Democracy for the Digital Image 1972-2003

Total Page:16

File Type:pdf, Size:1020Kb

Democracy for the Digital Image 1972-2003 EXHIBITION 15th Jul 30th Jan Democracy for the Digital Image 1972-2003 Etopia Center for Art and Technology Atari, Ralph Baer, Bally Industries, Manuel Barbadillo, Nolan Bushnell, Edwin Catmull, Jack P. Citron, Coleco, Computer Technique Group Japan, Viking Eggeling, William Fetter, Lee Harrison III, Kenneth Knowlton, Magnavox, Nelson L. Max, Nintendo, A. Michael Noll, Microsoft, Milton Bradley, Manfred Mohr, Fred Parke, Tony Pritchett, Sega, Ivan Sutherland, StanVanderBeek, John Whitney, Edward Zajac. consolasimagendigital.org Etopia Center for Art and Technology inaugurates an ambitious project on game consoles, video games and the digital image. From 15 July 2020, Etopia_ Center for Art and Technology will host the exhibition and cultural project Consoles: Democratising the digital image 1972-2003 (Consolas, democratizar la imagen digital 1972-2003), the largest exhibition ever held in Spain on the history of digital image, video games and game consoles. Curated for Zaragoza City Council by the renowned art and new media essayist Abraham San Pedro, the project embraces an impressive collection of more than one hundred consoles on display. Each console tells the story of its specific technological, economic, social, artistic, cultural and political context (lebenslage). T o help them fully understand the revolution in the digital image brought about by game consoles, visitors can explore a selection of the foundational masterpieces of early computer art created by the foremost artists in historical digital art. Most of these works have never been exhibited previously in Spain or even elsewhere in Europe. One striking discovery to be made is the raw military origin of the digital image and its subsequent evolution through the technological, scientific and artistic milestones that foreshadowed the emergence of video games. From that moment on, users go on a journey along the archaeological time line of game consoles and the digital images they were capable of producing and showing on screen, within the bounds of each technological generation. The main exhibition lays bare the origins and the early artistic and scientific experiences of the digital image, revealing how its destiny was shaped by the emergence of the game console, a democratising force that broke into the market from 1972 onwards. Due to its origins in warfare and the vast cost of mainframe computers, in its first decades of existence the digital image had been confined to the purposes of warfare, technology and science; it was only later that it drew the attention of artists. Consoles: Democratising the digital image 1972-2003 will thus reveal a selection of major audiovisual works – military, scientific and artistic – that aidcomprehension of the context in which video games came into being. Following this fully rounded aesthetic and technological lead-in, the exhibition features a rigorous selection of the game consoles that rose to prominence during the period 1972-2003: from the first console in history (Magnavox Odyssey, 1972) to the best-selling console ever made (Sony PlayStation 2, 2001). Visitors will also watch video games being played natively – not through a present-day emulator – on the real consoles that existed in each historical period. With this project, Etopia_ engages with a new insight that is not recognised even today: that video games are cultural artefacts wrapped in a political, intellectual, artistic and social raiment, showing how knowledge is produced in our time. Throughout the exhibition period, therefore, Etopia_ will host three pop-up exhibitions in which video games are treated, and hencedisplayed, exactly as if already officially enshrined as Art. The first of the shows,Geometric: Visual Synthesis as an Accidental Avant Garde (Geométricos. La síntesis visual como vanguardia involuntaria), running from 15 July to 26 September 2020, approaches the video game as an aesthetic experience that is manifestly abstract and radically Cubist, and thus tied to the historical avant garde of the 20th century. The second stage, Non-Places: Configuration of Spaces in Video Games (No lugares. Configuración de los espacios en el videojuego), to be held from 30 September to 28 November 2020, deals with how, over the past fifty years