Video game: Difference between revisions
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==Social aspects== |
==Social aspects== |
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===Demographics=== |
===Demographics=== |
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The November 2005 Nielsen Active Gamer Study, taking a survey of 2,000 regular gamers, found that the U.S. games market is diversifying. The age group among male players has expanded significantly into the 25-40 age group. For casual online puzzle-style and simple mobile [[cell phone]] games, the gender divide is more or less equal between males and females. Females have been shown to be significantly attracted to playing certain online multi-user video games that offer a more communal experience, and small amount of young females have been shown to play aggressive games that are sometimes thought of as being "traditionally male" games. According to the ESRB almost 41% of PC gamers are women.<ref>[http://www.pcworld.ca/Pages/NewsColumn.aspx?id=a7fe9b8a0a010408019ac931643ebf2c "Women video gamers: Not just solitaire"] from ''[[PC World]]'', [[Canada]]</ref>. With such video game social networks as [http://missvideogame.com |
The November 2005 Nielsen Active Gamer Study, taking a survey of 2,000 regular gamers, found that the U.S. games market is diversifying. The age group among male players has expanded significantly into the 25-40 age group. For casual online puzzle-style and simple mobile [[cell phone]] games, the gender divide is more or less equal between males and females. Females have been shown to be significantly attracted to playing certain online multi-user video games that offer a more communal experience, and small amount of young females have been shown to play aggressive games that are sometimes thought of as being "traditionally male" games. According to the ESRB almost 41% of PC gamers are women.<ref>[http://www.pcworld.ca/Pages/NewsColumn.aspx?id=a7fe9b8a0a010408019ac931643ebf2c "Women video gamers: Not just solitaire"] from ''[[PC World]]'', [[Canada]]</ref>. With such video game social networks as [http://missvideogame.com Miss Video Game] and [http://www.guildcafe.com Guild Cafe] having a large percentages of female gamers the "traditionally male" games are now considered cross-gendered. |
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===Multiplayer=== |
===Multiplayer=== |
Revision as of 22:07, 21 November 2007
A video game is a game that involves interaction with a user interface to generate visual feedback on a video device.[1] The word video in video game traditionally refers to a raster display device.[2] However, with the popular use of the term "video game", it now implies any type of display device. The electronic systems used to play video games are known as platforms; examples of these are personal computers and video game consoles. These platforms are broad in range, from large computers to small handheld devices. Specialized video games such as arcade games, while previously common, have gradually declined in use.
The input device normally used to manipulate video games is called a game controller, which varies across platforms. For instance, a dedicated console controller might consist of only a button and a joystick, or feature a dozen buttons and one or more joysticks. Early personal computer based games historically relied on the availability of a keyboard for gameplay, or more commonly, required the user to purchase a separate joystick with at least one button to play. Many modern computer games allow the player to use a keyboard and mouse simultaneously.
Beyond the common element of visual feedback, video games have utilized other systems to provide interaction and information to the player. Chief examples of these are sound reproduction devices, such as speakers and headphones, and an array of haptic peripherals, such as vibration or force feedback.
History
The early formulative years consist of basic games that made use of interactive electronic devices with various display formats. The earliest example was in 1948, where the idea for a "Cathode Ray Tube Amusement Device" was conceived by Thomas T. Goldsmith Jr. and Estle Ray Mann. The two filed for a patent on January 25, 1947, which was issued on December 14, 1948 as US Patent 2455992[3]. Inspired by radar displays, it consisted of an analog device that allowed a user to control a vector drawn dot on the screen to simulate a missile being fired at targets represented by drawings fixed to the screen.[4] Other examples included the NIMROD computer at the 1951 Festival of Britain, Alexander S. Douglas's OXO for the EDSAC in 1952, William Higinbotham's interactive game called Tennis for Two in 1958, and MIT students Martin Graetz, Steve Russell, and Wayne Wiitanen's Spacewar! on a DEC PDP-1 computer in 1961. Each game used different means of displaying the game: NIMROD used a panel of lights to play the game of Nim,[5] OXO used a graphical display to play Tic-tac-toe,[6] Tennis for Two used an oscilloscope to display a side view of a tennis court,[4] and Spacewar! used the DEC PDP-1's vector display to have two spaceships battle each other.[7]
In 1971, Computer Space was released and was the first commercially sold, coin-operated video game. Created by Nolan Bushnell and Ted Dabney, it used a standard television and game generated video signal for display. It was followed in 1972 by the Magnavox Odyssey, the very first home console. Modeled after Ralph H. Baer's late 60's Brown Box, it also used a standard television and game generated video signal.[4][8] These systems were followed by two versions of Atari's Pong; an arcade version in 1972 and a home version in 1975.[9] The commercial success of the arcade and home console versions of Pong spawned numerous Pong-clones and caused other companies to develop their own systems, spawning the video game industry.[10]
Overview
Platforms
The term "platform" refers to the specific combination of computer hardware and software on which a video game operates.[11] The term "system" is also commonly used.
