Comparing Video Game Sales by Gaming Platform
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A History of Video Game Consoles Introduction the First Generation
A History of Video Game Consoles By Terry Amick – Gerald Long – James Schell – Gregory Shehan Introduction Today video games are a multibillion dollar industry. They are in practically all American households. They are a major driving force in electronic innovation and development. Though, you would hardly guess this from their modest beginning. The first video games were played on mainframe computers in the 1950s through the 1960s (Winter, n.d.). Arcade games would be the first glimpse for the general public of video games. Magnavox would produce the first home video game console featuring the popular arcade game Pong for the 1972 Christmas Season, released as Tele-Games Pong (Ellis, n.d.). The First Generation Magnavox Odyssey Rushed into production the original game did not even have a microprocessor. Games were selected by using toggle switches. At first sales were poor because people mistakenly believed you needed a Magnavox TV to play the game (GameSpy, n.d., para. 11). By 1975 annual sales had reached 300,000 units (Gamester81, 2012). Other manufacturers copied Pong and began producing their own game consoles, which promptly got them sued for copyright infringement (Barton, & Loguidice, n.d.). The Second Generation Atari 2600 Atari released the 2600 in 1977. Although not the first, the Atari 2600 popularized the use of a microprocessor and game cartridges in video game consoles. The original device had an 8-bit 1.19MHz 6507 microprocessor (“The Atari”, n.d.), two joy sticks, a paddle controller, and two game cartridges. Combat and Pac Man were included with the console. In 2007 the Atari 2600 was inducted into the National Toy Hall of Fame (“National Toy”, n.d.). -
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´. -
Discussing on Gamification for Elderly Literature, Motivation and Adherence
Discussing on Gamification for Elderly Literature, Motivation and Adherence Jose Barambones1, Ali Abavisani1, Elena Villalba-Mora1;2, Miguel Gomez-Hernandez1;3 and Xavier Ferre1 1Center for Biomedical Technology, Universidad Politecnica´ de Madrid, Spain 2Biomedical Research Networking Centre in Bioengineering Biomaterials and Nanomedicine (CIBER-BBN), Spain 3Aalborg University, Denmark Keywords: Gamification, Serious Games, Exergames, Elderly, Frailty, Discussion. Abstract: Gamification and Serious games techniques have been accepted as an effective method to strengthen the per- formance and motivation of people in education, health, entertainment, workplace and business. Concretely, exergames have been increasingly applied to raise physical activities and health or physical performance im- provement among elders. To the extend of our understanding, there is an extensive research on gamification and serious games for elderly in health. However, conducted studies assume certain issues regarding context biases, lack of applied guidelines or standardization, or weak results. We assert that a greater effort must be applied to explore and understand the needs and motivations of elderly players. Further, for improving the impact in proof-of-concept solutions and experiments some well-known guidelines or foundations must be adopted. In our current work, we are applying exergames on elderly with frailty condition in order to improve patient engagement in healthcare prevention and intervention. We suggest that to detect and reinforce such traits on elderly is adequate to extend the literature properly. 1 INTRODUCTION preserve the intrinsic capacity of the individual, its en- vironmental characteristics and their interaction. In In recent years, a rapid increase of consumer soft- parallel, by 2050 life expectancy will surpass 90 years ware inspired by the video-gaming has been per- and one in six people in the world will be over age 65 ceived. -
Drivers and Barriers to Adopting Gamification: Teachers' Perspectives
