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A Survey on Handheld Gaming Console
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 06 Issue: 02 | Feb 2019 www.irjet.net p-ISSN: 2395-0072 A Survey on Handheld Gaming Console Rohan Said1, Swapnil Patil2, Deepak Jaiswar3, Jasmeet Singh4, Pravin Hole5 1,2,3,4B.E. Computer Engineering, Dept. of Computer Engineering, Terna Engineering College, Maharashtra, India 5Professor, Dept. of Computer Engineering, Terna Engineering College, Maharashtra, India ---------------------------------------------------------------------***---------------------------------------------------------------------- Abstract – Nowadays students are fascinated by computer renderer for 2D graphics, a physics engine or collision and console video games. Computer game-based learning has detection and collision response, sound, scripting, gained increasing acceptance and has been applied as an animation, artificial intelligence, networking, streaming, option to classroom lecturing. The creation of games needs memory management, scene management, and may include plenty of knowledge data and skill. These days there exists video support for cinematics [1]. plenty of frameworks that permits developers to make the games in quicker and easiest method. This work presents the The process of game development is often economized, in approach of making screen scrolling 2D game while not large part, by reusing/adapting the same game engine to victimization existing platforms (box2d, unity2d). The create different games or to make it easier to port games to essential plan is to however to create game level with Tile Map multiple platforms. and the way to implement physics like jumping, free falling Components of game engine are as follows, and running. This paper is focused on creating the gaming engine for embedded devices with collision detection and 2D 1)Input Manager graphics. -
A Whole Different Ball Game: Playing Through 60 Years of Sports Video Games
EXHIBITION OVERVIEW A Whole Different Ball Game: Playing through 60 Years of Sports Video Games Exhibition dates: September 14, 2018–March 10, 2019 Location: Museum of the Moving Image, 36-01 35 Ave, Astoria (Queens), NY 11106 Summary: Ever since the first video game, Tennis for Two, debuted at the Brookhaven National Laboratory’s public exhibition in 1958, video games have sought to recreate, adapt, and build upon the games Americans most regularly encounter: sports. A Whole Different Ball Game presents a selection of 44 playable sports video games spanning the last six decades, examining the complex relationships between game, sport, media, and culture. The exhibition considers what it means for full-body sports to be transposed to screens and controllers in the service of realism, who is or is not represented in sports video games, the ways broadcast sports and video games reflect one another, and the primacy of statistics in professional sports and sports simulators. Contents: The exhibition is organized in seven sections (see below for details and game list) plus a new video installation, an interactive experience, and a video screening area with bleachers. There are 44 playable games, including hand-held devices, arcade games, console and PC games played on monitors and wall projections. Additional games that are not playable are included for historical context. In addition, there is video content in the exhibition for documentation of game play and comparison to televised sports. Curators: Curator of Digital Media Jason Eppink and John Sharp (Associate Professor in the School of Art, Media, and Technology at Parsons School of Design at The New School). -
World Book Advanced Webquest: Electronic Games
World Book Advanced Database World Book® Online: The trusted, student-friendly online reference tool. Name: ____________________________________________________ Date:_________________ Electronic Games Do you consider yourself a gamer? A good electronic game is like a whole world to explore, full of secrets and surprises. But do you know how these worlds have grown and evolved in the past few decades? Even if you’ve mastered Minecraft and found all the Pokémon, you can still discover plenty of secrets about the history of electronic games. First, go to www.worldbookonline.com Then, click on “Advanced.” If prompted, log on with your ID and Password. Find It! Use the World Book search tool to find the answers to the questions below. Since this activity is about elec- tronic games, it is recommended you start by searching the key words “electronic games.” Write the answer below each question. Don’t be afraid to keep on searching for other key words! You’ll find even more secrets that way. 1. Electronic games differ from other kinds of media because they are _________, meaning the player takes part in and helps guide the action. 2. The player’s choices and the game’s responses combine to create an experience called _________. 3. A _________ manages the overall development of the game, coordinating the activities of the other team members. A _________ _________ create the rules of the game. 4. Flat graphics are called _______-_________. Graphics with depth are _______-_________. 5. In a _______-_________ game, the player’s character acts as the game’s camera. -