Personal computers are a common platform for video games called "PC games". A "console" is a computer designed specifically to run video games, usually with specialized inputs designed for this purpose. A "handheld" gaming device is a small form of console which is self-contained in order to be portable. An arcade cabinet is an extremely specialized platform designed to run arcade games. These distinctions are not always clear and there may be games that bridge one or more platform. Recently, handheld electronics designed for gaming purposes (for example, mobile phones, PDAs, and MP3 players) have become popular platforms.
Genres
A video game, like most other forms of media, may be categorized into genres based on many factors such as method of game play, types of goals, and more. Because genres are dependent on content for definition, genres have changed and evolved as newer styles of video games are created. As the production values of video games have increased over the years both in visual appearance and depth of story telling, the video game industry has been producing more life-like and complex games that push the boundaries of the traditional game genres. Some genres represent combinations of others, such as massively multiplayer online role-playing games. It is also common to see higher level genre terms that are collective in nature across all other genres such as with action or horror-themed video games
Types
Video games are primarily meant for entertainment. However, some video games are made (at least in part) for other reasons. These include advergames, educational games, propaganda games (e.g. militainment) and others. Many of these fall under the category of serious games.
Development
Video games are made by game developers, who used to do this as individuals or small teams in the 80's. Now, development commonly requires a large team consisting of designers, graphic designers and other artists, programmers, sound designers, musicians, and other technicians; all of which are managed by producers. The visionary for any game may come from any of the roles outlined.
Video games are developing fast in all areas, but the problem is of cost, and how developers intend to keep the costs low enough to attract publisher investment. Most video game console development teams number anywhere from 20 to 50 people, with some teams exceeding 100. The average team size as well as the average development time of a game have grown along with the size of the industry and the technology involved in creating games. This has led to regular occurrences of missed deadlines and unfinished products; Duke Nukem Forever is the quintessential example of these problems.
Modifications
Games running on a PC are often designed with end-user modifications in mind, and this consequently allows modern computer games to be modified by gamers without much difficulty. These mods can add an extra dimension of replayability and interest. The Internet provides an inexpensive medium to promote and distribute mods, and they have become an increasingly important factor in the commercial success of some games. Developers such as id Software, Valve Software, Crytek, Epic Games and Blizzard Entertainment ship their games with the very development tools used to make the game in the first place, along with documentation to assist mod developers, which allows for the kind of success seen by popular mods such as the (previously) Half-Life mod Counter-Strike.
Cheats
Cheating in computer games may involve cheat codes implemented by the game developers,[12][13] modification of game code by third parties,[14][15] or players exploiting a software glitch. Modifications are facilitated by either cheat cartridge hardware or a software trainer.[14] Cheats usually make the game easier by providing an unlimited amount of some resource; for example lives, health, and/or ammunition.[13][14] Other cheats might provide an unusual or amusing feature, like altered game colors or graphical appearances. Cheat codes are often found on the Internet and can be found for almost any game on any platform.[12][14][16]
Glitches
Software errors not detected by software testers during development can find their way into released versions of computer and video games. This may happen because the glitch only occurs under unusual circumstances in the game, was deemed too minor to correct, or because the game development was hurried to meet a publication deadline. Glitches can range from minor graphical errors to serious bugs that can delete saved data or cause the game to malfunction. Glitches in games for home computers, and now in consoles like the Xbox 360, PlayStation 3, and the Wii, may be later corrected if the developers release a patch.
Theory
Although departments of computer science have been studying the technical aspects of video games for years, theories that examine games as an artistic medium are a relatively recent development in the humanities. The two most visible schools in this emerging field are ludology and narratology. Narrativists approach video games in the context of what Janet Murray calls "Cyberdrama". That is to say, their major concern is with video games as a storytelling medium, one that arises out of interactive fiction. Murray puts video games in the context of the Holodeck, a fictional piece of technology from Star Trek, arguing for the video game as a medium in which we get to become another person, and to act out in another world.[17] This image of video games certainly received early widespread popular support, and forms the basis of films such as Tron, eXistenZ, and The Last Starfighter.