Drivers and Barriers to Adopting Gamification: Teachers’ Perspectives Antonio Sánchez-Mena1 and José Martí-Parreño*2 1HR Manager- Universidad Europea de Valencia, Valencia, Spain and Universidad Europea de Canarias, Tenerife, Spain 2Associate Professor - Universidad Europea de Valencia, Valencia, Spain [email protected] [email protected] Abstract: Gamification is the use of game design elements in non-game contexts and it is gaining momentum in a wide range of areas including education. Despite increasing academic research exploring the use of gamification in education little is known about teachers’ main drivers and barriers to using gamification in their courses. Using a phenomenology approach, 16 online structured interviews were conducted in order to explore the main drivers that encourage teachers serving in Higher Education institutions to using gamification in their courses. The main barriers that prevent teachers from using gamification were also analysed. Four main drivers (attention-motivation, entertainment, interactivity, and easiness to learn) and four main barriers (lack of resources, students’ apathy, subject fit, and classroom dynamics) were identified. Results suggest that teachers perceive the use of gamification both as beneficial but also as a potential risk for classroom atmosphere. Managerial recommendations for managers of Higher Education institutions, limitations of the study, and future research lines are also addressed. Keywords: gamification, games and learning, drivers, barriers, teachers, Higher Education. 1. Introduction Technological developments and teaching methodologies associated with them represent new opportunities in education but also a challenge for teachers of Higher Education institutions. Teachers must face questions regarding whether to implement new teaching methodologies in their courses based on their beliefs on expected outcomes, performance, costs, and benefits. -
It's Not the Model That Doesn't Fit, It's the Controller! the Role of Cognitive
Butler University Digital Commons @ Butler University Scholarship and Professional Work - Communication College of Communication 8-2015 It’s not the model that doesn’t fit, it’s the controller! The role of cognitive skills in understanding the links between natural mapping, performance, and enjoyment of console video games Ryan Rogers Butler University, [email protected] Nicholas David Bowman Mary Beth Oliver Follow this and additional works at: https://digitalcommons.butler.edu/ccom_papers Part of the Communication Technology and New Media Commons Recommended Citation Rogers, Ryan; Bowman, Nicholas David; and Oliver, Mary Beth, "It’s not the model that doesn’t fit, it’s the controller! The role of cognitive skills in understanding the links between natural mapping, performance, and enjoyment of console video games" (2015). Scholarship and Professional Work - Communication. 144. https://digitalcommons.butler.edu/ccom_papers/144 This Article is brought to you for free and open access by the College of Communication at Digital Commons @ Butler University. It has been accepted for inclusion in Scholarship and Professional Work - Communication by an authorized administrator of Digital Commons @ Butler University. For more information, please contact [email protected]. It’s not the model that doesn’t fit, it’s the controller! The role of cognitive skills in understanding the links between natural mapping, performance, and enjoyment of console video games Ryan Rogers a,* , Nicholas David Bowman b , Mary Beth Oliver c a Marist College, United States b West Virginia University, United States c Pennsylvania State University, United States * Corresponding author. Abstract This study examines differences in performance, frustration, and game ratings of individuals playing first person shooter video games using two different controllers (motion controller and a traditional, pushbutton controller) in a within-subjects, randomized order design. -
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. -
A Systematic Review on the Effectiveness of Gamification Features in Exergames
Proceedings of the 50th Hawaii International Conference on System Sciences | 2017 How Effective Is “Exergamification”? A Systematic Review on the Effectiveness of Gamification Features in Exergames Amir Matallaoui Jonna Koivisto Juho Hamari Ruediger Zarnekow Technical University of School of Information School of Information Technical University of Berlin Sciences, Sciences, Berlin amirqphj@ University of Tampere University of Tampere ruediger.zarnekow@ mailbox.tu-berlin.de [email protected] [email protected] ikm.tu-berlin.de One of the most prominent fields where Abstract gamification and other gameful approaches have been Physical activity is very important to public health implemented is the health and exercise field [7], [3]. and exergames represent one potential way to enact it. Digital games and gameful systems for exercise, The promotion of