Monday, January 6, 2020

Video Games Essay - 4473 Words

Video Games I. The Video or Computer Game Industry The now multi-billion dollar video game industry starting slowly. In 1972, Atari developed Pong, a simple tennis-like game played on the television screen. Pongwas followed by Space Invadersin 1978 (Griffiths 223). Since then, thousands of games are available over the Internet, on CDROM for personal computers, hand-held units, and television console units like Playstation, Nintento, and Sega. Further, the market has developed beyond just entertainment, now providing educational games that make learning fun. Commercially successful titles sell around 350,000 copies and a few go beyond sales of one million units (Sanchez-Crespo Dalmau 3). Top selling games like Myst (for PCs)†¦show more content†¦Graphics images that are used repeatedly for the current game level or environment are stored in ROM (Read Only Memory) (Perry and Wallich 251). For instance, when the player advances to another level or chooses a new environment, a new set of bit-mapped images is loaded into ROM. RAM (Random Access Memory) is used to store bit-mapped graphics, statistics such as score, and a â€Å"scratchpad† for keeping track of â€Å"where the player and [virtual] opponents are in the simulated environment, or generating new, random obstacles† to challenge the player (251). Parameters, such as choice of character the user will play, vehicle, environment (setting or location, such as track, building, open area) and current location within the environment, weapons, opponent, and mission, are stored in RAM until the player either saves or saves to a file upon exiting the game. In either case, the parameters can be recalled by the user within a game session or upon reinitialization of the game, by selecting the game file name under which they are stored (which has a game file extension specific to the game). Once game play commences, the player undertakes challenges in order to advance. Typically, players are rewarded with points or advancement to more difficult or different levels missions in a serial game. Challenges can take the shape of puzzles, tactical, simulatedShow MoreRelatedVideo Game : Video Games1658 Words   |  7 PagesVideo games first entered into the world around the 1970s, while the violence started occurring in the games about 20 years later (Anderson and Bushman 354). Some of the first violent video games included â€Å"Mortal Kombat, Street Fighter, and Wolfenstein 3D† which had amazing effects that were top notch at the time (Anderson and Bushman 354). Wolfenstein 3D was the first big video game that gave gamers the opportunity to shoot in the first person point of view (Anderson, Buckley, and Gentile 5). OverRead MoreVideo Game : Video Games1584 Words   |  7 Pagesviolent video games that are commonly played by boys and girls, young and old alike in t oday’s society. 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When it comes the video gaming industry, companies like Microsoft, Sony, and Nintendo have developed new ways for the population to enjoy new entertainment and hobbies. However, when these companies create new systems to be flawless, users always seem to find at least one problem. The problem is not the gaming consoles themselves, but the the violent video games that companies create for these consoles. Allowing children to purchase these games, are one of many reasons why the youthRead MoreVideo Game : Violent Video Games927 Words   |  4 PagesThe video game industry possible causing behavioral problems for people of all ages. Video game violence isn’t breaking news for years people have played games with murder and sexual innuendos. People ask why violent video games are so attractive, maybe it’s a way to escape from real life or even therapeutic. History shows us that human being like violence, in roman time gladiators killed people and animals for sport with huge number of people as an audience. Today the video game industry has foundRead MoreVideo Games And The Video Game Industry1290 Words   |  6 Pagesthe mainstream video game industry has seemed to operate under the same apparent assumptions: girls don’t play big action games, boys like the sexualization of girls in video games and won’t play as a female character unless she is heavily sexualized, and that girls play video games for the attention of boys. These assumptions are what allows the gaming industry to continue to focus on their male players, particularly young men, despite the fact that the number of women playing games today may somedayRead MoreVideo Games and Violent Video Games Effect1225 Words   |  5 Pages A video game is â€Å"an electronic game in which players control images on a television or computer screen† (Merriam-Webster). 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