Ludologists break sharply and radically from this. They argue that a video game is first and foremost a game, which must be understood in terms of its rules, interface, and the concept of play that it deploys. Ludologists such as Espen J. Aarseth argue that, although games certainly have plots, characters, and aspects of traditional narratives, these aspects are incidental to gameplay. For example, Aarseth is critical of the widespread attention that narrativists have given to the curvaceous heroine of the game Tomb Raider, saying that "the dimensions of Lara Croft's body, already analyzed to death by film theorists, are irrelevant to me as a player, because a different-looking body would not make me play differently... When I play, I don't even see her body, but see through it and past it."[18] Simply put, ludologists reject traditional theories of art because they claim that the artistic and social qualities of a video game are primarily determined by the underlying set of rules, demands, and expectations imposed on the player.
Social aspects
Demographics
The November 2005 Nielsen Active Gamer Study, taking a survey of 2,000 regular gamers, found that the U.S. games market is diversifying. The age group among male players has expanded significantly into the 25-40 age group. For casual online puzzle-style and simple mobile cell phone games, the gender divide is more or less equal between males and females. Females have been shown to be significantly attracted to playing certain online multi-user video games that offer a more communal experience, and small amount of young females have been shown to play aggressive games that are sometimes thought of as being "traditionally male" games. According to the ESRB almost 41% of PC gamers are women.[19]. With such video game social networks as Miss Video Game and Guild Cafe having a large percentages of female gamers the "traditionally male" games are now considered cross-gendered.
Multiplayer
Video gaming has traditionally been a social experience. From its early beginnings, video games have commonly been playable by more than a single player. Multiplayer video games are those that can be played either competitively or cooperatively by using either multiple input devices, or by hotseating. Tennis for Two, arguably the first video game, was a two-player game as was its successor, Pong. The first commercially available console game system to support multiple games (the Magnavox Odyssey), had two controller inputs.
Since that time, most console systems have been shipped with two or four controller inputs. Some have had the ability to expand to four, eight or as many as twelve inputs with additional adapters, such as the Multitap. In the early days, multi-player Coin-op games commonly featured hotseat play for at least two players. In later years it was more common to feature two-player simultaneous competitive play. Public business establishments which feature predominantly coin-op video games are generally referred to as arcades, and were widely popular during the golden age of arcade games. Also in recent years, new-age Video Gaming Centers are providing customers with the many different types of video gaming consoles. The idea of bringing people together in a cozy space that resembles the common household basement. These gaming places differ from the traditional idea of arcade.
Many early computer games for non IBM PC descendant based platforms featured multiplayer support. Personal computer systems from Atari and Commodore both regularly featured at least two game ports. Network games for these early personal computers were generally limited to only text based adventures or MUDs that were played remotely on a dedicated server. This was due both to the slow speed of modems (300-1200 bit/s), and the prohibitive cost involved with putting a computer online in such a way where multiple visitors could make use of it.
IBM PC (PC for short)-based computer games started out with a lower availability of multiplayer options, largely due to many games being dependent on keyboard or mouse based interactions, a single gaming port (if any) available, and network options that were limited. However, with the advent of widespread local area networking technologies and Internet based online capabilities, the number of players in modern games can be 32 or higher, sometimes featuring integrated text and/or voice chat. MMOs can offer extremely high numbers of simultaneous players; EVE Online set a record with just under 36,000 players on a single server in 2006.[20]
A concept presented by Phil Harrison of Sony was "Game Levels".[21] It said that consoles like the SNES, Genesis, and PlayStation were Game 1.0. This means the multiplayer would be one console at one place. Then he explained that Game 2.0 included consoles like the GameCube, Xbox, and PlayStation 2. The consoles allow you to play multiplayer online, but only the game. Finally, Game 3.0 includes the Xbox 360, Wii, and PlayStation 3. It means you are completely connected to multiplayer, not only playing games, but having a whole community. This a very similar concept to Second Life.
Benefits
Perhaps the most visible benefits of video gaming are its artistic and entertainment contributions. As a form of multimedia entertainment, modern video games contain a unique synthesis of 3D art, CG effects, architecture, artificial intelligence, sound effects, dramatic performances, music, storytelling, and, most importantly, interactivity. This interactivity enables the player to explore environments that range from simulated reality to stylized, artistic expressions (something no other form of entertainment can allow) where the actions of the player operating as a single, irreducible variable. In this respect, every game scenario will play out a slightly different way every time. Even if the game is highly scripted, this can still feel like a large amount of freedom to the person who is playing the game.