physical activity through commonly shortened as exergames, have been gamification and enhanced anticipated affect also developed extensively during the past few decades [8]. holds promise to aid in exercise adherence beyond However, due to the technological advancements more traditional educational and social cognitive allowing for more widespread and affordable use of approaches. This paper reviews empirical studies on various sensor technologies, the exergaming field has gamified systems and serious games for exercising. In been proliferating in recent years. As the ultimate goal order to gain a better understanding of these systems, of implementing the game elements to any non- this review examines the types and aims (e.g. entertainment context is most often to induce controlling body weight, enjoying indoor jogging…) of motivation towards the given behavior, similarly the the corresponding studies as well as their goal of the exergaming approaches is supporting the psychological and physical outcomes. -
Openbsd Gaming Resource
OPENBSD GAMING RESOURCE A continually updated resource for playing video games on OpenBSD. Mr. Satterly Updated August 7, 2021 P11U17A3B8 III Title: OpenBSD Gaming Resource Author: Mr. Satterly Publisher: Mr. Satterly Date: Updated August 7, 2021 Copyright: Creative Commons Zero 1.0 Universal Email: [email protected] Website: https://MrSatterly.com/ Contents 1 Introduction1 2 Ways to play the games2 2.1 Base system........................ 2 2.2 Ports/Editors........................ 3 2.3 Ports/Emulators...................... 3 Arcade emulation..................... 4 Computer emulation................... 4 Game console emulation................. 4 Operating system emulation .............. 7 2.4 Ports/Games........................ 8 Game engines....................... 8 Interactive fiction..................... 9 2.5 Ports/Math......................... 10 2.6 Ports/Net.......................... 10 2.7 Ports/Shells ........................ 12 2.8 Ports/WWW ........................ 12 3 Notable games 14 3.1 Free games ........................ 14 A-I.............................. 14 J-R.............................. 22 S-Z.............................. 26 3.2 Non-free games...................... 31 4 Getting the games 33 4.1 Games............................ 33 5 Former ways to play games 37 6 What next? 38 Appendices 39 A Clones, models, and variants 39 Index 51 IV 1 Introduction I use this document to help organize my thoughts, files, and links on how to play games on OpenBSD. It helps me to remember what I have gone through while finding new games. The biggest reason to read or at least skim this document is because how can you search for something you do not know exists? I will show you ways to play games, what free and non-free games are available, and give links to help you get started on downloading them. -
Who Wants to Be a Gamer?
M Com Industry Reports Vol. 2017 Issue 1 Who Wants to be a Gamer? Who Wants to be a Gamer? Nintendo Switch, the PlayStation 4, and the Aaron Taylor April 10, 2017 Xbox One S. Though the decision of which to purchase can be very difficult for new or Everyone has a favorite hobby. Some branching-out gamers to make, an analysis people love sports, some painting, some of the overall trends of sales for consoles hiking, some music, etc. One potential and games by these companies may make struggle within any hobby, however, is this decision easier. Three methods of sales knowing where to start, or what to change analysis may be done in order to help when looking for new experiences. This determine which console to purchase: struggle is just as challenging as it is for any hardware sales, software sales, and sales other hobby as it is for video gaming. according to the tie-ratio. Though the industry is declining slightly, as Hardware can be seen by the closing down of 150 GameStop stores in America, many gaming Analyzing the volume of consoles sold platforms are still widely popular and historically can help predict overall console available to those wanting to play video sales for the future. If one console in the games.1 One may use a smartphone, a past sold more than another, the likelihood handheld console, a home console, or even a virtual reality console. Of all the many options, one of the most common choices is a home console. However, even within the subcategory of home consoles there are many consoles to choose from. -
Gaming in the Classroom: the Next Big Thing Or Hogwash?
