background preloader

ECS 15

Facebook Twitter

Video game. A video game is an electronic game that involves human interaction with a user interface to generate visual feedback on a video device. The word video in video game traditionally referred to a raster display device,[1] but it now implies any type of display device that can produce two- or three-dimensional images. The electronic systems used to play video games are known as platforms; examples of these are personal computers and video game consoles. These platforms range from large mainframe computers to small handheld devices. Specialized video games such as arcade games, while previously common, have gradually declined in use. Video games typically use additional means of providing interactivity and information to the player. History Early games used interactive electronic devices with various display formats. Other early examples include: In 1971, Computer Space, created by Nolan Bushnell and Ted Dabney, was the first commercially sold, coin-operated video game.

Overview Platforms Notes. Tamagotchi effect. The Tamagotchi effect is a term that refers to the development of emotional attachment with machines or robots or even software agents. It has been noticed that humans tend to attach emotionally to things which otherwise do not have any emotions. For example, there are instances when people feel emotional about using their car keys, or with virtual pets. It is more visible in fields which show parts of human behavior e.g. area of artificial intelligence and automated knowledge processing. Tamagotchi Toy[edit] The Japanese toy, the Tamagotchi was released in 1996. It has since been a major hit around the world. As of 2010, more than 76 million Tamagotchis have been sold worldwide.[1] This toy is an egg-shaped virtual pet. Reasons[edit] Researchers have tried to explain the Tamagotchi effect. Who is affected? The tamagotchi effect has no limitations on who or who can't encounter the effect.

Children's perspective[edit] Virtual 'Friends'[edit] Advantages[edit] Disadvantages[edit] See also[edit] Synthetic worlds: the business and ... Persuasive Games. "Bogost creates and writes about serious games, seemingly simple diversions that deliver educational political and advertising content alongside entertainment. In Persuasive Games, he offers an academic but accessible introduction to their potential, and it is very meaty reading for anybody interested in where the interactive arts meet real-world topics. ", Scott Colbourne, The Globe and The Mail "Bogost's book provides a new lens—procedural rhetoric—to use in the analysis of games and an excellent survey of the history of games of this ilk.

" , Steve Jacobs, American Journal of Play “Do not wait: start reading this stimulating book.” , Jan H.G. Klabbers, Game Studies "Whether we call them ‘serious games’, ‘persuasive games’, or simply ‘video games’, it is clear that there is much of rhetorical significance to mine from the electronic representations and interactions that have captivated such a large portion of the world’s population.

PsycNET - Display Record. CYE Book Review. Half-Real. Portal.acm.org/citation.cfm?id=950566.950595. Coming of age in second life: an ...