Many
Page 37: A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also used in education and training. Virtual Reality •A new method of interaction •Many

Violence in games• There’s little empirical evidence that

violence in games translates to real life• However, mass violence is often analyzed

in terms of gaming• Designs like ‘No Russian’ in Call of Duty

have prompted opposition• However all media has been targeted this

way• Can also be used therapeutically

Page 38: A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also used in education and training. Virtual Reality •A new method of interaction •Many

Portrayal of women• Women are often portrayed as powerless, or

in need of rescue

Page 39: A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also used in education and training. Virtual Reality •A new method of interaction •Many

Portrayal of women• Women are often portrayed as powerless, or

in need of rescue

Page 40: A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also used in education and training. Virtual Reality •A new method of interaction •Many

Portrayal of women• Women are often portrayed as powerless, or

in need of rescue

Page 41: A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also used in education and training. Virtual Reality •A new method of interaction •Many

Portrayal of women• Women are often portrayed as powerless, or

in need of rescue

• Especially in fantasy games, women are often wearing very little, regardless of situation

Page 42: A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also used in education and training. Virtual Reality •A new method of interaction •Many

Portrayal of women

Page 43: A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also used in education and training. Virtual Reality •A new method of interaction •Many

Portrayal of women• Women are often portrayed as powerless, or

in need of rescue

• Especially in fantasy games, women are often wearing very little, regardless of situation

• EA / Dante’s Inferno “Sin to Win”

• Duke Nukem party in Vegas strip club

• Gamergate, Anita Sarkeesian (and general attitudes towards women in tech)

Page 44: A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also used in education and training. Virtual Reality •A new method of interaction •Many

Gamergate• Campaign of harassment against female

developers and critics, and their supporters

• Death threats, assault threats, doxxing, swatting, etc.

• Pushback against the increasing diversity of the gaming audience

• In 2004, 48% of gamers were female

• In 2014, 52%, with a caveat

Page 45: A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also used in education and training. Virtual Reality •A new method of interaction •Many

Games and movies• It used to be games were made about movies

• E.T. The Extra Terrestrial

• Now it’s often the other way around, for better or worse• Super Mario Brothers• Street Fighter• Doom• Tomb Raider• Prince of Persia• Uwe Boll

Page 46: A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also used in education and training. Virtual Reality •A new method of interaction •Many

Virtual Worlds• What are they?

• Have been around for a very long time

• MUDs / MOOs

Page 47: A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also used in education and training. Virtual Reality •A new method of interaction •Many

Virtual Worlds• What are they?

• Have been around for a very long time

• MUDs / MOOs

Page 48: A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also used in education and training. Virtual Reality •A new method of interaction •Many

Virtual Worlds• What are they?

• Have been around for a very long time

• Habitat

Page 49: A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also used in education and training. Virtual Reality •A new method of interaction •Many

Virtual Worlds• Have been around for a very long time

• Became mainstream in 1999

• Exploded with World of Warcraft

• Now, there are many, many virtual worlds

• None have matched the initial success of World of Warcraft, not even World of Warcraft

• Introduced issues of economy, social interaction, social impact, and addiction

Page 50: A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also used in education and training. Virtual Reality •A new method of interaction •Many

Virtual Worlds• Addiction• Addictive qualities• Why do people become addicted?• Can it be considered an actual addiction?• Legislative responses• How do we address the issue?

Page 51: A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also used in education and training. Virtual Reality •A new method of interaction •Many

Virtual Worlds• Economies are very strong, comparable to

actual countries

• Have real currency exchange rates

• Goods and avatars also have real-world values

• Some virtual worlds use real money

• Has led to the creation of gold farms• $3 billion a year industry

Page 52: A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also used in education and training. Virtual Reality •A new method of interaction •Many

Virtual Worlds• Have significant cultural impact

• Introduce terms into the popular lexicon

• Provide actual management, teamwork, social, and leadership skills

• Some companies consider online gaming experience a valuable asset

• They are also used in education and training

Page 53: A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also used in education and training. Virtual Reality •A new method of interaction •Many

Virtual Reality• A new method of interaction

• Many big companies are investing

• Problems with nausea, depth of field, interaction (control and immersion)

• Uniquely individual, anti-social

• Still in its infancy, future undecided

Page 54: A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also used in education and training. Virtual Reality •A new method of interaction •Many

Mobile gaming• Became a major force with the release of the

iPhone in 2007

• Created an entirely new economy, including microstransactions and IAPs

• Created powerhouse developers, realignment of traditional companies, and powerful brands

• Zynga, Rovio, King, Imanji, GungHo, Supercell

• Backlash over transaction model used by developers and larger publishers

Page 55: A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also used in education and training. Virtual Reality •A new method of interaction •Many

Mobile gaming• Created cultural icons

• Very lucrative• Hearthstone ($20 million per month)• Fallout Shelter ($5.1 million first two weeks)• Clash of Clans ($1.6 million per day)• Candy Crush ($633,000 per day in 2103)• Flappy Bird ($50,000 per day)

• Creator pulled game because it ‘ruined his life’

• Caused a reevaluation of the term ‘gamer’ from inside and outside the culture

Page 56: A Brief History of Technology - Donald Bren School of ...ddenenbe/161/Gaming.pdf•They are also used in education and training. Virtual Reality •A new method of interaction •Many

Benefits of gaming• Training

• Phobias

• Coordination

• Developing skill sets

• Healing

• Creativity

• Problem solving

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Benefits• Can ease stress

• Can help people, especially kids, deal with cancer

• Is used to help train soldiers

• Is used to help train physicians

• Has even been used to help kids deal with divorce