United States Patent [191 [11] 4,375,286 Seitz Et Al
United States Patent [191 [11] 4,375,286 Seitz et al. [45] Mar. 1, 1983 [54] ELECTRONIC GAME APPARATUS OTHER PUBLICATIONS [75] Inventors: Adolf Seitz, West Chicago; John “Volcano (Game #667) Instruction Manual”, Gottlieb West Buras, Chicago, both of 111. Amusement Games, pp. 1—42, 1981. [73] Assignee: D. Gottlieb & C0., Northlake, Ill. “New York, NY. Instruction Manual”, Gottlieb Amusement Games, 1980. [21] Appl. No.: 288,491 Primary Examiner—Vance Y. Hum [22] Filed: Jul. 30, 1981 Assistant Examiner-Mary Ann Stoll Attorney, Agent, or Firm—Arnold, White & Durkee [51] Int. Cl.3 ......................... .. A63F 7/02; A63F 9/22 [52] US. Cl. ..................... .. 273/121 A; 273/DIG. 28; [57] ABSTRACT 273/313 An electronic game apparatus comprising both video [5 8] Field of Search ................. .. 273/DIG. 28, 121 A, game play and pinball game play. Operation of the 273/54 C video game play is enabled by game play conditions of [56] References Cited the pinball game play and visa versa. Video game play is implemented using a CRT supported by a housing U.S. PATENT DOCUMENTS common to the pinball game. 4,131,948 12/1978 Kaenel ............................ .. 273/54 C 4,239,219 12/1980 Hae?iger ...................... .. 273/121 A 13 Claims, 4 Drawing Figures US. Patent Mar. 1, 1983 Sheet 1 of3 4,375,286 W‘ “@ J US. Patent Mar.1, 1983 Sheet2 of3 4,375,286 GREEN DRAGON H/T SOOREIOOO + ALL DRAGONS ADD BONUS TURN BLUE r5329”, 3 GR ALL DRAGONS DRAGONS __. OMPLET TURN GREEN v REASSEMBLE A m/N 5537,25,; 5SEc. < YELLOW ) STOP DRAGON H/T ScORE 7000 + IBONUS ( DRAGONDLL/E H/T ) T/MES MULI SCORE 7000+ LIGHT ADD BONUS ' SPEC/AL BL. -
Toy Jobs: Work in the Business of Play
Work in the business of play Occupational Outlook Quarterly • Winter 2008–09 Think work in the toy industry sounds like fun? It can be, but there’s a serious side to it, too. Find out if you’re game. att Nuccio’s work is all about fun and games. Elka Nuccio is a full-time toy designer: He brings Maria Mtoy ideas to life. Torpey The toy industry is dynamic, interesting—and, say Nuccio and others, fun. It includes the creation, distribution, and sale of everything from infant toys to action figures to games. “People in this industry are in the business of making kids happy,” says Adrienne Citrin of the Toy Industry Association. “And at the end Elka Maria Torpey of the day, that’s what it’s all about.” is an economist in the Office of Occu- Many workers are responsible for creating toys pational Statistics and bringing them to consumers. For example, some and Employment Projections, BLS. workers develop ideas for toys; others arrange for She is available at (202) 691–5719 or their manufacture and importation. Still others sell and torpey.elka@bls. market them. gov. Winter 2008-09 • Occupational Outlook Quarterly This article describes workers who says Jim Green, general counsel for a advance a toy from concept to consumer. Wisconsin-based toy and game company. The first section discusses the industry. A “Something will be popular for a short time, second section profiles three toy-related and then not, so you have to constantly come occupations—toy designer, product or up with new ideas.” brand manager, and advertising account Citrin echoes that observation. -
A Brief History of Computer Games by Mark Overmars Part One - Before 2010 1950 - 1959 Preliminary Experimentation 1950 - 1959
A Brief History of Computer Games By Mark Overmars Part One - before 2010 1950 - 1959 Preliminary experimentation 1950 - 1959 ● OXO - 1952 ● Tennis for Two - 1958 1960 - 1969 Early beginnings 1960 - 1969 ● Spacewar! - 1961 ○ Developed at MIT on a PDP1 ● Periscope - 1966 ○ Sega’s first electronic game 1970 - 1979 The golden age for arcade games 1970 - 1979 ● Computer Space - 1971 ○ Unsuccessful ● Pong - 1972 ○ Atari’s first game ● Color introduced in 1978 ● Space Invaders - same year ● Asteroids - 1979 ● Pac-Man - 1980 1970 - 1979 ● Death Race - 1976 ○ Disappeared due to controversy ● Home consoles could connect to TVs ○ Odyssey was the first ● Channel F system - 1976 ○ Play different games on same system ● VCS system (aka. Atari 2600) - 1977 ○ Bundled with Space Invaders ○ 1000 different game cartridges produced ○ 1 KB memory for program + data 1980 - 1989 The rise of the game consoles 1980 - 1989 ● Several famous game franchises started this decade ○ Donkey Kong, Mario Bros., Metroid, The Legend of Zelda, Mega Man, Final Fantasy, Metal Gear, Prince of Persia ● E.T. by Atari ○ Only 6 weeks development ○ Led to a market crash in 1984 ● Cheap personal computers ○ Rewritable memory allowed for saving ■ Floppy disks or cassette tapes ○ E.g. Commodore 64, Atari ST 1980 - 1989 ● Nintendo NES - 1985 ○ Bundled with Super Mario Bros. ● Sega Master System - 1986 ○ More advanced than NES ● NES more popular due to its games ● Nintendo Game Boy - 1989 ○ Bundled with Tetris ○ Had little real competition 1990 - 1999 A boost in computing power 1990 - 1999 -
PRESS RELEASE From
