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Mass Media and Society Chapter 10: Electronic Games
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Transcript of Mass Media and Society Chapter 10: Electronic Games
Mass Media and Society
Chapter 10: Electronic Games
Feb. 24, 2014
Chapter 10:Electronic Games
• The evolution of electronic games
• Influential contemporary games
• Games’ impact on culture• Controversial issues
Game evolution• Pong: 1972• Arcade games: coin-
operated in public establishments
• Consoles arrive in 1972: Magnavox Odyssey; Atari 2600 first big success
• Cartridges developed
Crash and evolution
• 1983: Video game market crashes thanks to lackluster “Pac-Man,” “E.T.”
• Nintendo Entertainment System and “Super Mario Brothers” revolutionize console gaming
Innovation in 1990s
• Sega Genesis challenges NES
• “Mortal Combat,” “Street Fighter” establish higher levels of violence
• March 2007: Sony sells 102 million PlayStations
Shooters andonline gaming• First-person shooters like
“Doom” prove popular and controversial
• MMORPG (Massively Multiplayer Online Role-Playing Games) genre established (“World of Warcraft”)
21st-century games• PlayStation 2 (2000) and
Xbox (2001) ramp up console wars
• Portable gaming (GameBoy) grows in popularity
• Late 2000s: Market for video games is steadily increasing
Home consoles• PlayStation 3 (2006),
Xbox 360 (2005), and Wii (2006) give way to today’s PS4 and Xbox One
• Wii pioneered motion-sensitive systems; other platforms follow
Influential games• “Grand Theft Auto”:
violent, satirical “sandbox” (open-world) game; hugely popular
• “World of Warcraft”: MMORPG pioneers social gaming, economics within game
Influential games• “Madden,” “FIFA”: big
sellers, niche games; popular among athletes and sports fans; dedicated online communities
• “Call of Duty”: big sellers; pushes envelope on violence
Impact on culture• 2007: 72 percent of U.S.
population played a video game that year
• Gaming culture: competition, immersion
• “The fifth network”: video game influence rivals TV networks
Music, education• “Rock Band” and “Guitar
Hero”: participatory and focus on artists
• Video games used in classrooms, learning settings
• U.S. Army uses video games for recruitment
Controversies• Violence: Entertainment
Software Rating Board (ESRB) rates content
• Phenomenon of video game overuse or addiction
• Sexism: Women less than 12 percent of industry
Mobile games• Angry Birds, Candy Crush
Saga; tend to peak and fall quickly
• Industry has seen major growth tied to increase in smartphone use
• Expected to reach $24 billion in 2016 (up from $12 billion in 2013)