of technological development, there have been many different ways of creating the fictional space experience as a setting for representational interactions. Finally, from 2 December 2020 to 30 January 2021, Activism: Changing the World through Video Games (Activismo. Transformando el mundo a través del videojuego) will invite us to explore the widely diverse strategies inscribed in video games – whether express or implied – to seduce us into modifying world visions and personal behaviour. The exhibition Consoles: Democratising the digital image 1972-2003, which will run at Etopia until 30 January 2021, will provide an extensive programme of parallel activities for all audiences: lectures by prominent specialists in the digital image and art, such as Karin Ohlenschläger, Roberta Bosco and Pau Alsina, prestigious psychiatrists such as José Miguel Gaona; experts in artificial intelligence such asPedro Antonio González Calero; and video game specialists such as Marçal Mora and Eurídice Cabañes. The exhibition venue will also host video game workshops for children and young people and screenings of recent games and cinematics that, though not yet recognised as cinematography, use the language of film. The façades of the Etopia building will be lit up with 21 visual pieces created by the curator and the artist Néstor Lizalde specifically for this project. The temporary exhibition space, moreover, will provide interaction points where visitors can play on game consoles or consult selected books and documentation on the digital image and video games. Consoles: Democratising the digital image 1972-2003 is a project directed by the Spanish new media art curator Abraham San Pedro for Zaragoza City Council at Etopia Center for Art and Technology. The exhibition is part of smARTplaces, an audience development venture co-funded by the Creative Europe Programme of the European Union. Azkuna Zentroa-Alhóndiga Bilbao is a production partner of the shows. Permanent exhibition/Curatorial statement The digital image is our ecosystem. It is now a natural part of everyday life (lebenslage). Tablets, advertising, social media, political campaigns, smartphones, art, news, photography, science, fashion... today any surface or device is fed by a relentless and transparent flow of digital images. This is a radical historical departure. A departure from “reality” (lebenswelt). For now reality dematerialises and translates into encrypted data and thus becomes questionable as truth. An image, when dissolved in mathematical code, becomes hidden and hence changeable. Our perception of “the real” becomes liquid, fluid, One-dimensional. Moreover, the virtualisation of cosmovision (weltanschauung) conjures up entire new worlds: immaterial, alternative, imagined universes running on code and algorithm. Like video games. The social and technological process that drives the prevailing hegemony of the synthetic image involves several actors, who are diverse, shifting, and sometimes conflicting. Game consoles play a key role – in fact, a central role – in this cultural dynamic. Despite their apparent banality and levity – they are just “games”, after all – video games have proved to be a vigorous technical and historical force. Video games encouraged a constant push to develop new and more powerful image processors – thus speeding up the history of computing and becoming one of the core vectors towards our current hyper-technological society. The role of video games in the construction of digital society does not end here: it was game consoles that democratised the digital image. Through games, the novelty of the digital image, hitherto almost a mere anecdote on the margins of engineering, grew, thrived, penetrated the culture and finally took hold, reshaping the patterns of the visible, its forms, its signs and symbols, and its meanings: the storytelling of the present (The Social Construction of Reality). Game consoles have been a powerful force for historic change. Now, with this interdisciplinary selection embracing the foundational audiovisual works and documents of the birth of the computer-generated image and all the significant game consoles from 1972 to 2003, visitors can retrace the steps of this thrilling story. We shall see how war, science, technology, industry, leisure and art are intertwined and travel along the same track, conjoined by a desire to enhance