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G a m e g e n r e s
• A c t i o n
• F i g h t i n g
• R o l e - p l a y i n g
• M a s s i v e l y m u l t i - p l a y e r o n l i n
• P l a t f o r m g a m e
• S i m u l a t i o n s g a m e
( f l i g h t , m i l i t a r y , s p a c e , c i t y - b
• S p o r t s ( r a c i n g )
• S t r a t e g y
• E d u c a t i o n a l
• M u s i c
F u t u r e o f G a m i n g :
•

For example:
Instead of hearing the sound of an explosion and seeing its
effects, a future gamer will feel the shock waves as well
 Digiscents
 developed iSmell device:
utilize the sense of smell in future games
Characteristics of the Game Platform
of the Future
Arouse all 5 senses
Game developers will eventually capitalize on pain, sight,
hear, taste and smell
V i r t u a l W o r l d s
Definition:
Computer moderated, persistent environments through
and with which multiple individuals may interact
simultaneously
Often an illusion that encourages the acceptance of
familiar concepts such as place, inhabitant and object
Allow characters within virtual worlds to buy and sell
virtual goods
More people accept an illusion, the more real it becomes
Pitfalls of Virtual Property
Ext r emes t h at Gamer s Go
T o : T h e C o m m o n O n e s
•
•
•
•
•
•
•
•
Guilds
Online Auctions
–EBay
–IGE.com
Earning through gaming
–By selling their virtual game assets
• Characters
• Magical swords and shields
–E.g. Maple story
Websites/blogs/fan art sites
Online game forums
Purchasing Game Books
Researching game tips/hacks
Gold Farming
H a l l o f F a m e :
To p 5 Mo st Ad d ic t iv e Games
• 5: Mildly Addictive
Grand Theft Auto: San Andreas
• 4: Highly Addictive
Sims
• 3: Scarily Addictive
Championship Manager 2006
• 2: Seriously Addictive
Counter Strike
• 1: Life-Threateningly Addictive
World of Warcraft
U s e f u l n e s s o f G a m i n g
According to Janet H. Murray of M.I.T. , “Games, like active learning
and education, teach.”
People learn more and retain that knowledge longer over time.
Makes lessons interesting.
Build a bigger social network.
Use of simulations to help us model activities and interactions.
W h a t i s S a n d b o x G a m e ?
It is open-ended
– Does not have a specific, predefined ending, or set of endings.
It is a mode of game play within a game that is more often played in
a goal-directed manner.
Users are free to explore.
Users can play in whichever way they like.
F e a t u r e s o f S a n d b o x G a m e :
Never Ending game play.
Freedom to experiment.
Non-linear or nonexistence plot.
S o m e E x a m p l e s o f S a n d b o x
g a m e s
• The Sims
• SimCity
• Sleeping Dogs
• Civilization series
• Grand Theft Auto series
W h y p e o p l e p l a y g a m e ?
• Enjoyable, stimulating and provides decent
entertainment
• Games are powerful with their stories, action,
graphical features, sound effects and
originality
• Escape from stress and gruesome reality
• Do the impossible
• Do things beyond their imagination
• New level of excitement when people
compete with each other
W h y a r e g a m e s a d d i c t i v e ?
• Games are not addictive, it’s the gamers
who gets addicted (just like drugs)
• People play too much, therefore they get
addicted
• People cannot get out of the need to play
• People cannot control themselves,
incontrollable craving
S y m p t o m s o f A d d i c t i o n
• Depression
• Nervousness
• Fear
• Panic
• Agitation
• Unwillingness to
interact
R e a l C a s e S c e n a r i o :
• Benjamin Toh – active in school until
addiction to “Maple Story”.
• Spent hours playing, neglected studies, had
to stay back in Sec 3.
• Rushed home from school to lock himself in
room to play until midnight.
• Over 10 hrs a day, taking only toilet or food
breaks
d i s a d v a n t a g e s :
- Withdrawal from social activity
- Not doing homework / worsening grades
- Restlessness when away from computer
- Irritability & annoyance when unable to
play
- Errant behavior (e.g. Lying, truancy)
- Playing longer than intended (>30
hours/week)
H e a l t h C o n s e q u e n c e s :
• Auditory hallucinations
• Wrist pain
• Neck pain
• Elbow pain
• Obesity (due to lack of exercise)
• Photo-sensitive epilepsy
• Increased risk of acute
lymphoblastic leukemia
• Enuresis
• Encopresis
• Tenosynovitis
• Peripheral neuropathy
But instead of those draw backs
WE LOVE GAMES and always
will .
Thank you
A HARSHITH
ADARSH BABU M
DARSHAN D P
NIKSHITH D

