Electronic Games and Entertainment”, Chapter 10 from the Book Mass Communication, Media, and Culture (Index.Html) (V
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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´. -
Concert Review: Symphony Help Breathe Life Into Video Games | Deseret News
11/23/2016 Concert review: Symphony help breathe life into video games | Deseret News Family Concert review: Symphony help breathe life into video games By Scott Iwasaki Published: March 29, 2008 12:00 a.m. "VIDEO GAMES LIVE!" Utah Symphony, Abravanel Hall, Friday, additional performance today, 355-2787 With strobe lights, a big video screen, mirror balls and an electric guitar, it was clear that "Video Games Live!" is not a typical symphony concert. And to have the Utah Symphony give two acts of video-game music life in a place other than the TV was nothing short of a rush. By the end of the show, the symphony did exactly what narrator and game composer and "Video Game Live!" co-founder Tommy Tallarico said it would do — "Show how culturally significant video games and video game music is in the world today." Conducted by video-game-music composer and "Video Game Live!" co-founder Jack Wall, the symphony, aided by the Snow College Choir, took the nearly sold-out audience on a journey from the early days of video gaming to the present. Kicking off the evening with the "blip-bleep" of "Pong" and ending with a rousing crescendo of "Final Fantasy VII," the concert brought old and young gamers together. With a symphonic suite, the concert highlighted pioneering games such as "Donkey Kong," "Dragon's Lair," "Tetris," "Frogger" and "Space Invaders," to name a few. In keeping with the "Space Invaders" theme, Tallarico chose a member from the audience to play a giant screen version of the game while the symphony performed the theme. -
A Neuroevolution Approach to Imitating Human-Like Play in Ms
A Neuroevolution Approach to Imitating Human-Like Play in Ms. Pac-Man Video Game Maximiliano Miranda, Antonio A. S´anchez-Ruiz, and Federico Peinado Departamento de Ingenier´ıadel Software e Inteligencia Artificial Universidad Complutense de Madrid c/ Profesor Jos´eGarc´ıaSantesmases 9, 28040 Madrid (Spain) [email protected] - [email protected] - [email protected] http://www.narratech.com Abstract. Simulating human behaviour when playing computer games has been recently proposed as a challenge for researchers on Artificial Intelligence. As part of our exploration of approaches that perform well both in terms of the instrumental similarity measure and the phenomeno- logical evaluation by human spectators, we are developing virtual players using Neuroevolution. This is a form of Machine Learning that employs Evolutionary Algorithms to train Artificial Neural Networks by consider- ing the weights of these networks as chromosomes for the application of genetic algorithms. Results strongly depend on the fitness function that is used, which tries to characterise the human-likeness of a machine- controlled player. Designing this function is complex and it must be implemented for specific games. In this work we use the classic game Ms. Pac-Man as an scenario for comparing two different methodologies. The first one uses raw data extracted directly from human traces, i.e. the set of movements executed by a real player and their corresponding time stamps. The second methodology adds more elaborated game-level parameters as the final score, the average distance to the closest ghost, and the number of changes in the player's route. We assess the impor- tance of these features for imitating human-like play, aiming to obtain findings that would be useful for many other games. -
Video Games Live
Sunday, November 17, 2019, 7pm Zellerbach Hall Video Games Live with the UC Berkeley Symphony Orchestra Tommy Tallarico, creator, executive producer, host, guitar Emmanuel Fratianni, conductor Jason Paige, soloist Chad Gorr, lighting director and production manager Derek Almstead, audio engineer Steve Miller, video operator Cal Performances’ 2019–20 season is sponsored by Wells Fargo. 15 PROGRAM NOTES Video Games Live™? is an immersive concert new friends as we celebrate a pastime that has event celebrating music from the most popular evolved to become an important part of our video games of all time. Created, produced, and culture. Even if you don’t play video games, we hosted by well-known game industry veteran promised that you’ve never heard or seen an and superstar Tommy Tallarico, it features orchestral per formance quite like this. orchestras from around the world performing to exclusive, synchronized video footage Achievements & Accomplishments and lighting, and with celebrity Internet solo Incorporated in 2002, Video Games Live is the performers, electronic percussion, live action, first and most successful video game touring and unique interactive segments, all creating concert in the world, having been performed an explosive, one-of-a-kind entertainment ex- over 500 times in 42 countries on five conti- per i ence. Special events surround the show, nents. Over 11,000 people were present for the including a pre-show costume contest and debut performance at the Hollywood Bowl with a post-show meet-and-greet with top game the Los Angeles Philharmonic and since then, composers. Pre- and post-show events are open over two million people have experienced the to all ticket holders. -
Video Games and the Mobilization of Anxiety and Desire