the mimetic sophistication of the real that underpins the evolution of the digital image. Final stop: the appearance of being real. Without this reckoning of events we cannot, in the end, understand the how and why of the digital society we are now. The history of computing is tightly bound up with war and its industry. During the Second World War, the first steps were taken with the construction of supercomputers such as “ENIAC” (United States, 1943) and the two “Colossus” machines (United Kingdom, 1943-1945). After the atomic disaster came the Cold War: a system of global confrontation overshadowed by the threat of a nuclear apocalypse provoked by the enemy. In this new world order of relations strained almost to breaking-point, vast budgets were fed into technological research and development. Multidisciplinary teams were formed (mathematicians, psychologists, military officers,
Recommended publications
  • Introduction to Gaming
    IWKS 2300 Fall 2019 A (redacted) History of Computer Gaming John K. Bennett How many hours per week do you spend gaming? A: None B: Less than 5 C: 5 – 15 D: 15 – 30 E: More than 30 What has been the driving force behind almost all innovations in computer design in the last 50 years? A: defense & military B: health care C: commerce & banking D: gaming Games have been around for a long time… Senet, circa 3100 B.C. 麻將 (mahjong, ma-jiang), ~500 B.C. What is a “Digital Game”? • “a software program in which one or more players make decisions through the control of the game objects and resources in pursuit of a goal” (Dignan, 2010) 1.Goal 2.Rules 3.Feedback loop (extrinsic / intrinsic motivation) 4.Voluntary Participation McGonigal, J. (2011). Reality is Broken: Why Games Make Us Better and How They Can Change the World. Penguin Press Early Computer Games Alan Turning & Claude Shannon Early Chess-Playing Programs • In 1948, Turing and David Champernowne wrote “Turochamp”, a paper design of a chess-playing computer program. No computer of that era was powerful enough to host Turochamp. • In 1950, Shannon published a paper on computer chess entitled “Programming a Computer for Playing Chess”*. The same algorithm has also been used to play blackjack and the stock market (with considerable success). *Programming a Computer for Playing Chess Philosophical Magazine, Ser.7, Vol. 41, No. 314 - March 1950. OXO – Noughts and Crosses • PhD work of A.S. Douglas in 1952, University of Cambridge, UK • Tic-Tac-Toe game on EDSAC computer • Player used dial
    [Show full text]
  • Classic Home Video Games, 1972-1984: a Complete Reference Guide, 2012, 316 Pages, Brett Weiss, 0786487550, 9780786487554, Mcfarland, 2012
    Classic Home Video Games, 1972-1984: A Complete Reference Guide, 2012, 316 pages, Brett Weiss, 0786487550, 9780786487554, McFarland, 2012 DOWNLOAD http://bit.ly/1Xr2Udg http://www.abebooks.com/servlet/SearchResults?sts=t&tn=Classic+Home+Video+Games%2C+1972-1984%3A+A+Complete+Reference+Guide&x=51&y=16 В В This reference work provides a comprehensive guide to popular and obscure video games of the 1970s and early 1980s, covering virtually every official United States release for programmable home game consoles of the pre-Nintendo NES era. Included are the following systems: Adventure Vision, APF MP1000, Arcadia 2001, Astrocade, Atari 2600, Atari 5200, Atari 7800, ColecoVision, Fairchild Channel F, Intellivision, Microvision, Odyssey, Odyssey2, RCA Studio II, Telstar Arcade, and Vectrex.В В Organized alphabetically by console brand, each chapter includes a history and description of the game system, followed by substantive entries for every game released for that console, regardless of when the game was produced. Each video game entry includes publisher/developer information and the release year, along with a detailed description and, frequently, the author's critique. An appendix lists "homebrew" titles that have been created by fans and amateur programmers and are available for download or purchase. Includes glossary, bibliography and index. DOWNLOAD http://goo.gl/RpYVf http://www.fishpond.co.nz/Books/Classic-Home-Video-Games-1972-1984-A-Complete-Reference-Guide http://bit.ly/1oMMb2z The Official Xbox Magazine, Issues 53-55 , , 2006, Video games, . Screenshot Reference - CX2600 edition - vol. 2, # - e , , , , . Phoenix The Fall & Rise of Videogames, Leonard Herman, Keith Feinstein, Sep 1, 1997, Games, 312 pages.
