Bc. Michael Franěk Vliv Videoher Na Vývoj Informačních Technologií

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Bc. Michael Franěk Vliv Videoher Na Vývoj Informačních Technologií Masarykova univerzita Filozofická fakulta Ústav hudební vědy Teorie interaktivních médií Bc. Michael Franěk Vliv videoher na vývoj informačních technologií Magisterská diplomová práce Vedoucí práce: Mgr. et Mgr. Zdeněk Záhora 2020 Prohlašuji, že jsem magisterskou diplomovou práci vypracoval samostatně s využitím uvedených pramenů a literatury. …………………………. Bc. Michael Franěk Zde bych rád poděkoval Mgr. et Mgr. Zdeňku Záhorovi za pomoc, cenné rady a připomínky. Anotace Předkládaná diplomová práce se zabývá historickým vývojem videoher, který je zasazen do kontextu vývoje informačních technologií. Dále práce pojednává o vzájemném vlivu mezi těmito dvěma odvětvími v průběhu času. Současně je z pohledu informačních technologií redefinována historie videoher, v jejímž rámci je podrobeno zkoumání všeobecně uznávané tvrzení J. Juula a E. Aarsetha, že první videohrou byl Spacewar! (1962). Z oblasti informačních technologií je v práci rozebrán konkrétně vývoj počítačů, konzolí, kapesních konzolí, mobilních telefonů, příslušenství a zobrazovacího zařízení. Práce si rovněž pokládá otázku, zda vzájemný vztah mezi videohrami a informačními technologiemi může mít dopad na videoherní mechaniky. Cílem práce je tedy potvrdit či vyvrátit premisu, že videohry mají vliv na informační technologie. Klíčová slova Digitální hry, videohry, počítačové hry, informační technologie, IT technologie, herní konzole, kapesní konzole, herní studia, konzole, hry, média, interaktivita Anotation This thesis resolve the problem of historical evolution of videogames in context of information technology. Furthermore, this thesis discusses the interaction between videogames and information technology. Also there is an attempt to redefine history of videogames in the context of an academic statement of J. Juul and E. Aarseth, because they claim to be the first video game on the world was Spacewar! (1962). In the field of information technology, there is discussed in detail evolve of computers, video game console, handheld console, mobile phone, accessories and display devices. This thesis also raises the question, whether information technologies have impact on video games mechanics. The aim of work is to confirm or refute that videogames have impact on information technologies. Keywords Videogames, digital games, information technology, IT, game console, video game console, handheld console, game studies, media, interactivity Obsah 1. Úvod ....................................................................................................................................... 6 2. Význam práce a kapitoly ........................................................................................................ 7 2.1 Pojmy ................................................................................................................................ 8 2.2 Definice vlivu, jeho subjektivní měřitelnost, výzkumné otázky a možné odpovědi ...... 12 2.3 Míra vlivu ....................................................................................................................... 12 3. Historický vývoj videoher a hardwaru ................................................................................. 14 3.1 Rané videohry a hardware .............................................................................................. 15 3.1.1 Počítačové videohry a hardware .............................................................................. 15 3.1.2 Videohry a estetika .................................................................................................. 37 3.1.3 Konzolové videohry a hardware .............................................................................. 43 3.2 Příslušenství a videohry .................................................................................................. 65 3.2.1 Klávesnice ................................................................................................................ 65 3.2.2 Počítačová myš jako nástroj interakce ..................................................................... 70 3.2.3 Videoherní ovladače jako alternativní nástroj rozšiřující videoherní mechaniky? .. 78 3.2.4 Zobrazovací zařízení ................................................................................................ 86 4. Závěr ..................................................................................................................................... 94 Resumé ................................................................................................................................... 100 Seznam použité literatury ....................................................................................................... 