Oral History of Steve Russell; 2008-08-09
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An Opportunity for In-Game Ad Placement.Pdf
480 Chapter 24 An Opportunity for In- Game Ad Placement: The History of the Video Game Industry Interpreted Through the Meaning Lifecycle Heather M. Schulz The University of Texas at Austin, USA Matthew S. Eastin The University of Texas at Austin, USA AbstrAct It is argued here that the potential connections video game advertisers can build with consumers makes this new medium a strong force in the digital media world. A meaning-based model is introduced to explain the fluctuation of meaning over time, which is caused by the individual and social interpretation and integration of signs and symbols. The history of video games will be comprehensively interpreted through this model to explain the active identification going on between consumers and video games. IntroductIon of room for advertising growth. In the academic realm, in-game ad placement has been subjected In-game ad placement, defined as the process to an increasing amount of research over the last of placing advertisements in video games, is decade (Nelson, 2002; Chaney, Lin, & Chaney, a rapidly growing industry with $295 million 2004; Grigorovici & Constantin, 2004; Nicovich, spent in 2007, $403 million spent in 2008, and 2005; Yang, Roskos-Ewoldsen, Dinu, & Arpan, $443 million spent in 2009 (Verna, 2008; Verna, 2006; Lee & Farber, 2007; Wise, Bolls, Kim, & 2009). However, video game sales for 2008 Venkataraman, 2008). It is argued here that the were $22 billion, with $11.7 billion of that be- potential connections advertisers can build with ing in entertainment software sales, $8.9 billion consumers makes this new medium a strong force in hardware console sales, over $2 billion in in the digital media world. -
The Real Inventors of Arcade Videogames Copy
1. The “real” Inventors of Arcade Videogames? As more and more of the early history of videogames comes to light, perceptions of who did what and when keep changing. For example: In a recent paper written by Professor Henry Lowood (Curator for History of Science & Technology Collections; Germanic Collections; Film & Media Collections, Stanford University) entitled “Meditations about Pong from different perspectives”, he reminds us of the story of the summer project of a “recently” (1970) graduated SAIL (Stanford University) student, Bill Pitts, and his friend, Hugh Tuck, as follows: “ The Galaxy Game was a coin-operated computer game for the newly released PDP 11/20, DEC's first 16-bit computer. DEC had fit the PDP 11 into a relatively small box and listed it for a mere $20,000, hoping thereby to open "new markets and new applications." Pitts and Tuck formed a company called Computer Recreations, bought the low-end version of the PDP-11 for only $13,000 and converted the PDP-10 version Spacewar! for this machine, including a Hewlett-Packard vector display, wooden cabinet, and other parts, their expenses came to roughly $20,000. In September 1971, they installed it in Stanford’s student union, where a later version that supported up to four monitors (eight players) could be found until 1979. The Galaxy Game was faithful not only to Spacewar!, but also to the player community (university students and computer engineers) and technical configuration (software code, vector displays, timesharing, etc.) that produced it” Is this not still another story describing the invention of the arcade videogame? So who was really “first”...as if it mattered if they did it independently. -
Project Report Master in Management
ACTIVISION BLIZZARD – CONSOLIDATION MOVEMENTS IN A MATURING VIDEOGAME INDUSTRY AND VALUE CREATION Rafael Tiago Duarte Martins Project Report Master in Management Guiding: Prof. Pedro Leite Inácio, ISCTE-IUL Business School, Finance Department April 2010 Activision Blizzard – consolidation in the videogame industry Abstract The present thesis was done with the objective to assess if the merger between Activision and Vivendi Games created value to its shareholders and if the share price used in this transaction represented the real value of this operation. This merger occurred in difficult economic times due to the financial crisis of 2007/2008 and in a period of consolidation and maturity in the videogame industry, allied to the rising costs of development and marketing that current videogames are experiencing. The main conclusion was that this merger created value for the shareholders in 2008, mainly due to increased revenues, and is likely to create more value than both companies were initially expecting, according to the present value of the expected cash flows, that were calculated with a 5 year projection for the period 2009-2013. JEL classification: G34 Keywords: Mergers and acquisitions; Consolidation; Videogame industry; Activision Blizzard i Activision Blizzard – consolidation in the videogame industry Resumo A presente tese foi elaborada com o objectivo de analisar a fusão entre a Activision e a Vivendi Games, e verificar se foi criado valor para os seus accionistas durante esta operação, através da análise do preço por acção em que esta transacção foi avaliada. Esta fusão ocorreu num ambiente macroeconómico adverso, relacionado com a crise financeira de 2007/2008 que começou a afectar as economias a uma escala global, bem como num período de consolidação e maturidade que a indústria de videojogos atravessa neste momento, aliado ao aumento considerável de custos de desenvolvimento e marketing que se está a verificar neste sector. -