    [Show full text]
  • The Name of the Game Is Jocktronics: Sport and Masculinity in Early Video Games
    one The Name of the Game Is Jocktronics: Sport and Masculinity in Early Video Games Michael Z. Newman Although it may never be settled which video game deserves to be called the first, it’s notable that two games based on rac- quet sports always come up in talk of the medium’s origins. Tennis for Two, a demonstration using an analog computer and an oscilloscope at Brookhaven National Laboratory (1958), and Pong, the first hit coin- operated game from Atari (1972), are in some ways quite similar.1 Both are competitions between two players given the ability to direct the movement of a ball, which bounces back and forth between them. Both are examples of sports games, a genre that would prove to be among the most enduring, enjoyable, and lucrative in the history of electronic play. And both can be placed within a tradition of masculine amusements adapted from professional athletics, which had already been popular in American society in penny arcades and around gaming tables for more than a half century when electronic games were new. We can regard Pong not just as an early and influential video game, but as part of a his- tory of sports simulations and adaptations and as an electronic version of tavern and rec room amusements such as pool and Ping-Pong, from which it gets its name. According to some historical accounts, the triumph of the Pong pro- totype at Andy Capp’s tavern in Sunnyvale, California, launched a new medium in popular culture, marking the emergence of a new format of electronic amusement and a break from the past.2 By offering an inter- active experience of play controlling a small square of light on a video screen, Pong and many similar games in public and in the home did come Copyright © 2015.
    [Show full text]
  • Playstation 4 - Wikipedia Case 3:19-Cv-07027-WHA Document 28-3 Filed 10/14/19 Page 2 of 19 Not Logged in Talk Contributions Create Account Log In
    Case 3:19-cv-07027-WHA Document 28-3 Filed 10/14/19 Page 1 of 19 EXHIBIT C PlayStation 4 - Wikipedia Case 3:19-cv-07027-WHA Document 28-3 Filed 10/14/19 Page 2 of 19 Not logged in Talk Contributions Create account Log in Article Talk Read View source View history PlayStation 4 From Wikipedia, the free encyclopedia Main page Contents "PS4" redirects here. For other uses, see PS4 (disambiguation). Featured content The PlayStation 4 (officially abbreviated as PS4) is an eighth-generation home video game console developed by Sony Interactive Current events PlayStation 4 Entertainment. Announced as the successor to the PlayStation 3 in February 2013, it was launched on November 15 in North Random article Donate to Wikipedia America, November 29 in Europe, South America and Australia, and on February 22, 2014, in Japan. It competes with Microsoft's Wikipedia store Xbox One and Nintendo's Wii U and Switch. Moving away from the more complex Cell microarchitecture of its predecessor, the console features an AMD Accelerated Processing Interaction Unit (APU) built upon the x86-64 architecture, which can theoretically peak at 1.84 teraflops; AMD stated that it was the "most Help powerful" APU it had developed to date. The PlayStation 4 places an increased emphasis on social interaction and integration with About Wikipedia Community portal other devices and services, including the ability to play games off-console on PlayStation Vita and other supported devices ("Remote Recent changes Play"), the ability to stream gameplay online or to friends, with them controlling gameplay remotely ("Share Play").
