Evolution of Video Game Controllers: How Simple Switches Lead to the Development of the Joystick and the Directional Pad
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A History of Video Game Consoles Introduction the First Generation
A History of Video Game Consoles By Terry Amick – Gerald Long – James Schell – Gregory Shehan Introduction Today video games are a multibillion dollar industry. They are in practically all American households. They are a major driving force in electronic innovation and development. Though, you would hardly guess this from their modest beginning. The first video games were played on mainframe computers in the 1950s through the 1960s (Winter, n.d.). Arcade games would be the first glimpse for the general public of video games. Magnavox would produce the first home video game console featuring the popular arcade game Pong for the 1972 Christmas Season, released as Tele-Games Pong (Ellis, n.d.). The First Generation Magnavox Odyssey Rushed into production the original game did not even have a microprocessor. Games were selected by using toggle switches. At first sales were poor because people mistakenly believed you needed a Magnavox TV to play the game (GameSpy, n.d., para. 11). By 1975 annual sales had reached 300,000 units (Gamester81, 2012). Other manufacturers copied Pong and began producing their own game consoles, which promptly got them sued for copyright infringement (Barton, & Loguidice, n.d.). The Second Generation Atari 2600 Atari released the 2600 in 1977. Although not the first, the Atari 2600 popularized the use of a microprocessor and game cartridges in video game consoles. The original device had an 8-bit 1.19MHz 6507 microprocessor (“The Atari”, n.d.), two joy sticks, a paddle controller, and two game cartridges. Combat and Pac Man were included with the console. In 2007 the Atari 2600 was inducted into the National Toy Hall of Fame (“National Toy”, n.d.). -
Alive Dead Media 2020: Tracker and Chip Music
Alive Dead Media 2020: Tracker and Chip Music 1st day introduction, Markku Reunanen Pics gracefully provided by Wikimedia Commons Arrangements See MyCourses for more details, but for now: ● Whoami, who’s here? ● Schedule of this week: history, MilkyTracker with Yzi, LSDJ with Miranda Kastemaa, holiday, final concert ● 80% attendance, two tunes for the final concert and a little jingle today ● Questions about the practicalities? History of Home Computer and Game Console Audio ● This is a vast subject: hundreds of different devices and chips starting from the late 1970s ● In the 1990s starts to become increasingly standardized (or boring, if you may :) so we’ll focus on earlier technology ● Not just hardware: how did you compose music with contemporary tools? ● Let’s hear a lot of examples – not using Zoom audio The Home Computer Boom ● At its peak in the 1980s, but started somewhat earlier with Apple II (1977), TRS-80 (1977) and Commodore PET (1977) ● Affordable microprocessors, such as Zilog Z80, MOS 6502 and the Motorola 6800 series ● In the 1980s the market grew rapidly with Commodore VIC-20 (1980) and C-64 (1982), Sinclair ZX Spectrum (1982), MSX compatibles (1983) … and many more! ● From enthusiast gadgets to game machines Enter the 16-bits ● Improving processors: Motorola 68000 series, Intel 8088/8086/80286 ● More colors, more speed, more memory, from tapes to floppies, mouse(!) ● Atari ST (1984), Commodore Amiga (1985), Apple Macintosh (1984) ● IBM PC and compatibles (1981) popular in the US, improving game capability Not Just Computers ● The same technology powered game consoles of the time ● Notable early ones: Fairchild Channel F (1976), Atari VCS aka. -
Designing a User Interface for Musical Gameplay
