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topic:Video Games
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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
主管区长 (文坛精英)
Hello Kitty
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专家经验: +151 - ESEPI: 24
- 应助: 195 (高中生)
- 贵宾: 49.032
- 金币: 81384.8
- 散金: 25181
- 红花: 225
- 沙发: 109
- 帖子: 20300
- 在线: 15503.9小时
- 虫号: 950839
- 注册: 2010-01-30
- 性别: GG
- 专业: 电力电子学
- 管辖: 科研生活区
| 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. |
4楼2016-01-29 16:06:55
curton
主管区长 (文坛精英)
Hello Kitty
-

专家经验: +151 - ESEPI: 24
- 应助: 195 (高中生)
- 贵宾: 49.032
- 金币: 81384.8
- 散金: 25181
- 红花: 225
- 沙发: 109
- 帖子: 20300
- 在线: 15503.9小时
- 虫号: 950839
- 注册: 2010-01-30
- 性别: GG
- 专业: 电力电子学
- 管辖: 科研生活区
★ ★ ★
hecuihuapeng: 金币+3, The video game violence can't be ignored. Thank you for your sharing 2016-01-31 09:07:30
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. |
3楼2016-01-29 16:06:43













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