A related property is that of emergent behavior. While many games including card games and sports rely on emergent principles, video games commonly present simulated story worlds where emergent behavior occurs within the context of the game. This is something that some gamers find appealing as it introduces a certain level of randomness to a game. In discussing the issue, game designer Warren Spector has used the term "emergent narrative" to describe how, in a simulated environment, storyline can be created simply by "what happens to the player."[22] Emergent behavior in video games date back to the earliest games though. Generally any place where event driven instructions occur for AI in a game, emergent behavior will inevitably exist. For instance, take a racing game in which cars are programmed to avoid crashing and they encounter an obstacle in the track, the cars might then maneuver to avoid the obstacle causing the cars behind them to slow and/or maneuver to accommodate the cars in front of them and the obstacle. The programmer never wrote code to specifically create a traffic jam, yet one now exists in the game.
In Steven Johnson's book, Everything Bad Is Good For You, he argues that video games in fact demand far more from a player than traditional games like Monopoly. To experience the game, the player must first determine the objectives, as well as how to complete them. They must then learn the game controls and how the human-machine interface works, including menus and HUDs. Beyond such skills, which after some time become quite fundamental and are taken for granted by many gamers, video games are based upon the player navigating (and eventually mastering) a highly complex system with many variables. This requires a strong analytical ability, as well as flexibility and adaptability. He argues that the process of learning the boundaries, goals, and controls of a given game is often a highly demanding one that calls on many different areas of cognitive function. Indeed, most games require a great deal of patience and focus from the player, and, contrary to the popular perception that games provide instant gratification, games actually delay gratification far longer than other forms of entertainment such as film or even many books. [2] Some research[23] suggests video games may even increase players' attention capacities.
Online multiplayer games, which take advantage of the fact that computer games can use the internet, provide players with the opportunity to compete in real time with other players from across the globe, something that is also unique to electronic gaming. MMORPGs take the concept much further with the establishment of vast, online communities existing in persistent, virtual worlds. Millions of players around the globe are attracted to video gaming simply because it offers such unprecedented ability to interact with large numbers of people engaged simultaneously in a structured environment where they are all involved in the same activity (playing the game).
Even simple games offer potential benefits to the player. Games like Tetris and Pac-man or Galaga are well-designed games that are easy to pick up but difficult to master, much like chess or poker. Despite their simplicity, simple games may also feature online capabilities or powerful AI. Depending on the game, players can develop and test their techniques against an advanced computer player or online against other human players.
More obvious benefits to the player can come in the form of education on the game's subject matter. For example, a real-time strategy set during the American Civil War may feature the use of period armies engaging in historical battles, and outwitting an opponent such as Robert E. Lee. SquareEnix (SquareSoft) has done this many times in its Final Fantasy chain of games. Most of the games feature ancient gods such as Leviathan, Shiva, and Freya. The U.S. army has deployed machines such as the PackBot which makes use of a game-style hand controller intended to make it more familiar to use by young men and women.[24]
Controversy
Like related forms of media, computer and video games have been the subject of frequent controversy and censorship, due to the depiction of graphic violence, sexual themes, advergaming (a form of advertising in games), consumption of drugs, consumption of alcohol or tobacco, propaganda, or profanity in some games. Among others, critics of video games sometimes include parents' groups, politicians, organized religion groups, and other special interest groups, even though all of these can be found in all forms of entertainment and media. Various games have been accused of causing addiction and even violent behavior. "Video game censorship" is defined as the use of state or group power to control the playing, distribution, purchase, or sale of video games or computer games. Video game controversy comes in many forms, and censorship is a controversial subject. Proponents and opponents of censorship are often very passionate about their individual views.
Historically, this type of controversy and criticism is not unique to video games. The same situation has been applied to comic books, motion pictures, dancing and to some extent music and books. As long ago as the nineteenth century the same accusations were made about "penny dreadfuls".[25][26][27][28] Moreover, it appears to be a question of age. Since these art forms have been around longer, the backlash against them occurred further in the past, beyond the remembrance of today's youth. In both cases, the attempts at censorship in the United States were struck down as a violation of First Amendment rights, and they have gone on to become fully integrated facets of society.