Designing a User Interface for Musical Gameplay An Interactive Qualifying Project submitted to the faculty of WORCESTER POLYTECHNIC INSTITUTE in partial fulfillment of the requirements for the Degree of Bachelor of Science Submitted by: Tech Side: Hongbo Fang Alexander Guerra Xiaoren Yang Art Side: Kedong Ma Connor Thornberg Advisor Prof. Vincent J. Manzo Abstract A game is made up of many components, each of which require attention to detail in order to produce a game that is enjoyable to use and easy to learn. The graphical user interface, or GUI, is the method a game uses to communicate with the player and has a large impact on the gameplay experience. The goal of this project was to design a GUI for a music oriented game that allows players to construct a custom instrument using instruments they have acquired throughout the game. Based on our research of GUIs, we designed a prototype in Unity that incorporates a grid system that responds to keypress and mouse click events. We then performed a playtest and conducted a survey with students to acquire feedback about the simplicity and effectiveness of our design. We found that our design had some confusing elements, but was overall intuitive and easy to use. We found that facilitation may have impacted the results and should be taken into consideration for future development along with object labeling and testing sample size. 1 Acknowledgements We would like to thank Professor Vincent Manzo for selecting us to design an important feature of his game and for is support and encouragement throughout the duration of the project. -
1. Introduction
Latest Gaming Console 1 1. INTRODUCTION Gaming consoles are one of the best digital entertainment media now available. Gaming consoles were designed for the sole purpose of playing electronic games. A gaming console is a highly specialised piece of hardware that has rapidly evolved since its inception incorporating all the latest advancements in processor technology, memory, graphics, and sound among others to give the gamer the ultimate gaming experience. A console is a command line interface where the personal computer game's settings and variables can be edited while the game is running. But a Gaming Console is an interactive entertainment computer or electronic device that produces a video display signal which can be used with a display device to display a video game. The term "video game console" is used to distinguish a machine designed for consumers to buy and use solely for playing video games from a personal computer, which has many other functions, or arcade machines, which are designed for businesses that buy and then charge others to play. 1.1. Why are games so popular? The answer to this question is to be found in real life. Essentially, most people spend much of their time playing games of some kind or another like making it through traffic lights before they turn red, attempting to catch the train or bus before it leaves, completing the crossword, or answering the questions correctly on Who Wants To Be A Millionaire before the contestants. Office politics forms a continuous, real-life strategy game which many people play, whether they want to or not, with player- definable goals such as ³increase salary to next level´, ³become the boss´, ³score points off a rival colleague and beat them to that promotion´ or ³get a better job elsewhere´. -
Albere Albe 1
a b 1 ALBERE ALBERE ALBERE ALBERE ELECTRONICS GmbH ALBERE ELECTRONICS GmbH ALBERE ELECTRONICS GmbH PRODUCT-LIST 2020 All Products Excluding Shipping Fees TM Price per Unit (or otherwise explained) 2 In Euro albere TM albere TM albereGamepads ALBERE ELECTRONICS GmbH ALBERE ELECTRONICS GmbH ALBERE ELECTRONICS GmbH a b 1 ALBERE ALBERE ALBERE ALBERE ELECTRONICS GmbH ALBERE ELECTRONICS GmbH ALBERE ELECTRONICS GmbH ID CATEGORY TITLE TM 2 albere TM albere TM albere ALBERE ELECTRONICS GmbH GAMEPADS Lanjue USB GamePad 13001-S (PC) ALBERE ELECTRONICS GmbH ALBERE ELECTRONICS GmbH GAMEPADS Tracer Gamepad Warrior PC GAMEPADS VR Bluetooth Gamepad White GAMEPADS Esperanza Vibration Gamepad USB Warrior PC/PS3 GAMEPADS Gembird JPD-UDV-01 GAMEPADS Competition PRO Powershock Controller (PS3/PC) GAMEPADS PDP Rock Candy Red GAMEPADS PC Joystick USB U-706 GAMEPADS Konix Drakkar Blood Axe GAMEPADS Gembird USB Gamepad JPD-UB-01 GAMEPADS Element GM-300 Gamepad GAMEPADS Intex DM-0216 GAMEPADS Esperanza Corsair Red GAMEPADS Havit HV-G69 GAMEPADS Nunchuck Controller Wii/Wii U White GAMEPADS Esperanza Fighter Black GAMEPADS Esperanza Fighter Red GAMEPADS VR Bluetooth Gamepad 383346582 GAMEPADS 744 GAMEPADS CO-100 GAMEPADS Shinecon SC-B01 GAMEPADS Gamepad T066 GAMEPADS Media-Tech MT1506 AdVenturer II GAMEPADS Scene It? Buzzers XBOX 360 Red GAMEPADS Media-Tech MT1507 Corsair II Black GAMEPADS Esperanza EGG107R Black/Red GAMEPADS Esperanza Wireless Gladiator Black GAMEPADS 239 GAMEPADS PowerWay USB GAMEPADS Nunchuck Controller Wii/Wii U Red GAMEPADS Powertech BO-23 -