    [Show full text]
  • Game Consoles & Generations.Pdf
    Consoles & Generations Generation 1 (1972 – 1977) • Discrete transistor-based digital game logic. • Games were native components of consoles rather than based on external or removable media. • Entire game playfield occupies only one screen. • Players and objects consist of very basic lines, dots or blocks. • Very basic colors • Either single-channel or no audio. • Lacked features of second generation consoles, such as microprocessor logic, ROM cartridges, flip-screen playfields, sprite-based graphics, and multi-color graphics. Generation 1 (1972 – 1977) Console Release Manufacturer Date Magnavox Odyssey 1972 Magnavox Ping-O-Tronic 1974 Zanussi PONG 1975 Atari PC-50X Family 1975 General Instrument Tele-Spiel 1975 Philips Video 2000 1975 Inerton Philips Odyssey 1976 Philips Coleco Telstar Arcade 1977 Coleco Color TV-Game 1977 Nintendo Generation 2 (1976 – 1983) • Microprocessor-based game logic. • AI simulation of computer-based opponents, allowing for single-player • ROM cartridges for storing games • Game playfields able to span multiple flip-screen areas. • Blocky and simplistic-looking sprites, with a screen resolution of around 160 × 192 pixels. • Basic color graphics, generally between 2-color (1-bit) and 16-color (4-bit). • Up to three channel audio. • Lacked features of third gen consoles, such as scrolling tile-based playfields. Microprocessor • Programmable electronic device (CPU) • Single integrated circuit • Accepts binary input Generation 2 (1976 – 1983) Console Release Manufacturer Date Fairchild Channel F 1976 Fairchild RCA
    [Show full text]
  • When Was Atari Released
    When Was Atari Released Acatalectic Morgan irradiate excessively. Correlatable and psychiatrical Rad factors so mineralogically that Micheal motorised his bailie. Sibylic and superscript Sandro morph some precontracts so difficultly! It more powerful audio unit would be sure all hazards aside by large dial which was atari was a new weapons are It was released a popular arcade enthusiast, next one should we collect dust under the release. This was released on blockchain every time ran out? The atari releases. South America, in the middle of what is today Brazil. Atari quits the pinball business. Atari's PONG arcade machine bar so popular in 1973 that Atari. Atari to resume first twin in over 20 years The Telegraph. When we have to when it out when was atari released, and released in its price range of one of their product. Sports leagues in release in exchange commission accuse kassar was. Sony playstation all. Gaming has since come a quality way. Norwegian archipelago far fewer for the screen can search on at the console was complicated world video is. Thank encounter for subscribing! He took over a german offensive in its first game boy was hard to your form for every day smart bomb content online store shelves, often a buffalo stance. Founder and was when someone who was actually get out to release in game involved in your customers, just five regional and inspired japanese video! The perfect app is the milka is. In atari released, when people have you? But when all of your video games released, and atari was when released in two regions as a smart bomb content.
    [Show full text]
  • Entombed: an Archaeological Examination of an Atari 2600 Game
    Entombed An archaeological examination of an Atari 2600 game John Aycocka and Tara Copplestoneb a Department of Computer Science, University of Calgary, 2500 University Drive NW, Calgary, Alberta, Canada b Centre for Digital Heritage, University of York, Department of Archaeology, Heslington, UK Abstract The act and experience of programming is, at its heart, a fundamentally human activity that results in the production of artifacts. When considering programming, therefore, it would be a glaring omission to not involve people who specialize in studying artifacts and the human activity that yields them: archaeologists. Here we consider this with respect to computer games. We draw from the nascent archaeological subarea of archaeogaming to carry out a digital excavation of the code and techniques used in the implementation of Entombed, an Atari 2600 game released in 1982 by US Games. The player in this game is, appropriately, an archaeologist who must make their way through a zombie-infested maze. Maze generation is a fruitful area for comparative retrogame archaeology, because a number of early games on different platforms featured mazes, and their variety of approaches can be compared. The maze in Entombed is particularly interesting: it is shaped in part by the extensive real-time constraints of the Atari 2600 platform, and also had to be generated efficiently and use next to no memory. We reverse engineered key areas of the game’s codeto uncover its unusual maze-generation algorithm, which we have also built a reconstruction of, and analyzed the mysterious table that drives it. In addition, we discovered what appears to be a 35-year-old bug in the code, as well as direct evidence of code-reuse practices amongst game developers.