Gaming in the Classroom: The Next Big Thing or Hogwash? Ryan Leach This paper was completed and submitted in partial fulfillment of the Master Teacher Program, a 2-year faculty professional development program conducted by the Center for Faculty Excellence, United States Military Academy, West Point, NY, 2019. Even as a child, gaming always fascinated me. Much like reading, gaming allows the gamer to be transported to an alternate reality or timeline in which the fantastic was not only possible, but probable. Even in the late 1980s and early 1990s the promise of video gaming was fantastic. Long gone were the days of simplistic games such as Pong and Donkey Kong representing the zenith of electronic entertainment. As time progressed, so did the complexity of gaming hardware.1 For example, the grandfather of all personal gaming electronic devices, the Atari 6500 series, launched on a then impressive 128 bytes of ram.2 By comparison, Microsoft’s current console, the Xbox One has 1.2e+10 bytes of ram.3 Once crude, simplistic, and shallow, gaming devices had transformed into modern marvels of computer engineering and design. In parallel to the rapid advanced in computer hardware, computer software experienced a golden age as well. What were once crude approximations of relatively simple things, such as Pong’s emulation of two dimensional ping pong, were supplanted by (seemingly) living, breathing, evolving worlds a-la Bethesda Softworks’ Skyrim or Rockstar’s Grand Theft Auto series. Over the course of several decades gaming had had evolved into something far more complex, deep, and rewarding. -
Super Mario Portal Game
1 / 2 Super Mario Portal Game Lessons of Game Design learned from Super Mario Maker ... The portal gun is one of those mechanics that sounds like it has an unlimited .... The game combines the elements of the two popular video games: the platforming Super Mario Bros and the puzzle solving Portal. The game retains the traditional .... It's a mashup of Nintendo's classic Super Mario Bros. platform game with Portal. That's right – Mario now has a portal gun, which he can use to .... New Super Mario Bros. U is a game ... Portal 2, like Minecraft, is a highly popular console game that encourages experimentation and flexibility.. Last August we were promised to be able to play the classic Super Mario Bros. with 1 major difference integrated into the game. Aperature ... mario portal game · super mario bros meets portal game · blue television games portal mario.. Mario Bros Mappack Portal Mappack Mari0 Bros Mappack No WW Mari0 ... If you enjoy this game then also play games Super Mario Bros. and Super Mario 64.. Much like nuts and gum, Portal and Super Mario Bros. are together at last.. Click on this exciting game of the classic Super Mario bros, Portal Mario bros 64. You must help the famous Mario bros to defend himself from all his enemies in .... and Portal hybrid from indie game developer Stabyourself.net. Yup, it's the old Super Mario Bros. with portal guns, user created content, a map .... Mario and Portal, a perfect mix. Super Smash Flash 2. A fun game inspired by Super Smash Bros. -
Game On: an Analysis of the Video Game Console Industry
Of Hedgehogs and Plumbers: An Investigation of Marketing Strategies in the American Home Console Industry By: Daniel DeMaiolo Michael G. Pontikos ADVER 3711 Marketing Communications Research April 23, 2008 Daniel DeMaiolo Michael G. Pontikos ADVER 3711 23 April 2008 Of Hedgehogs and Plumbers: An Investigation of Marketing Strategies in the American Home Console Industry From rescuing damsels in distress locked away in castles, slaying foul monsters in mythic lands, zooming through loop-de-loops in bizarre environments to realistic simulations of everyday life, the American video game home console industry emerges vibrant as ever. Even more interesting is the ability of such tiny pixels and sound bits to capture American minds and wallets. Through examination of the origin of the industry and the subsequent targeting, pricing, and positioning strategies, a portrait of the lucrative home video game console industry emerges. Although many of the major home console manufacturers over the years share a similar goal of selling home consoles to consumers, most of the corporations began in a completely different industry long before the birth of the gaming business and the subsequent console wars. To illustrate, Nintendo Co., Ltd. initially manufactured playing cards in 1889 “called ‘Hanafuda’ [which were] tenderly hand crafted using the bark from the mulberry and mitsu-mata trees” and later expanded to “love hotels” and “instant rice” (N-Sider Media, “Nintendo”). In addition, Sega Corporation, formerly known as Honolulu-based Standard Games in 1940, “began importing jukeboxes to supply American military bases in Japan…[and] eventually expanded into amusement game imports [with the slogan] ‘service and games’ ” from which their name is taken (Pollack, “Sega”).