From Electronic to Video Gaming (Computing in Canada: Historical
From Electronic to Video Gaming (Computing in Canada: Historical Assessment Update) Sharing the Fun: Video Games in Canada, 1950-2015 Canada Science and Technology Museum Version 2 — January 30, 2015 Jean-Louis Trudel 1 Introduction Why is the playing of games so important? Even today, the approximately two billion dollars generated in GDP for the Canadian economy by the indigenous video game industry is far outweighed by the $155 billion in annual revenues of the overall information and communications technology (ICT) field. Similarly, while the video game industry may claim about 16,000 employees, the entire ICT sector employs over 520,000 Canadians. 1 Yet, 65 video game and computer science programs have sprung up in Canadian colleges and universities to cater to this new field where 97% of new graduate hires happen within Canada. 2 Furthermore, electronic gaming has become a pervasive form of entertainment, with 61% of Canadian households reporting by 2012 that they owned at least one game console and about 30% of Canadians playing every single day. 3 With the increasing adoption of mobile platforms (smartphones, tablets) available for use throughout the day, that percentage is expected to rise. Indeed, by 2014, 54% of Canadians had played a computer or video game within the past four weeks. 4 Therefore, paying attention to an industry that is able to capture the attention of so many Canadians on a regular basis is a recognition of its catering to a very deep-seated human instinct, sometimes identified as a neotenous feature rooted in early hominid evolution. Playfulness has long been recognized as a basic wellspring of human existence. -
Security in Computer Games: from Pong to Online Poker
School of Computing Science, University of Newcastle upon Tyne Security in Computer Games: from Pong to Online Poker Jeff Yan and Brian Randell Technical Report Series CS-TR-889 February 2005 Copyright c 2004 University of Newcastle upon Tyne Published by the University of Newcastle upon Tyne, School of Computing Science, Claremont Tower, Claremont Road, Newcastle upon Tyne, NE1 7RU, UK. 1 Security in Computer Games: from Pong to Online Poker Jeff Yan and Brian Randell Abstract— Security can mean different things in a different playing Nintendo games. On the other hand, just as the US application context. For decades, gaming has been a major has world-widely exported its culture through its movie and computer application with its own distinct characteristics, and in television programs, many oriental cultural concepts, with the fact, online gaming is now one of the most popular applications on the Internet. However, there are few systematic treatments rise of Nintendo and the Japanization of the game business of security concerns in gaming. In this paper, we briefly trace that occurred in the late 1980s, have quickly entered into the the history of computer games. Then, we examine the role that world culture through games [3]. For example, the oriental security has played in different games, from early mainframe- legend of the Ninja Turtles is now common knowledge in based games through arcade, PC and console games to the latest many countries. online games. Online cheating is widely considered a new security concern in For decades, gaming has been a major computer application computer games. However, it is not as well understood by security with its own distinct characteristics such as high quality experts as one might expect. -
Advances in Computer Games : Many Games, Many Challenges Pdf, Epub, Ebook
ADVANCES IN COMPUTER GAMES : MANY GAMES, MANY CHALLENGES PDF, EPUB, EBOOK H. Jaap van den Herik | 383 pages | 30 Nov 2003 | Springer-Verlag New York Inc. | 9781402077098 | English | New York, NY, United States Advances in Computer Games : Many Games, Many Challenges PDF Book History of arcade games Golden age of arcade video games Timeline of arcade video game history. I hope you can join us in Spain! Ralph H. Join Carmen Sandiego to solve mysteries on Google Earth. Each character can interact with objects but has a special tool that they use for tasks. Spring Technology is essential to healthcare, but it can also create difficulties. At the beginning of the s, video games existed almost entirely as novelties passed around by programmers and technicians with access to computers, primarily at research institutions and large companies. Independent video game development — the process of creating indie video games without the financial support of a video game publisher, usually designed by an individual or a small team. We hope to return to normal for our events, but for this year the following decisions have been made: Conference: There will be no conference this year. Be the first. The move is in all our best interests. Action game — a video game genre that emphasizes physical challenges, including hand—eye coordination and reaction-time. Solitaire remains the most played computer game of all time, and for good reason. As computing technology improved over time, computers became smaller and faster, and the ability to work on them was opened up to university employees and undergraduate students by the end of the s. -