PRESS RELEASE from FOR IMMEDIATE RELEASE: September 26, 2012 Media Contact: Greg Walsh [email protected] 203- 216- 6101 TOYS FOR SMART PLAY: Dr. Toy's "Best Picks Children’s Products for 2012” Award Report Now Available—More Smart Toys for Back to School, After-School and Holiday Gifts- Toys, Videos, Audio CDs, DVD’s, Games, Books, Socially Responsible, High Tech, Active and Educational Products plus new cultural and green toys and other new, quality, developmentally appropriate educational items. SAN FRANCISCO, CA. - "Dr. Toy's Best Picks Children’s Products 2012" awards announced today is now available to parents, teachers and others in the online magazine, Dr. Toy's Guide, at http://www.drtoy.com. “Dr. Toy’s Best Picks Children's Products” Awards Program 2012 was developed by noted play and child development authority, Stevanne Auerbach, Ph.D. (a.k.a. Dr. Toy) as a service to consumers who desire to purchase safe, affordable, educationally oriented, stimulating new toys and products for children. "As a childhood specialist for over 40 years," says Dr. Toy, Director of the Institute for Childhood Resources, founded in San Francisco in 1975, "I have seen the continuous, essential need for more year-round resources for consumers to identify and choose the most appropriate, safe and engaging learning and developmental products for all children." Dr. Toy reports that in the years the innovative on-line magazine, Dr.Toy’s Guide has been available “thousands of visitors daily from around the world have easily accessed information.” The site was the first on-line resource to evaluate toys and children’s products. -
The Courts in the Pac-Man Maze
Cleveland State Law Review Volume 32 Issue 3 Article 7 1984 Copyright Protection for Video Games: The Courts in the Pac-Man Maze Mary Patricia Culler Follow this and additional works at: https://engagedscholarship.csuohio.edu/clevstlrev Part of the Constitutional Law Commons, and the Intellectual Property Law Commons How does access to this work benefit ou?y Let us know! Recommended Citation Note, Copyright Protection for Video Games: The Courts in the Pac-Man Maze, 32 Clev. St. L. Rev. 531 (1983-1984) This Note is brought to you for free and open access by the Journals at EngagedScholarship@CSU. It has been accepted for inclusion in Cleveland State Law Review by an authorized editor of EngagedScholarship@CSU. For more information, please contact [email protected]. COPYRIGHT PROTECTION FOR VIDEO GAMES: THE COURTS IN THE PAC-MAN MAZE* I. INTRODUCTION ........................................ 531 II. STATUTORY PROVISIONS: COPYRIGHT ......................... 533 A. Copyright Clause ................................. 533 B . The 1909 A ct .................................... 534 C. The 1976 A ct .................................... 534 III. CURRENT COPYRIGHT LAW IN THE COURTS: ANALOGOUS SUB- JECT M ATTER ......................................... 538 A. Computer Programs .............................. 538 1. The CONTU Recommendations ................ 539 2. Copyrightability of Machine Programs: Judicial Interpretation ................................ 543 B. Gam es .......................................... 549 C. Characters...................................... -
06278.30053.Pdf
1 Wherever Hardware, There’ll be Games: The Evolution of Hardware and Shifting Industrial Leadership in the Gaming Industry Jan Jörnmark Chalmers Institue of Technology Technology and Society 412 96 Gothenburg Sweden +46(0)317723785 [email protected] Ann-Sofie Axelsson Chalmers Institue of Technology Technology and Society 412 96 Gothenburg Sweden +46(0)317721119 [email protected] Mirko Ernkvist School of Economics and Commercial Law Gothenburg University Box 720, 405 30 Gothenburg Sweden +46(0)317734735 [email protected] ABSTRACT The paper concerns the role of hardware in the evolution of the video game industry. The paper argues that it is necessary to understand the hardware side of the industry in several senses. Hardware has a key role with regard to innovation and industrial leadership. Fundamentally, the process can be understood as a function of Moore’s law. Because of the constantly evolving technological frontier, platform migration has become necessary. Industrial success has become dependent upon the ability to avoid technological lock-ins. Moreover, different gaming platforms has had a key role in the process of market widening. Innovatory platforms has opened up previously untouched customer segments. It is argued that today’s market situation seems to be ideal to the emergence of new innovatory industrial combinations. Proceedings of DiGRA 2005 Conference: Changing Views – Worlds in Play. © 2005 Authors & Digital Games Research Association DiGRA. Personal and educational classroom use of this paper is allowed, commercial use requires specific permission from the author. 2 Keywords Innovation, market widening, hardware, arcades, pinball, consoles, proprietary business models, Moore’s law, ubiquity, player interaction Introduction This paper concerns the development and importance of hardware in the evolution of the video game industry. -
Electronic Game Research Methodologies: Studying Religious Implications