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Gamingevolution 131130064415-phpapp02 (1)

  • 1.
  • 2. G a m e g e n r e s • A c t i o n • F i g h t i n g • R o l e - p l a y i n g • M a s s i v e l y m u l t i - p l a y e r o n l i n • P l a t f o r m g a m e • S i m u l a t i o n s g a m e ( f l i g h t , m i l i t a r y , s p a c e , c i t y - b • S p o r t s ( r a c i n g ) • S t r a t e g y • E d u c a t i o n a l • M u s i c
  • 3. F u t u r e o f G a m i n g : •  For example: Instead of hearing the sound of an explosion and seeing its effects, a future gamer will feel the shock waves as well  Digiscents  developed iSmell device: utilize the sense of smell in future games Characteristics of the Game Platform of the Future Arouse all 5 senses Game developers will eventually capitalize on pain, sight, hear, taste and smell
  • 4. V i r t u a l W o r l d s Definition: Computer moderated, persistent environments through and with which multiple individuals may interact simultaneously Often an illusion that encourages the acceptance of familiar concepts such as place, inhabitant and object Allow characters within virtual worlds to buy and sell virtual goods More people accept an illusion, the more real it becomes Pitfalls of Virtual Property
  • 5. Ext r emes t h at Gamer s Go T o : T h e C o m m o n O n e s • • • • • • • • Guilds Online Auctions –EBay –IGE.com Earning through gaming –By selling their virtual game assets • Characters • Magical swords and shields –E.g. Maple story Websites/blogs/fan art sites Online game forums Purchasing Game Books Researching game tips/hacks Gold Farming
  • 6. H a l l o f F a m e : To p 5 Mo st Ad d ic t iv e Games • 5: Mildly Addictive Grand Theft Auto: San Andreas • 4: Highly Addictive Sims • 3: Scarily Addictive Championship Manager 2006 • 2: Seriously Addictive Counter Strike • 1: Life-Threateningly Addictive World of Warcraft
  • 7. U s e f u l n e s s o f G a m i n g According to Janet H. Murray of M.I.T. , “Games, like active learning and education, teach.” People learn more and retain that knowledge longer over time. Makes lessons interesting. Build a bigger social network. Use of simulations to help us model activities and interactions.
  • 8. W h a t i s S a n d b o x G a m e ? It is open-ended – Does not have a specific, predefined ending, or set of endings. It is a mode of game play within a game that is more often played in a goal-directed manner. Users are free to explore. Users can play in whichever way they like. F e a t u r e s o f S a n d b o x G a m e : Never Ending game play. Freedom to experiment. Non-linear or nonexistence plot.
  • 9. S o m e E x a m p l e s o f S a n d b o x g a m e s • The Sims • SimCity • Sleeping Dogs • Civilization series • Grand Theft Auto series
  • 10. W h y p e o p l e p l a y g a m e ? • Enjoyable, stimulating and provides decent entertainment • Games are powerful with their stories, action, graphical features, sound effects and originality • Escape from stress and gruesome reality • Do the impossible • Do things beyond their imagination • New level of excitement when people compete with each other
  • 11. W h y a r e g a m e s a d d i c t i v e ? • Games are not addictive, it’s the gamers who gets addicted (just like drugs) • People play too much, therefore they get addicted • People cannot get out of the need to play • People cannot control themselves, incontrollable craving
  • 12. S y m p t o m s o f A d d i c t i o n • Depression • Nervousness • Fear • Panic • Agitation • Unwillingness to interact
  • 13. R e a l C a s e S c e n a r i o : • Benjamin Toh – active in school until addiction to “Maple Story”. • Spent hours playing, neglected studies, had to stay back in Sec 3. • Rushed home from school to lock himself in room to play until midnight. • Over 10 hrs a day, taking only toilet or food breaks
  • 14. d i s a d v a n t a g e s : - Withdrawal from social activity - Not doing homework / worsening grades - Restlessness when away from computer - Irritability & annoyance when unable to play - Errant behavior (e.g. Lying, truancy) - Playing longer than intended (>30 hours/week)
  • 15. H e a l t h C o n s e q u e n c e s : • Auditory hallucinations • Wrist pain • Neck pain • Elbow pain • Obesity (due to lack of exercise) • Photo-sensitive epilepsy • Increased risk of acute lymphoblastic leukemia • Enuresis • Encopresis • Tenosynovitis • Peripheral neuropathy
  • 16. But instead of those draw backs WE LOVE GAMES and always will . Thank you A HARSHITH ADARSH BABU M DARSHAN D P NIKSHITH D