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Video Game History Timeline

Video Game History Timeline
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Evolution of Home Video Game Consoles: 1967 – 2011 Video gaming has come a long way since the early days of Pong and Pac-man. We can now play affordable games of high calibre with 3D graphics and awesome interactivity in the comfort of our home, taking for granted the little and subtle improvements made to each and every consoles before becoming what they are today. In a way, the aggressive competition between companies of video game consoles had churned out the superior features of video gaming to bring to us the excellent quality we see today. As you shall see below, the evolution of video game consoles is indeed intriguing. Whether you’re a gamer or not, this is a great opportunity for you to go behind the scene and uncover the ‘making’ of present-day consoles! The first video game console (working prototype) debuted as a bulky rectangular brown wooden box with two attached controllers, and thus the name "Brown Box". "Brown Box" (1967) Magnavox Odyssey (1972) Atari Sears Tele-Games Pong System (1975) Magnavox Odyssey 100 (1975) Wii (2006)

Situated Research The Future of Gaming: A Portrait of the New Gamers In the spring of 2011, Latitude Research launched a study to understand the recent explosion in gaming, driven in part by the popularity of mobile phones and tablets. Specifically, the study sought to uncover how the profile of the stereotypical gamer has changed, various motivations for gaming, and the evolving role of games in moving traditionally online experiences into the “offline” world—suggesting new opportunities for game and technology developers, educators, and social innovators. As one study participant noted: Games have previously been denigrated as socially isolating, with the stereotypical, petulant and portly adult playing a viscerally violent game in his parents’ basement: the quintessential ‘gamer’ image that has existed for many years in popular culture. With grandparents now playing Wii Tennis and my cousins in Australia and Canada playing Xbox Live with each other, games are fulfilling [a much more social role] than they were a decade ago. Who are the New Gamers?

Wordle - Beautiful Word Clouds Taekwan Kim's Blog - Validation Theory The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Today, I’d like to propose a very basic idea: a consequence is a reward whenever it validates the player. Conversely, and more importantly, a consequence is a punishment whenever it invalidates the player. Simple, yes? Perhaps simplistic even. If we take the premise as granted, however, a careful examination should produce some practical insights into how validation shapes player activity. Validation: The Source of All Rewards The pursuit of validation—objectively, the psychological result when reality matches schema; subjectively, the feeling that an investment (intellectual, emotional, material, etc.) has been justified—is one of those things that, because it so thoroughly and expansively permeates human behavior, largely escape our conscious awareness. Our goal, then, becomes quite clear.

Geograph Britain and Ireland - photograph every grid square! Intellect Ltd. Journal of Gaming & Virtual Worlds 电子游戏及虚拟世界期刊 ISSN: 1757191XOnline ISSN: 17571928First published in 2009 3 issues per volume Current Issue:Volume 6 / Issue 1Free Issue Volume: 1 | Issue: 1 Personal subscription: £36, $68 Single issue price: £14, $24 Institutional subscriptions: £235, $368 Online subscriptions: £192, $290 (Prices include UK postage. Please add £9 if ordering within the EU and £12 elsewhere. Online subscriptions are subject to VAT) Associate Editors The Journal of Gaming and Virtual Worlds focuses on theoretical and applied, empirical, critical, rhetorical, creative, economic and professional approaches to the study of electronic games across platforms and genres as well as ludic and serious online environments. Abstracting and Indexing Current Abstracts; Computers & Applied Sciences Complete; TOC Premier; ProQuest High Technology and Aerospace; British Humanities Index; ProQuest Technology Journals; Ulrich's; Associates Program Source Plus Download the submission guidelines.

Pharaohs Quest : Comic maker LEGO, the LEGO logo, DUPLO, LEGENDS OF CHIMA, MINDSTORMS, MIXELS and the Minifigure are trademarks of the LEGO Group. ©2014 The LEGO Group. All rights reserved. Use of this site signifies your agreement to the terms of use. TM & © DC Comics. TM & © 2014 Marvel & Subs. STAR WARS™ and all characters, names and related indicia are © 2014 Lucasfilm Ltd. & TM. © 2014 Viacom International Inc. Cars™ © 2014 Disney Enterprises, Inc. and Pixar Animation Studios. ™ & © Warner Bros. © 2014 New Line Productions, Inc. © Warner Bros. © 2014 Viacom Overseas Holdings C.V. LEGO BATMAN 2: DC SUPER HEROES software © 2014 TT Games Publishing Ltd. Batman and all related characters, and elements are trademarks of and © DC Comics. © 2014. © 2014 Disney Enterprises, Inc. © Disney Enterprises, Inc. and Jerry Bruckheimer, Inc. BATMAN: TM & © DC Comics. © Warner Bros.

International Journal of Game Theory-incl Copyright Information For Authors Submission of a manuscript implies: that the work described has not been published before (except in form of an abstract or as part of a published lecture, review or thesis); that it is not under consideration for publication elsewhere; that its publication has been approved by all co-authors, if any, as well as – tacitly or explicitly – by the responsible authorities at the institution where the work was carried out. Author warrants (i) that he/she is the sole owner or has been authorized by any additional copyright owner to assign the right, (ii) that the article does not infringe any third party rights and no license from or payments to a third party is required to publish the article and (iii) that the article has not been previously published or licensed. The author signs for and accepts responsibility for releasing this material on behalf of any and all co-authors. Author is requested to use the appropriate DOI for the article. For Readers

Creator Processing ... Personal $ Svg $20 ✓ Up to $75 merchandises for personal use. Merchandise $ License to use artwork in merchandises (T-Shirt, Mug, poster, etc). Single Use $ License for single-purpose non-merchandising use. Unlimited $ Unlimited personal or commercial use. Custom $TBD Custom license, with terms subject to prior arrangement. Please contact licensing@tagxedo.com for more information By accepting this license, you agree to the Tagxedo's Terms of Service, and you agree that you have acquired the right to use the source image to create the Tagxedo artwork, and that you indemnify and hold harmless Tagxedo and its employees and officers from any harm are liability that may incur. Please contact licensing@tagxedo.com if you have any question. The Top Journals for Video Game Research It seems like there were not many journals devoted specifically to video game studies not so long ago. Now there are several. Here is a list of journals for videogame and gaming research, with indications as to whether they are print or online, and brief descriptions from their websites. Drop me a note if I missed one or if a new one starts up. Computer Game Education Review Type: Online Note: Initial publication is set for 2010. CGER is a peer-reviewed, annual, aca­d­e­mic pub­li­ca­tion address­ing issues that con­cern the teach­ing of game design and devel­op­ment. ELUDAMOS, Journal for Computer Game Culture ELUDAMOS is an international, multi-disciplined, biannual e-journal that publishes peer-reviewed articles that theoretically and/or empirically deal with digital games in their manifold appearances and their sociocultural-historical contexts. Game Studies, the International Journal of Computer Game Research Games and Culture, A Journal of Interactive Media Type: Print

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