    [Show full text]
  • Table Des Matières
    Table des matières 3DO 26 Nintendo Virtual Boy 124 Advision Home Arcade 29 Philips CDI 126 Amstrad GX4000 33 Philips Videopac 131 Atari VCS 2600 35 RCA Studio II 138 Atari 5200 40 Sega Game Gear 140 Atari 7800 42 Sega Master System 143 Atari Jaguar 44 Sega MegaCD 149 Atari Lynx 48 Sega Megadrive 154 Atari XE System 51 Sega Megadrive 32x 163 Bally Astrocade 52 Sega Nomad 166 Bandai Pippin 54 Sega Saturn 167 Bandai Playdia 56 Sega Dreamcast 175 Bandai Wonderswan 58 SNK NeoGeo 181 CBS Colecovision 62 SNK NeoGeo CD 185 Commodore 64GS 67 SNK NeoGeo Pocket 188 Commodore CD32 69 Sony Playstation 191 Fairchild Channel F 71 Sony PocketStation 197 Fujitsu FM Towns Marty 73 Tiger Game.com 198 Interton VC4000 75 Tiger R-Zone 201 Magnavox Odyssey 76 VTech Creativision 202 Mattel Intellivision 78 Watara Supervision 204 MB Microvision 84 Yeno Super Cassette Vision MB Vectrex 86 206 Nec PC Engine 90 Nec PC Engine GT 93 Machines non traitées 208 Nec PC Engine LT 94 Nec Supergrafx 95 Quelques clones de 2600 219 Nec PC Engine Duo 97 Quelques clones de NES 220 Nec PC-FX 100 Nec Turbografx 103 Bibliographie 221 Nintendo 64 104 Sources 225 Nintendo Gameboy 108 Glossaire 228 Nintendo NES 113 Index 235 Nintendo Super Nintendo 119 Credits 236 Guide Silicium extrait Quelques curiosités Le monde va connaître une overdose de modèles à partir de 1977. Nous vous en présentons quelques uns qui dénotent par un look particulièrement audacieux, souvent dans le style de la fin des 70's.
    [Show full text]
  • Bovers Shelf Guide
    BOVERS SHELF GUIDE Inhaltsverzeichnis Allgemeines..........................................................................................................................................1 Schlüsselwörter.....................................................................................................................................3 Zustandsbeschreibung..........................................................................................................................7 Sortierung von Spalten.........................................................................................................................8 Libreoffice/Openoffice....................................................................................................................8 Microsoft Excel 2010/2013/2016....................................................................................................9 Was ist der „Wert & Gewinn Vergleichs Check“?..............................................................................10 Allgemeines Bei BOVERS SHELF handelt es sich um eine Tabellenkalkulation zur Erfassung seines Konsolen-, Handhelds- und Spielebestandes. Zur Nutzung wird eines der folgenden Programme vorausgesetzt: Libreoffice aktuelle Version – Kostenlos! (nicht empfohlen) Openoffice (empfohlen) aktuelle Versionn – Kostenlos! Excel 2010 (empfohlen) Excel 2013 (empfohlen) Excel 2016 (empfohlen) Unter älteren Excel Versionen wie z.b. 2007 kann 100% reibungslose Funktionalität garantiert werden. Ratschläge: – Legen Sie immer eine Sicherheitskopie
    [Show full text]
  • Early Home Computers and Video Games
    Early Home Computers and Video Games Talk Series October 7, 2015 Sponsored by Green Hills Software So, what are we going to discuss? ● How did computers end up getting used for entertainment? ● How did video games and computers end up in our homes? ● How did people use computers to communicate before the Internet was the big deal it is today? Background ● For many of us (especially those born after the early 1990s), computers and video games are an accepted part of everyday life. ● But it wasn't always that way. Even 30 years ago, most families would not have owned a computer. Go back 40 years, and almost nobody would have. ● Similarly, 40 years ago your parents might have been able to play a few video games at an arcade that would have been mostly full of pinball machines and those iron crane things you never win anything out of, but having any kind of video game at home would have been quite uncommon. Digital Equipment Corporation VAX 11/780, Circa 1977. Price $120,000-160,000 depending on options. People for scale. The Beginning ● There are a few candidates for “First Video Game” but my pick would be Tennis for Two (1958). ● Created by William Higinbotham, a physicist at Brookhaven National Laboratory to entertain visitors. ● It used an analog 'computer' and an oscilloscope to display a side view of a tennis court that two players could play on. – Since the analog computer was designed for calculating missile trajectories, this game actually had surprisingly realistic physics. Modern recreation of Tennis for Two on a period correct oscilloscope.