Examining Female Gamers' Perceptions and Attitudes of Behaviors in the Gaming Community
Running head: FEMALE GAMERS AND SEXUAL HARASSMENT 1 Examining Female Gamers’ Perceptions and Attitudes of Behaviors in the Gaming Community Michele Desirée Evanson Marietta College A Thesis Submitted to the Faculty of Marietta College Psychology Department In Partial Fulfillment of the Requirements for the Degree of Master of Arts in Psychology May 2017 FEMALE GAMERS AND SEXUAL HARASSMENT 2 FEMALE GAMERS AND SEXUAL HARASSMENT 3 Abstract In recent years video games have grown into a mainstream pastime. The internet and use of social media have made it easier for gamers to interact, and have made communications open to the public. Recent public displays of harassment have led to discussions of sexism in gaming culture. Gaming is generally considered a male dominated culture, and previous research on the impact of video games on problematic behavior predominantly focused on males. We now know female gamers are a prominent demographic (ESA, 2015; Stuart, 2014), and since they are often the target of sexual harassment it is important to examine their perspective of these behaviors. This study surveyed female gamers in order to identify their general attitudes towards and perceptions of sexual harassment. Similarly to previous research, attitudes and perceptions of sexual harassment were negatively related; greater tolerance towards sexual harassment led to identifying fewer behaviors as sexual harassment. The hypothesis that participants who predominantly played Mature rated games would lead to more tolerant attitudes of sexual harassment was not upheld. Exploratory analysis found that the role-playing and sports genres were significantly related to general sexual harassment attitudes. Interest in the sports genre was positively related to tolerant attitudes of sexual harassment. -
Using Your Smartphone As a Game Controller to Your PC
Bachelor Thesis Computer Science June 2013 Using your Smartphone as a Game Controller to your PC Marcus Löwegren Rikard Johansson School of Computing BTH-Blekinge Institute of Technology Address: 371 79 Karlskrona, Telephone: +46 455 38 50 00 This thesis is submitted to the School of Computing at Blekinge Institute of Technology in par- tial fulfillment of the requirements for the degree of Bachelor in Computer Science. The thesis is equivalent to 10 weeks of full time studies. Abstract Many people in the world today own a smartphone. Smartphones of today usually have an ad- vanced array of inputs in forms of tilting, touching and speaking, and outputs in forms of visual representation on the screen, vibration of the smartphone and speakers for sound. They also usu- ally have different kinds of connectivity in forms of WLAN, Bluetooth and USB. Despite this we are still not seeing a lot of interaction between computers and smartphones, especially within games. We believe that the high presence of smartphones amongst people combined with the ad- vanced inputs and outputs of the smartphone and the connectivity possibilities makes the smart- phone a very viable option to be used as a game controller for the PC. We experimented with this developing the underlying architecture for the smartphone to communicate with the PC. Three different games were developed that users tested to see if the smartphone’s inputs are good enough to make it suitable for such purpose. We also attempted to find out if doing this made the gaming experience better, or in other words increased the enjoyment, of a PC game. -
An Isometric Joystick As a Pointing Device for Handheld Information Terminals
