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小小蜂王

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坏蛋

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[交流] topic:Video Games

About the Workshop
The Video Game industry worldwide makes over $23 Billion dollars a year. Whether it is a Sony, Nintendo, or Microsoft game system, the odds are that you have seen or played a video game before. People who work in the computer and video game industry are usually highly trained in computer science and animation. Once a niche market and considered by some as a curiosity in the mid-1970’s the computer and video game industry took in about USD $9.5 billion in the US in 2007. More and more video game design schools are popping up around the world. What do you think of this electronic entertainment? Do you play PC games at home? In this workshop you will explore:
•        The impact of video games on the entertainment industry
•        A short history of video games
•        A discussion of current issues facing the business

Script (Video Available)

Beyond the Talk
History of Video Games
1975- Atari’s PONG
1979- Atari 400
1983- Commodore’s Commodore 64
1985- Nintendo Entertainment System
1989- Sega Genesis, NEC Turbo Grafix 16, Nintendo Game Boy
1990- SNK’s NeoGeo
1991- Super Nintendo Entertainment System
1993- Panasonic 3DO
1995-  Sony Playstation, Sega Saturn
1996- Nintendo 64
1999- Sega Dreamcast
2000- Sony Playstation 2
2001- Nintendo Gamecube, Microsoft Xbox
2005- Microsoft X-Box 360
2006- Nintendo Wii, Sony Playstation 3

Genre of Video games:
Video games have been through many changes in their 30+ year history. Below is a list of the different kinds of video games and some popular examples of each.
Platformer: Super Mario Brothers, Metroid, Duke Nukem, Pitfall, Mega Man
First Person Shooter: Counter Strike, Doom, Halo, Duke Nukem 3-D, Half-Life, Deus Ex
Role Playing Game: Final Fantasy 10, Diablo, Chrono Trigger, World of Warcraft
Strategy: Imperialism, Warcraft, Starcraft, Age of Empires, Command and Conquer
Adventure: Gabriel Knight, Still Life, Kings Quest, Quest for Glory, The Dig
Action: Tekken, Street Fighter, Marvel: Ultimate Alliance, X-Men Legends, PIRATES!
Racing: Project Gotham, F-Zero, Need for Speed, Crazy Taxi
Stealth: Metal Gear Solid, Splinter Cell, Hitman, Manhunt
Puzzle: Tetris, Ico, Solstice, Bomberman, Chip’s Challenge

The Economics of Video Games
The video game industry is currently facing financial strains as it attempts to fairly compensate its talent, while continuing to turn a profit. The result is that the game developer—the traditional source of new games—is essentially dying out or is being incorporated into large publishers. The game industry is currently experiencing a phase of consolidation and vertical integration as a reaction to spiraling costs. This climate has also given birth to vibrant independent game developers comprising of tiny companies trying to use the internet rather than traditional retail channels to reach an audience.
Early on, development costs were minimal, and video games could be quite profitable. Games developed by a single programmer, or by a small team of programmers and artists, could sell hundreds of thousands of copies each. Many of these games only took a few months to create, so developers could release several titles each year. Thus, publishers could often be generous with benefits, such as royalties on the games sold. Many early game publishers started from this economic climate, such as Sierra Entertainment, Lucasarts, Activision, and Electronic Arts.
As computing and graphics power increased, so too did the size of development teams, as larger staffs were needed to address the ever increasing graphical and programming complexities. Now budgets can easily reach millions of dollars, even if middleware and pre-built game engines are used. Most professional games require one to three years to develop, further increasing the strain on budgets.
Some developers are turning to alternative production and distribution methods, such as online distribution, to reduce costs.

Big Video Game Companies: Sony, Microsoft, Sega, Nintendo, Konami, Atari, Namco, Ubisoft, Sierra, Lucasarts, Rockstar, Capcom, Electronic Arts, Activision

Video Game Rating System
The Entertainment Software Rating Board (ESRB) was established in 1994 to rate video games. Large letter icons appear on game boxes to let consumers know the recommended age of players for each game and whether the game is violent or risqué.
EC- Early Childhood, 3 years and older
E- Everyone, 6 years and older
E10+- Everyone 10+, 10 years and older
T- Teens, 13 years and older
M- Mature, 17 years and older
RP- Rating Pending, Product has been submitted to the ESRB and is awaiting final rating. This symbol appears only in advertising prior to a game's release.

Topics for Discussion
1. What do you think of Video Games? Are they a waste of time or a good way to relax?
2. How should issues such as censorship be handled? Should objectionable content like violence and bad words be removed from games? Do you agree with the video game rating system?
3. Many people think video games contribute to children being overweight. Instead of kids playing outside, they choose to stay inside and play video games. What do you propose as a solution to this problem?
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curton

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Hello Kitty

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hecuihuapeng: 金币+3, The video game violence can't be ignored. Thank you for your sharing 2016-01-31 09:07:30
Reliable source of articles on video game violence focusing on computer and video game violence and how it affects children. Covers topics such as computer use in the school and social life, video game violence and its effect on gender and how to pick appropriate software for children. Also includes video game violence statistics, FAQs, conference information and additional links.
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curton

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Hello Kitty

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HealthGAMERS educates the public about games related to health. The site includes video, computer, and internet games as well as phone apps to open up the discussion of how these games may promote making healthy decisions in its users. In addition, this site includes an exhaustive list of appropiate and positive health games.
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