PLAYING THE CRISIS: VIDEO GAMES AND THE MOBILIZATION OF ANXIETY AND DESIRE BY ROBERT MEJIA DISSERTATION Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Communications in the Graduate College of the University of Illinois at Urbana-Champaign, 2012 Urbana, Illinois Doctoral Committee: Professor Kent A. Ono, Chair Professor John Nerone Professor Clifford Christians Professor Robert A. Brookey, Northern Illinois University ABSTRACT This is a critical cultural and political economic analysis of the video game as an engine of global anxiety and desire. Attempting to move beyond conventional studies of the video game as a thing-in-itself, relatively self-contained as a textual, ludic, or even technological (in the narrow sense of the word) phenomenon, I propose that gaming has come to operate as an epistemological imperative that extends beyond the site of gaming in itself. Play and pleasure have come to affect sites of culture and the structural formation of various populations beyond those conceived of as belonging to conventional gaming populations: the workplace, consumer experiences, education, warfare, and even the practice of politics itself, amongst other domains. Indeed, the central claim of this dissertation is that the video game operates with the same political and cultural gravity as that ascribed to the prison by Michel Foucault. That is, just as the prison operated as the discursive site wherein the disciplinary imaginary was honed, so too does digital play operate as that discursive site wherein the ludic imperative has emerged. To make this claim, I have had to move beyond the conventional theoretical frameworks utilized in the analysis of video games. -
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. -
RUSQ Vol. 58, No. 4
THE ALERT COLLECTOR Mark Shores, Editor Kristen Nyitray began her immersion in video games with an Atari 2600 and ColecoVision console and checking out Game On to games from her local public library. Later in life, she had the opportunity to start building a video game studies col- lection in her professional career as an archivist and special Game After collections librarian. While that project has since ended, you get the benefit of her expansive knowledge of video game sources in “Game On to Game After: Sources for Video Game Sources for Video History.” There is much in this column to help librarians wanting to support research in this important entertainment Game History form. Ready player one?—Editor ideo games have emerged as a ubiquitous and dominant form of entertainment as evidenced by statistics compiled in the United States and pub- lished by the Entertainment Software Association: V60 percent of Americans play video and/or computer games daily; 70 percent of gamers are 18 and older; the average age of a player is 34; adult women constitute 33 percent of play- ers; and sales in the United States were estimated in 2017 at $36 billion.1 What constitutes a video game? This seemingly simple question has spurred much technical and philosophical debate. To this point, in 2010 I founded with Raiford Guins (professor of cinema and media studies, the Media School, Kristen J. Nyitray Indiana University) the William A. Higinbotham Game Studies Collection (2010–2016), named in honor of physi- Kristen J. Nyitray is Director of Special Collections cist Higinbotham, developer of the analog computer game and University Archives, and University Archivist at Tennis for Two (as it is most commonly known).2 This game Stony Brook University, State University of New York. -
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 -
Tennis for Two by Angel De La Cruz and John Ryan Abstract Tennis for Two Was One of First Video Games Ever Created
Tennis For Two By Angel De La Cruz and John Ryan Abstract Tennis for Two was one of first video games ever created. It was built in 1958 by William Higinbotham in Brookhaven National Laboratory using an oscilloscope, vacuum tubes and transistors. Based on military computers designed to calculate the ballistic path of missiles, it used integrating circuitry to calculate the flight path of a ball as it was hit back and forth between two sides of a court by a pair of simple controllers. For our 6.101 project recreated this game using modern analog components. The two major design problems in this project were working within component tolerances while designing circuits that needed to be stable over the course of several seconds and in the precise synchronization needed for an oscilloscope display. Table of Contents Page 1. Introduction 1. 2. System Overview 2. 3. Analog Computer 3.1. Calculating Y Position 3. 3.2. Calculating X Position 6. 3.3. Creating a Ball 8. 3.4. Hitting the Net 9. 3.5. Bringing It All Together 10. 4. Audiovisuals 4.1. The Tennis Court 10. 4.2. Integrating the Display 14. 4.3. Sound Effects 15. 5. Results 18. 6. Acknowledgements 18. 7. Works Cited 18. 1Introduction Before the advent of digital technology, computers were massive devices made from large arrays of vacuum tube amplifiers. By arranging discrete components around these amplifiers then stringing them together, they were able to quickly perform a wide variety of complex mathematical operations. These analog computers were used to 1 solve complicated differential equations; they were commonly used by the military to calculate ballistic trajectories, taking into account variables like distance, air resistance, and even the coriolis effect. -
Katalog SPIELTRIEB!