An Isometric Joystick as a Pointing Device for Handheld Information Terminals Miika Silfverberg I. Scott MacKenzie Tatu Kauppinen Usability Group Department of Computer Science Usability Group Nokia Research Center, Finland York University, Canada Nokia Research Center, Finland Abstract embedded pointing device that is suitable for handheld Meeting the increasing demand for desktop-like appli- use. This work studies the applicability of the isometric cations on mobile products requires powerful interac- joystick to handheld usage. tion techniques. One candidate is GUI-style point-and- click interaction using an integrated pointing device 1.1 Isometric Joystick that supports handheld use. We tested an isometric joy- A joystick is a good candidate for handheld pointing. stick for this purpose. Two prototypes were built. They Since it is mounted in the device chassis, it cannot be were designed for thumb operation and included a sepa- lost, unlike a stylus. It is small and can be manipulated rate selection button. Twelve participants performed potentially with the same hand that holds the device. point-and-select tasks. We tested both one-handed and two-handed interaction, and selection using the separate The device studied herein is an isometric joystick. The selection button and the joystick’s integrated press-to- pointer is moved by applying force to the stick. The select feature. A notebook configuration served as a stick itself doesn't move, or moves very little – hence reference. Results for the handheld conditions, both the name "isometric". The most common input-output one-handed and two-handed, were just slightly off those mapping is known as “velocity-control”, whereby the for the notebook condition, suggesting that an isometric applied force controls the velocity of the pointer. -
Penny Arcade: Volume 8: Magical Kids in Danger PDF Book
PENNY ARCADE: VOLUME 8: MAGICAL KIDS IN DANGER PDF, EPUB, EBOOK Mike Krahulik,Jerry Holkins | 112 pages | 11 Sep 2012 | Oni Press,US | 9781620100066 | English | Portland, United States Penny Arcade: Volume 8: Magical Kids in Danger PDF Book The wares of the poor little match girl illuminate her cold world, bringing some beauty to her brief, tragic life. He has a fascination with unicorns , a secret love of Barbies , is a dedicated fan of Spider-Man and Star Wars , and has proclaimed " Jessie's Girl " to be the greatest song of all time. Thompson proceeded to phone Krahulik, as related by Holkins in the corresponding news post. The transformation of humanity through nano… More. PC Gamer. Jul 09, Kevin Gentilcore rated it really liked it. Anyway, people probably already know whether or not they like Penny Arcade. Retrieved March 23, Retrieved May 10, Unless you are a major geek like me, you have no idea what Penny Arcade is. Entertainment Weekly. Retrieved July 26, Retrieved May 9, The comics are from , the commentary from , and both are reflecting an industry that moves rapidly, so both are often unintentionally humorous just in regards to how things have fallen out since. To see what your friends thought of this book, please sign up. He has just enough fuel to reach the planet—then he finds that he has a sto… More. Some of these works have been included with the distribution of the game, and others have appeared on pre-launch official websites. Good collection, quick read. Published September 11th by Oni Press first published August 29th Want to Read Currently Reading Read. -
Transcript of Atari Vs. the Imagination
1 You’re listening to Imaginary Worlds, a show about how we create them and why we suspend our disbelief. I’m Eric Molinsky. And this is Tim Lapetino. He’s a graphic designer in Chicago, and he runs a website called the museum of video game art. TL: My Dad brought home our first Atari in 1983, we busted it open and it was magical the idea you could play games on TV, and I remember one of the very first things I looked at were boxes, make sense of the idea of what I was seeing on screen related what was on box I wanted to save those, line those up, line up on shelf, my Dad was like why keep those? Keep cartridges? Like keeping box for refrigerator. And you’re 5, you’re like okay. But I spent hundred of dollars rebuying them as an adult. In fact, Tim just put out a book called The Art of Atari. It’s got interviews with designers and executives – plus a lot of eye candy for anyone who loved those games in the ‘80s – especially the box illustrations, which looked like the covers of fantasy novels from the ‘70s and ‘80s. There was so much stuff going on in these illustrations, you had to gaze at them for a long time to catch every little detail. But Tim says this book isn’t a nostalgia trip. TL: This art and design is really worth visiting because deserves to be up there with great design of 20th century. I learned things about Atari that completely surprised me. -