ELECTRONIC GAME RESEARCH METHODOLOGIES: STUDYING RELIGIOUS IMPLICATIONS WILLIAM SIMS BAINBRIDGE NATIONAL SCIENCE FOUNDATION* WILMA ALICE BAINBRIDGE YALE UNIVERSITY REVIEW OF RELIGIOUS RESEARCH 2007. VOLUME 49(1): PAGES 35-53 A collection of pilot studies is described, illustrating how the religious implications of video games can he studied electronically by content analysis, natural language processing, ethnography or participant observation, and online interviewing. Many popular games for the Nintendo, PlayStation, and Xhoxplatforms either mock accept- ed religion or present heterodox, exotic, or imagined alternatives to it. Online games and virtual environments, like World of Wan raft and Second Life, offer inhabitants emotionally compelling experience.^ connected to spirituality and the supernatural. The methods employed here emphasize qualitative approaches, but connect them to quantitative approaches as well. Methods like these can be useful to study a variety of religion-related topics online. Electronic games are an e.specially good example to illustrate these methods because they, like the World Wide Web it.self, are a com- mercially successful vanguard ofthe new technologies that may be transforming human culture. his article presents new online research methodologies that could be used to study religion, and illustrates them through a unifying topic: the religious implications of Telectronic giimes. A number of researchers and members of the general public believe Ihat playing video games may encourage violent behavior in the real world, or may shift the beliefs and values ofthe players in other socially undesirable directions (Felson 1996; Anderson and Dill 2(XX); Raulerberg 2003; Banr. Marsen. and Noble 2()0.'i). Others believe ihat electronic games can be educational, teaching fundamental thinking skills even when Ihe game lacks explicit curricular content {Economist 2005). -
The Computer Has Revolutionized Fun and Games, and Two Local Companies Are at the Vanguard of the Coup
The computer has revolutionized fun and games, and two local companies are at the vanguard of the coup Studio 54 is agitating like a washing ma- has been admitted because she is a Studio throbbing. An unearthly beep—a differ- chine when George Ditomassi arrives in fixture, its resident senior citizen; she ent pitch for each color—sounds when a the world's longest car. The twenty-six- comes every night to boogie. "I can't tell section lights up and somehow manages foot Cadillac pivots onto the dance floor whether she's a good dancer," Dito says to assert itself above the trill of the Bee and Dito alights, a vision of swank in to himself, "or whether it's Parkinson's Gees. And people press around them as navy double-breasted blazer and crisp disease." The rest of the guests, though— two, three, four, players try to do what white pants, shoes, and turtleneck. Even they are here because of George Dito- Simon says: touch the colored lenses in though he hails from Springfield, the massi. the sequence, longer with each turn, that Cleveland of Massachusetts, on this night George Ditomassi is not a TV person- Simon invents. last May Dito is holding his own with ality, a songwriter, or a sports hero. He is George Ditomassi has made sure that New York's chicest. His profile sharp and certainly not a discomaniac. He is a self- no one will escape the night unSimon- tan from a recent sojourn in Puerto Rico, described pitchman, the vice-president in ized. -
Toys, Games and Gaming Industry Guide
TOYS, GAMES AND GAMING INDUSTRY GUIDE Updated July 2018 This is a guide to some of the resources available within the British Library Business & IP Centre relevant to the toys, games and gambling industry. Inside you will find sources of information such as market research (statistics, trends, developments), key companies, trade magazines, newsletters, and Internet sources. This guide will be useful to anyone starting a business within these industries and also for those wanting to further their knowledge within this area. 1 Seema Rampersad Start-Up Information The Cobra database contains practical fact-sheets on all aspects of starting, running and managing a small business – including information on writing accessible via business plans, marketing, company structures etc. electronic databases It also covers the practical aspects of how to start and run particular types of businesses – outlining necessary skills, regulations, licences & legislation etc. and highlights other sources of information and advice available. Business Opportunity Profiles (BOP) Betting Shop MBP095 Children’s Indoor Play Area BOP007 Gaming Café MBP288 DVD and Video Game Hire MBP198 Handmade Toy Maker BOP009 Outdoor Play Equipment Retailer MBP048 Specialist Model Shop MBP412 Toy Shop BOP337 Video Games Shop BOP364 Small Business Help Books This is a collection of books with practical information aimed at those starting and running a business. Located in the Centre. Break into the Game Industry by Ernest Adams (McGraw-Hill/Osbourne, 2002) [(B) SBH 794.815023 Business ] Primarily a book on how to get a job in an existing electronic game company, but includes a great deal of useful information on the industry as a whole.