106 1. Úvod Videohry se již v průběhu času v rámci svého postupného vývoje staly součástí informačních technologií. Obecně je pravděpodobné, že tyto dvě složky, tzn. videohra jakožto zástupce digitálního média a informační technologie jakožto hardwarový zprostředkovatel média, vedle sebe nemohou existovat, aniž by se vzájemně neovlivňovaly. A právě tento předpoklad bude předmětem zkoumání v rámci předkládané práce, která se bude věnovat vlivu videoher na vývoj informačních technologií. Práce se tímto vlivem bude zabývat v několika různých samostatných oblastech, které budou postupně rozčleněny do příslušných kapitol. V první podkapitole se zaměříme na definici první videohry v závislosti na informačních technologiích a současně zmapujeme různé hardwarové prvky, které stojí za výpočtem média digitálních her. Tyto hardwarové prvky následně rozdělíme na dva hlavní segmenty – počítače, včetně estetického hlediska a konzole. Další podkapitola pak popíše informační technologie z pohledu zadávacích zařízení, která zprostředkovávají interaktivitu mezi člověkem a výpočetním strojem. Současně se zde zaměříme i na informační technologie výstupní, tzn., že na základě výše zmíněné interakce zmapujeme i technologie obrazového výstupu. V návaznosti na obecná fakta se pokusíme zodpovědět klíčové otázky, jejichž objasnění povede k naplnění hlavního cíle dané práce. Zcela zásadní otázka, která se bude vinout celou prací, zní: ovlivňují videohry informační technologie? Hned v úvodu můžeme zmínit i tři možné premisy: 1) videohry jako médium mají vliv na vývoj informačních technologie 2) informační technologie ovlivňují vývoj média videoher 3) informační technologie a videohry existují nezávisle vedle sebe bez vzájemného vlivu. Uvedené základní premisy však v rámci našeho výzkumu ještě rozšíříme o další aspekty. První premisa nabízí další otázky typu: pokud videohry skutečně ovlivňují informační technologie, tak jakým způsobem? Je tento vliv konstantní nebo se proměňuje v závislosti na vývoji informačních technologií či videoher? Druhá premisa nabádá k úvahám o tom, zda naopak informační technologie ovlivňují videohry, tak opět jakým způsobem? A má to vliv i na podobu videoher? Lze tento dopad popsat a určit prostřednictvím analýzy videoherních mechanik? Pokud třetí premisa připouští, že informační technologie a videohry existují zcela nezávisle na sobě jako dvě oddělené samostatné sféry, tak jak je to možné? Nedocházíme v tom případě ke stejnému závěru i u jiných forem médií (např. televize vs. konkrétní obsah)? 6 2. Význam práce a kapitoly Hned na úvod je třeba se zmínit o tom, proč je tato práce důležitá právě pro studijní obor, v jehož rámci tato práce vzniká a pro který je určena. Digitální hry jako takové jsou totiž zkoumány samostatně v rovině Game Studies1, což je vědní obor, který se zabývá teorií počítačových her. Dále u definice počítačové hry nalezneme čtyři důležité parametry, které popsal Chris Crawford.2 Těmito parametry jsou reprezentace, interakce, konflikt a bezpečí. Reprezentace je chápána jako „zjednodušené zprostředkování reality. Hra se nesnaží býti realitou, nýbrž rozšiřuje hráčovu fantazii. Hráčova fantazie je klíčovým činitelem pro psychologickou realitu hry.“3 Interakce čili „…možnost hráčů vstupovat do hry či na hru nějakým způsobem reagovat za pomocí vstupního zařízení. Stupeň interakce pak závisí na samotné hře…“4 Konflikt neboli reprezentace zápletky „je nezbytnou součástí každé hry. Konflikty mohou být přímé, nepřímé, násilné či nenásilné, ovšem vždy jsou přítomny v každé hře.“5 Bezpečí v tom smyslu, že „hry, poskytují bezpečný způsob zažití reality. Samozřejmě, existují zvláštní případy, ovšem hlavní princip je vždy stejný, tedy, že hry jsou bezpečné.“6 V předkládané diplomové práci se v její první části budeme zabývat druhým zmíněným parametrem, kterým je interakce. Současně se ve výzkumné části práce zaměříme i na stránku bezpečí, díky které hra vytváří simulační prostor pro testování umělé inteligence. Jak tedy vyplývá z Crawfordovy definice, hra jako taková musí mít určitý vstup, aby mohla vygenerovat určitou formu reakce čili výstupu. V průběhu práce se však nebudeme zajímat pouze o samotnou formu vstupu, ale především o to, jakým zařízením je daný vstup vytvořen a jakým způsobem je pak určité zařízení upraveno přímo pro konkrétní digitální hry, na jejichž základě dané zařízení vzniklo. Příkladem daného konkrétního zařízení může být např. myš přizpůsobená přímo pro MMORPG7 hru World of Warcraft8, která je svým charakteristickým vzhledem a svým ovládáním uzpůsobená přímo pro tuto danou hru. 1 Game Studies neboli Herní studia 2 CRAWFORD, Chris. The art of computer game design. Berkeley, Calif.: Osborne/McGraw-Hill, 1984, xiv, 113 p. ISBN 08-813-4117-7. 3 Ibid, s. 10. 4 Ibid, s. 12. 5 Ibid, s. 13. 6 Ibid, s. 14. 7 MMORPG je žánr her, celým názvem Massively multiplayer online
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