An organization known as the Entertainment Software Ratings Board or ESRB rates software for certain age groups, however publishers are not required to submit games for ratings, and parents are not always aware of the existence of these ratings. In some cases, children are able to obtain software that is not deemed appropriate by the ESRB for their age. Games that have sparked notable national controversy in the United States include Street Fighter, Mortal Kombat, Night Trap, Doom, the Grand Theft Auto series and, most notably, Grand Theft Auto: San Andreas' infamous Hot Coffee mod fiasco which boosted the game's ESRB rating from M (Mature) to AO (Adults Only).[29]
Commercial aspects
Game sales
The three largest producers of and markets for computer and video games (in order) are the United States, Japan and the United Kingdom.[3]. Other significant markets include Australia, Canada, Spain, Germany, South Korea, Mexico, France and Italy. Both India and China are considered emerging markets in the video game industry and sales are expected to rise significantly in the coming years.
Sales of different types of games vary widely between these markets due to local preferences. Japanese consumers tend to purchase console games over computer games, with a strong preference for games catering to local tastes. In South Korea, computer games are preferred, especially MMORPG games and real-time strategy games; there are over 20,000 PC bang Internet cafés where computer games can be played for an hourly charge.
The NPD Group tracks computer and video game sales in the United States. It reported that:
- Console and portable software sales: $6.2 billion, up 8% from 2003[30]
- Console and portable hardware and accessory sales: $3.7 billion, down 35% from 2003[30]
- PC game sales: $1.1 billion, down 15% from 2006[31]
A possible factor causing this drop in PC games would be the free MMORPG games available such as Silkroad Online, RuneScape and Maple Story.[citation needed] Also note that PC games that are digitally distributed either directly or by distribution networks such as Steam are not tracked by the NPD, and Steam does not list sales numbers for games downloaded through their service. Software piracy is also more rampant on the PC.[32]
These figures are sales in Dollars, not units; unit shipments for each category were higher than the dollar sales numbers indicate, as more software and hardware was sold at reduced prices compared to 2003. However, with the release of the Next-Gen Consoles in 2006, these numbers have increased dramatically. The game and film industries are also becoming increasingly intertwined, with companies like Sony having significant stakes in both. A large number of summer blockbuster films spawn a companion game, often launching at the same time to share the marketing costs.
There is also controversy relating video games in Australia and other PAL regions. In general when compared to the US, PAL gamers have to pay up to 40% more. More of a problem in Australia is where games are constantly delayed for no apparent reason, most notably games released by Nintendo. As English is the main language in the Australian region there is no need for any translation and the complications of differences between the PAL and NTSC video formats are not existent, as the majority of video displays in Australia are fully capable of running at a 60 Hz format. There is also the problem of regional lockout in Australia, with most DVD players release coming region free in order to comply with local laws, but video game consoles are still sold fully region locked. Some efforts to increase awareness of the issue, specifically to Nintendo of Australia, was in the form of a formal report outlining the issues, published by Aaron Rex Davies[33]. The report has gone on to gain a lot of attention in the public media.[34]
Merchandise
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See also
References
- ^ "AskOxford: video game". Oxford University Press. Retrieved 2007-10-30.
- ^ "Raster monitor for video game displays". United States Patents. Retrieved 2007-10-16.
- ^ U.S. patent 2,455,992
- ^ a b c "Welcome to Pong-Story - Introduction". PONG-Story.com. Retrieved 2007-10-24.
- ^ "Welcome to... NIMROD!". Retrieved 2007-10-24.
- ^ "The First Video Game". Brookhaven National Laboratory. Retrieved 2007-10-24.
- ^ Rabin, Steve. Introduction to Game Development. Massachusetts: Charles River Media. ISBN 1-58450-377-7.
{{cite book}}
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suggested) (help) - ^ Orlando, Greg (2007-05-15). "Console Portraits: A 40-Year Pictorial History of Gaming". Wired News. Retrieved 2007-10-24.
{{cite web}}
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(help) - ^ "History of Gaming - Interactive Timeline of Game History". PBS. Retrieved 2007-10-25.
- ^ Miller, Michael (2005-04-01). "A History of Home Video Game Consoles". InformIT. Retrieved 2007-10-25.
{{cite web}}
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(help) - ^ "platform - Definitions from Dictionary.com" (HTML). Dictionary.com. Retrieved November 3, 2007.
- ^ a b Vargas, Jose Antonio (2006-08-28). "In Game World, Cheaters Proudly Prosper". Washington Post. Retrieved 2007-10-24.