Atari 8-Bit Family
Atari 8-bit Family Last Updated on October 2, 2021 Title Publisher Qty Box Man Comments 221B Baker Street Datasoft 3D Tic-Tac-Toe Atari 747 Landing Simulator: Disk Version APX 747 Landing Simulator: Tape Version APX Abracadabra TG Software Abuse Softsmith Software Ace of Aces: Cartridge Version Atari Ace of Aces: Disk Version Accolade Acey-Deucey L&S Computerware Action Quest JV Software Action!: Large Label OSS Activision Decathlon, The Activision Adventure Creator Spinnaker Software Adventure II XE: Charcoal AtariAge Adventure II XE: Light Gray AtariAge Adventure!: Disk Version Creative Computing Adventure!: Tape Version Creative Computing AE Broderbund Airball Atari Alf in the Color Caves Spinnaker Software Ali Baba and the Forty Thieves Quality Software Alien Ambush: Cartridge Version DANA Alien Ambush: Disk Version Micro Distributors Alien Egg APX Alien Garden Epyx Alien Hell: Disk Version Syncro Alien Hell: Tape Version Syncro Alley Cat: Disk Version Synapse Software Alley Cat: Tape Version Synapse Software Alpha Shield Sirius Software Alphabet Zoo Spinnaker Software Alternate Reality: The City Datasoft Alternate Reality: The Dungeon Datasoft Ankh Datamost Anteater Romox Apple Panic Broderbund Archon: Cartridge Version Atari Archon: Disk Version Electronic Arts Archon II - Adept Electronic Arts Armor Assault Epyx Assault Force 3-D MPP Assembler Editor Atari Asteroids Atari Astro Chase Parker Brothers Astro Chase: First Star Rerelease First Star Software Astro Chase: Disk Version First Star Software Astro Chase: Tape Version First Star Software Astro-Grover CBS Games Astro-Grover: Disk Version Hi-Tech Expressions Astronomy I Main Street Publishing Asylum ScreenPlay Atari LOGO Atari Atari Music I Atari Atari Music II Atari This checklist is generated using RF Generation's Database This checklist is updated daily, and it's completeness is dependent on the completeness of the database. -
Marco Benôit Carbone Today for the Definition of the Artistic, Expressive and Cultural Status of Games
This paper approaches the issue of the ‘invention’ of video games – that is, the birth of a text that would mark the advent of a new medium – from a semiotic perspective, through the analysis of early games such as Spacewar! (Steve Russell et al., 1962), OXO (A. S. Douglas, E C 1952) and Tennis for Two (William Higginbotham, 1958). Research in this particular field may help to shed more light on much-debated issues about their nature as a medium, their characteristics as semiotic texts1, and the role of the empirical authors in their relations with the semiotic processes of enunciation2. In addition, this may The Adam of Videogames. improve our comprehension of the role of semiotics From Invention to Autorship in the study of video games, as well as about just how through the Analysis of much we should believe in a real need for new disciplines Primordial Games that are willing to focus exclusively in this medium. Inventorship will ultimately imply a reflection about the role authors play in video games, a crucial issue Marco Benôit Carbone today for the definition of the artistic, expressive and cultural status of games. We shall focus on ‘primordial’ interactive texts that game historians and scholars 1. OXO, Tennis for Two, Spacewar!: game texts have considered so far as the “first video games” ever. as acts of bricolage However, nostalgia doesn’t play a role in this decision, nor is historical interest in such titles the only reason For years, the “very first video game” has been the label for choosing them.