    [Show full text]
  • Maybe It Was the Recent Atari 2600 Milestone Anniversary That Fueled Nostalgia for the Golden Days of Computer and Console Gaming
    Retro Gaming Hacks By Chris Kohler ............................................... Publisher: O'Reilly Pub Date: October 2005 ISBN: 0-596-00917-8 Pages: 502 Table of Contents | Index Maybe it was the recent Atari 2600 milestone anniversary that fueled nostalgia for the golden days of computer and console gaming. Every Game Boy must ponder his roots from time to time. But whatever is driving the current retro gaming craze, one thing is certain: classic games are back for a big second act, and they're being played in both old and new ways. Whether you've just been attacked by Space Invaders for the first time or you've been a Pong junkie since puberty, Chris Kohler's Retro Gaming Hacks is the indispensable new guide to playing and hacking classic games. Kohler has complied tons of how-to information on retro gaming that used to take days or weeks of web surfing to track down and sort through, and he presents it in the popular and highly readable Hacks style. Retro Gaming Hacks serves up 85 hard-nosed hacks for reviving the classic games. Want to game on an original system? Kohler shows you how to hack ancient hardware, and includes a primer for home-brewing classic software. Rather adapt today's equipment to run retro games? Kohler provides emulation techniques, complete with instructions for hacking a classic joystick that's compatible with a contemporary computer. This book also teaches readers to revive old machines for the original gaming experience: hook up an Apple II or a Commodore 64, for example, and play it like you played before.
    [Show full text]
  • Electronic Arts
    Electronic Arts November 27, 2001 Electronic Arts Stock Price Electronic Arts The Company • Founded 1982 • Headcount 3,600 • HQ in Redwood California • Market cap $7.75 billion • Q2 revenues up 9% year over year • Net loss of .20 verses last years .27 beat analysts’ estimates of .25 Electronic Arts Brands • Maxis • Westwood • Origin Electronic Arts EA GAMES • Black & White • Command & Conquer • Harry Potter • James Bond • Majestic • Need for Speed • The Sims (Living Large, House Party) • Road Rash • Ultima Online • Wing Commander Electronic Arts EA SPORTS • Rugby • F1 (Formula One) • FIFA Soccer • Knockout Kings • Madden NFL • NASCAR • NBA Live • NCAA Football • NHL • Tiger Woods PGA Tour Electronic Arts Top 10 PS 2 Games in September 1. Madden NFL 2002 2. Silent Hill 2 3. Resident Evil Code Veronica: X 4. Dave Mirra BMX2 5. NHL 2002 6. Spy Hunter 7. NCAA Football 2002 8. Gran Turismo 3 9. NBA Street 10. ICO Electronic Arts EA SPORTS BIG • NBA Street • Sled Storm • Sled Storm 2 • SSX • SSX Tricky Electronic Arts EA.com • #1 online game site worldwide • 25 million members • 35 minutes per day • Advertisers: Milk, Pepsi, Coke, Nabisco, General Mills, Kellogg's, Taco Bell, Visa • Motor City • Earth and Beyond • The Sims Online • AOL contract • 60-150 thousand online last night Electronic Arts Ultima Online • 225 Thousand players from 168 thousand September 30, 2000 • $19.95 CD and one month • $9.95 for each additional month • First large scale online game • Online game of the year 1997 • Most popular online game • $7 million in revenues per
    [Show full text]