{{cite web}}
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(help) - ^ a b 1UP Staff. "Cracking the Code: The Konami Code". 1UP.com. Retrieved 2007-10-24.
{{cite web}}
: CS1 maint: numeric names: authors list (link) - ^ a b c d Rybka, Jason. "Video Game Cheats and Codes - What Are Cheat Codes?". About.com. Retrieved 2007-10-24.
- ^ Rybka, Jason. "Why Use Cheats and Codes for Console and PC Games?". About.com. Retrieved 2007-10-24.
- ^ Rybka, Jason. "Video Game Cheat Code Index - Cheat Codes for all Platforms and PC". About.com. Retrieved 2007-10-24.
- ^ Murray, Janet (1998). Hamlet on the Holodeck. MIT Press. ISBN 0262631873.
- ^ Aarseth, Espen J. (2004-05-21). "Genre Trouble" (HTML). Electronic Book Review. Retrieved 2006-06-14.
{{cite web}}
: External link in
(help)|publisher=
- ^ "Women video gamers: Not just solitaire" from PC World, Canada
- ^ MMORPG.com report EVE Online reaching 32955 Peak Concurrent Users
- ^ [1]
- ^ http://xbox.ign.com/articles/502/502409p1.html
- ^ Daphne Bavalier; et al. "Action video game modifies visual selective attention" (PDF). Nature/University of Rochester. Retrieved April 29.
{{cite web}}
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suggested) (help) - ^ "iRobot Receives New Military Orders 14 PackBot Robots". 2007. Retrieved July 25.
{{cite web}}
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ignored (|access-date=
suggested) (help) - ^ http://www.horror-fanatics.com/reviews/pennydreadful.html
- ^ http://www.dvdverdict.com/reviews/pennydreadful.php
- ^ http://www.rottentomatoes.com/m/penny_dreadful/
- ^ http://celluloidheroes.org/2007/05/26/penny_dreadful_2006_review.php
- ^ ""Grand Theft Auto Makers Sued By LA Attorney For Hidden Porn"". Console Watcher. 2006. Retrieved October 26.
{{cite web}}
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suggested) (help) - ^ a b "U.S. video game industry sales dip in 2004". Game Info Wire. January 18, 2005. Retrieved February 12.
{{cite web}}
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suggested) (help)CS1 maint: year (link) - ^ "Sales & Genre data". Entertainment Software Association (ESA). 2004. Retrieved February 12.
{{cite web}}
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ignored (|access-date=
suggested) (help) - ^ DiCarlo, Lisa (July 18, 2005). "Do Game Publishers Ignore Piracy?" (HTML). Forbes.com. Retrieved October 29, 2007.
- ^ "Research report into excessive delays in release of Wii™ software by Nintendo™ in Australia and New Zealand regions" by Aaron Rex Davies (PDF)
- ^ "Australia to Nintendo: Knock It Off" item from Digg
Template:Country data Additional references
- Lieu, Tina (August 1997). "Where have all the PC games gone?"". Computing Japan.
- Costikyan, Greg (1994). "I Have No Words & I Must Design".
- Crawford, Chris (1982). "The Art of Computer Game Design".
- Salen, Katie (2005). The Game Design Reader: A Rules of Play Anthology. The MIT Press. ISBN 0-262-19536-4.
{{cite book}}
: Unknown parameter|coauthors=
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suggested) (help) - Smuts, Aaron (2005). "Are Video Games Art?".
- Blodget, Henry (April 12, 2005). "How to Solve China's Piracy Problem". Slate.com. Retrieved February 12.
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(help); Unknown parameter|accessyear=
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suggested) (help)CS1 maint: year (link) - Winegarner, Beth (January 28, 2005). "Game sales hit record highs". Gamespot. Retrieved February 12.
{{cite web}}
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(help); Unknown parameter|accessyear=
ignored (|access-date=
suggested) (help)CS1 maint: year (link) - John Wills (2002-10-01). "Digital Dinosaurs and Artificial Life: Exploring the Culture of Nature in Computer and Video Games". Cultural Values (Journal for Cultural Research). 6 (4): 395–417. doi:10.1080/1362517022000047334.
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ignored (|publisher=
suggested) (help) - Guy, Hannah (2007). "Women video gamers: Not just solitaire".
External links
- "The Tenth Art", article about the cultural significance of computer games by Steven Poole
- Chronology of Video Game Systems
- User-consensus video game innovation chronology and dynamic web diagram