A Model of the Effects of Casual Gaming on the Home Video Game Console Market 1
A Model of the Effects of Casual Gaming on the Home Video Game Console Market 1 A Model of the Effects of Casual Gaming on the Home Video Game Console Market Tyler Larrabee Colorado College A Model of the Effects of Casual Gaming on the Home Video Game Console Market 2 Abstract The Home video game industry has become one of the largest industries in the United States; until recently it has seen steady growth. With the introduction and rapid growth of smartphone and tablet gaming there has been a drop off in sales for the industry. This paper defines the industry as it was and creates theoretical framework that attempts to explain the ways that tablet and smartphone games could be affecting the home video game console industry. The model uses a finite horizon sequential game model to capture the effects of competition within the industry and heterogeneity of consumer console preferences as well as effects of smartphone/ tablet computer ownership on consumer preferences. A Model of the Effects of Casual Gaming on the Home Video Game Console Market 3 A Model of the Effects of Casual Gaming on the Home Video Game Console Market 4 Table of Contents Introduction 5 Literature Review 14 Framework 18 Hardware Demand 19 Software Provision 21 Hardware Pricing 21 Equilibrium 22 Conclusion 24 Bibliography 26 Tables US console sales 17 A Model of the Effects of Casual Gaming on the Home Video Game Console Market 5 Introduction The purpose of this paper is to lay out the framework for a model that can analyze the effects of smartphone and tablet computer video game popularity on the home video game console market. -
The Multiplayer Game: User Identity and the Meaning Of
THE MULTIPLAYER GAME: USER IDENTITY AND THE MEANING OF HOME VIDEO GAMES IN THE UNITED STATES, 1972-1994 by Kevin Donald Impellizeri A dissertation submitted to the Faculty of the University of Delaware in partial fulfilment of the requirements for the degree of Doctor of Philosophy in History Fall 2019 Copyright 2019 Kevin Donald Impellizeri All Rights Reserved THE MULTIPLAYER GAME: USER IDENTITY AND THE MEANING OF HOME VIDEO GAMES IN THE UNITED STATES, 1972-1994 by Kevin Donald Impellizeri Approved: ______________________________________________________ Alison M. Parker, Ph.D. Chair of the Department of History Approved: ______________________________________________________ John A. Pelesko, Ph.D. Dean of the College of Arts and Sciences Approved: ______________________________________________________ Douglas J. Doren, Ph.D. Interim Vice Provost for Graduate and Professional Education and Dean of the Graduate College I certify that I have read this dissertation and that in my opinion it meets the academic and professional standard required by the University as a dissertation for the degree of Doctor of Philosophy. Signed: ______________________________________________________ Katherine C. Grier, Ph.D. Professor in charge of dissertation. I certify that I have read this dissertation and that in my opinion it meets the academic and professional standard required by the University as a dissertation for the degree of Doctor of Philosophy. Signed: ______________________________________________________ Arwen P. Mohun, Ph.D. Member of dissertation committee I certify that I have read this dissertation and that in my opinion it meets the academic and professional standard required by the University as a dissertation for the degree of Doctor of Philosophy. Signed: ______________________________________________________ Jonathan Russ, Ph.D. -
Producers, Mediators, and Users in the History of Video Arcade Games, 1971-1985
Defining Play: Producers, Mediators, and Users in the History of Video Arcade Games, 1971-1985 A Dissertation SUBMITTED TO THE FACULTY OF THE UNIVERSITY OF MINNESOTA BY Jonathan Scott Clemens IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY Advisor Thomas J. Misa August, 2015 © Jonathan Scott Clemens, 2015 Table of Contents I. List of Figures ................................................................................................iv II. Introduction ....................................................................................................1 1. Categories and Definitions ..............................................1 2. Overview of Sources ........................................................6 3. Methods and Theories ......................................................13 4. Summary of Chapters ......................................................17 III. Chapter One – Video Arcade Games .............................................................21 i. Part One – Precursors...................................................................22 1. Coin-Op Amusement Devices .........................................23 2. Computer Hacks...............................................................33 ii. Part Two – 1971: The First Video Arcade Games .......................39 1. The Galaxy Game ............................................................40 2. Computer Space ...............................................................45 3. Different Philosophies, Different Outcomes....................49 -