START ZIEL Daniel Göpfert (Herausgeber) Göpfert Daniel STOP SPIELTRIEB! STOP goal START SPIELTRIEB! Herausgeber: Daniel Göpfert Goethe-Institut goethe.de/spieltrieb EINFÜHRUNG Spiel ist eine kulturelle Praxis, die den Menschen seit Jahrtausen- zu erstellen, Hirnfunktionen zu analysieren oder Bildarchive mit den begleitet, formt, seine Phantasie anregt und ihn zu Höchstlei- Schlagwörtern zu versehen. Selbst Geheimdienste nutzen Spiele, stungen antreibt. Noch nie jedoch war der Alltag so vieler Men- um Verhaltens- und Kommunikationsmuster von Internetnutzern schen von spielerischen Elementen durchdrungen und geprägt wie auszuspionieren. heute. Mit dem Projekt SPIELTRIEB! ist das Goethe-Institut diesem Phänomen in Kunst, Wissenschaft und Gesellschaft auf der Spur. Auf dem Feld der Kunst und Kultur entwickelt das Spiel eine ganz eigene Dynamik – und immer neue Manifestationsformen: Film Immer ausgereiftere Games für Rechner und Konsolen haben Hol- und Theater transformieren ihr traditionelles Genre in Kombina- lywood längst überholt, generieren mehr Umsatz und erreichen tion mit Computerspielen zu fesselnden Hybridformaten. In der ein größeres Publikum als die größten Filmproduktionen. Nicht- bildenden Kunst werden Spielmechanismen dekonstruiert, hin- Spieler gehören in der Generation der unter Dreißigjährigen in terfragt und auf ungewohnte Weise neu zusammengesetzt. Urban weiten Teilen der Welt bereits einer Minderheit an. Games Festivals ermöglichen es, Stadträume spielerisch neu zu erschließen und dabei virtuelle und reale Welten miteinander -
Spectacular Concert Premiere at Gamescom 2015: Tickets for ‘Video Games Live’ Available Exclusively from Saturn Stores in the Cologne Region
Spectacular concert premiere at gamescom 2015: Tickets for ‘Video Games Live’ available exclusively from Saturn stores in the Cologne region Ingolstadt, 21.05.2015: Where would video games be without music? Just like films, each game has its own distinctive theme tune, and the soundtracks of video games are very popular among gamers. It’s therefore no wonder that games fans are eagerly looking forward to the internationally acclaimed concert event ‘Video Games Live’, in which the greatest gaming hits will be performed live on stage. This year, this spectacular show will be staged at gamescom 2015 in Cologne for the very first time. The premiere is on 7 August – and tickets have gone on sale exclusively at 17 Saturn stores in and around Cologne. The concept of ‘Video Games Live’ was developed by Tommy Tallarico – a superstar in the gaming scene. The show is being taken all over the world and this year will be appearing in for example New York, Montreal, Vienna, Berlin, Sydney, Prague, Beijing, Madrid and Sao Paulo. The live performance of music from the most popular video games is a must for not just hardcore gamers but also fans of rock and classical music – in fact it’s a real inside tip for all those who are unfamiliar with the genre and receptive to musical discoveries. The programme features music from Final Fantasy, Warcraft, Sonic, Skyrim, Metal Gear Solid, Kingdom Hearts, Castlevania, Street Fighter II, Mega Man, Monkey Island, Earthworm Jim and other classic video games. Remarkably, all the gaming hits are performed by a large symphony orchestra featuring choirs and instrumental soloists, while key scenes from the respective video games are shown on the big screen. -
New Joysticks Available for Your Atari 2600
May Your Holiday Season Be a Classic One Classic Gamer Magazine Classic Gamer Magazine December 2000 3 The Xonox List 27 Teach Your Children Well 28 Games of Blame 29 Mit’s Revenge 31 The Odyssey Challenger Series 34 Interview With Bob Rosha 38 Atari Arcade Hits Review 41 Jaguar: Straight From the Cat’s 43 Mouth 6 Homebrew Review 44 24 Dear Santa 46 CGM Online Reset 5 22 So, what’s Happening with CGM Newswire 6 our website? Upcoming Releases 8 In the coming months we’ll Book Review: The First Quarter 9 be expanding our web pres- Classic Ad: “Fonz” from 1976 10 ence with more articles, games and classic gaming merchan- Lost Arcade Classic: Guzzler 11 dise. Right now we’re even The Games We Love to Hate 12 shilling Classic Gamer Maga- zine merchandise such as The X-Games 14 t-shirts and coffee mugs. Are These Games Unplayable? 16 So be sure to check online with us for all the latest and My Favorite Hedgehog 18 greatest in classic gaming news Ode to Arcade Art 20 and fun. Roland’s Rat Race for the C-64 22 www.classicgamer.com Survival Island 24 Head ‘em Off at the Past 48 Classic Ad: “K.C. Munchkin” 1982 49 My .025 50 Make it So, Mr. Borf! Dragon’s Lair 52 and Space Ace DVD Review How I Tapped Out on Tapper 54 Classifieds 55 Poetry Contest Winners 55 CVG 101: What I Learned Over 56 Summer Vacation Atari’s Misplays and Bogey’s 58 46 Deep Thaw 62 38 Classic Gamer Magazine December 2000 4 “Those who cannot remember the past are condemned to Issue 5 repeat it” - George Santayana December 2000 Editor-in-Chief “Unfortunately, those of us who do remember the past are Chris Cavanaugh condemned to repeat it with them." - unaccredited [email protected] Managing Editor -Box, Dreamcast, Play- and the X-Box? Well, much to Sarah Thomas [email protected] Station, PlayStation 2, the chagrin of Microsoft bashers Gamecube, Nintendo 64, everywhere, there is one rule of Contributing Writers Indrema, Nuon, Game business that should never be X Mark Androvich Boy Advance, and the home forgotten: Never bet against Bill.