History of Computer Games
History of Computer & Video Games CSCI 1030 – Computer Game Design Prof. Jason Fritts Outline n Origins n Arcade Games – Early Arcade Games n Console Systems – Early Console Systems – Video Game Crash of 1983 – Return of Console Systems n Computer Games – Early Computer Games – 1990s – The “hay day” of PC games – 2000s – Consoles take over Origins n Computer Games sprang from two independent sources: – Electro-mechanical coin-operated games n late 1800s+ n pinball machines n jukeboxes n mechanical games (e.g. baseball) – Mainframe computers n 1937 – 1945: first computers n early computer programmers designed games for personal challenges and enjoyment Coin-Operated Amusement Games n Pinball machines (1931+) n Jukeboxes (1931+) n Mutoscopes (1985-1920) – “flip book” style image animation devices n Mechanical Games – baseball – skee ball First Computer Games n First electronic game (1948) – “CRT Amusement Device” – simulated a missile firing at a target n First two games to run on a computer – checkers (1951) Tennis for Two – “OXO”, a tic-tac-toe game (1952) n First computer for games – NIMROD computer (1951) – Played the “Nim” game n First non-board, non-pencil/paper game – “Tennis for Two” (1958) – run on an oscilloscope Arcade Games Spacewar! – First Video Game n 1961 – developed by MIT students – Steve Russell, W. Witanen, and J.M. Graetz n 1971 – commercialized as Galaxy Game – Stanford students placed in student union – Games were 10 cents each n 1971 – commercialized as Computer Space – Nolan Bushnell and Ted Dabney n founders of -
Zap-The-Rise-And-Fall-Of-Atari.Pdf
ZAP! The Rise and Fall of Atari Scott Cohen MCGRAW-HILL BOOK COMPANY New York St. Louis San Francisco Toronto Hamburg Mexico Copyright © 1984 by Scott Cohen All rights reserved. Printed in the United States of America. Except as permitted under the Copyright Act of 1976, no part of this publication may be reproduced or distributed in any form or by any means or stored in a data base or retrieval system, without the prior written permission of the publisher. 1 2 3 4 5 6 7 8 9 FGR FGR 8 7 6 5 4 ISBN 0-07-011543-5 Library of Congress Cataloging in Publication Data Cohen, Scott ZAP! the rise sod fall of Atari. 1. Atari, Inc.--History. 2. Electronic games industry--United States --History. I. Title. HD9993.E454A853 1984 338.4'7794 83-22 198 ISBN 0-07-011543-5 Book Design by Nancy Dale Muldoon FOR GILBO THE AUTHOR would like to thank Gordon Bishop, Susan Blond, Boom Boom, Ernie Brooks, Suzie Crocker, Jack Freeman, Gail Greene, Lisa Grotheer, Robert Hicks, Danny Himmelfarb, Gary Kenton, Huey Lewis, Susan Lee Merrow, Glenn O'Brien, Richard Pine, Michael Rosenberg, Kathleen Stein, Stephanie, and a number of people who provided inside information and would rather not be mentioned by name. Special thanks to David Cohen. "The total amount requested for aid to all of Central America in 1984 is about $600 million; that is less than one-tenth of what Americans will spend this year on Coin-operated video games..." --from the President's speech to Congress Author's Note "THEY have seen our demise and named it Atari," declared Clive Davis, president of Arista Records, in a Billboard magazine editorial. -
Copy Game for High Score: the First Video Game Lawsuit, 20 J
Journal of Intellectual Property Law Volume 20 | Issue 1 Article 2 September 2012 Copy Game for High Score: The irsF t Video Game Lawsuit William K. Ford Follow this and additional works at: https://digitalcommons.law.uga.edu/jipl Part of the Entertainment, Arts, and Sports Law Commons, and the Intellectual Property Law Commons Recommended Citation William K. Ford, Copy Game for High Score: The First Video Game Lawsuit, 20 J. Intell. Prop. L. 1 (2012). Available at: https://digitalcommons.law.uga.edu/jipl/vol20/iss1/2 This Article is brought to you for free and open access by Digital Commons @ Georgia Law. It has been accepted for inclusion in Journal of Intellectual Property Law by an authorized editor of Digital Commons @ Georgia Law. Please share how you have benefited from this access For more information, please contact [email protected]. Ford: Copy Game for High Score: The First Video Game Lawsuit JOURNAL OF INTELLECTUAL PROPERTY LAW VOLUME 20 FALL 2012 NUMBER I ARTICLES COPY GAME FOR HIGH SCORE: THE FIRST VIDEO GAME LAWSUIT William K Ford TABLE OF CONTENTS I. INTRODUCTION ................................................ 2 II. BACKGROUND ................................ .............. 8 A. ATARI, INC ..................... ......................... 8 B. ATARI'S PONG...........................................10 C. THE JACKALS' "PONGS" ...................................... 15 D. FOUR-PLAYER "PONGS" .................................. 18 III. THE LAWSUIT .............................................. 21 A. THE MERITS............................................24 1. Copyright Infringement.................................25 2. Unfair Competilion....................................... 31 B. SETTLEMENT ............................. .............. 35 IV. CONCLUSION ............................... ........................ 39 * Assistant Professor of Law, The John Marshall Law School. The title of the Article is, of course, an homage to Atari's Pon& for which the key instruction was: "Avoid Missing Ball for High Score." See Pong (Atari 1972).