This document discusses the evolution of video games from their inception in 1958 to their current state as a $54 billion global industry. It outlines key developments in gaming technology and competition between gaming companies. It defines gamers and different types, such as casual and hardcore gamers. The document also notes that as gaming has developed and become more addictive, some gamers have experienced issues with social behavior like withdrawing from social life and problems forming relationships. Massively multiplayer online games can enable social interaction through virtual communities but also contribute to addiction and isolation for some gamers.
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The evolution of computer games and its impact
1. The Evolution of Video Games and
Its Impact on Social Behaviour
Lynette Salazar
u3030144
2. What is a video game?
A video game defined by the oxford dictionary is:
‘a game played by electronically manipulating
images produced by a computer program on a
television screen or display.’
3. The first graphical video
game was created by
American physicist
William Higinbotham in
1958. The game was
called ‘Tennis for Two’.
Image of the game: ‘Tennis for Two’.
4. Since that time the video game industry has become
a lucrative global industry with an estimated revenue
of USD$54 billion in 2008.
Year Game Industry (USD$)
2008 $54 billion
2007 $41.7 billion
2006 $31.6 billion
2005 $29 billion
2004 $25.4 billion - $31 billion
2002 $27 billion - $30 billion
2001 $20 billion
1999 $20 billion
1997 $18 billion
1993 $13 billion
1982 $1.5 billion - $2 billion
1981 $5 billion
(Table retrieved
from
wikia.com)
5. Since 1958 there has been constant development in
gaming technology on computers as well as dedicated
gaming consoles. There has also been massive
competition between gaming companies to create the
most addictive and fun games for gamers. These include:
Consoles Games
6. What is a Gamer?
A gamer is a person who
plays video games as a
hobby and is a term of self-
identification used by
those who make heavy use
of games (Bell, Loader, Pleace &
Schuler, 2004, p. 89 ). There are
two main categories of
gamers, casual gamers
and hardcore gamers.
7. So what’s the problem?
Since the creation of this technology and
development of games, there has been an increase
in addiction by gamers and for some, it has led to
issues in social behaviour. Like:
- Withdrawing from social life
- Lack of success in forming friendships and relationships
with the opposite sex.
- Becoming alienated and deviant
- Depression
- Problems with school or work
8. Otaku
Otaku is a Japanese term to
describe a person with an
obsessive interest. Typically
an Otaku is a lone male with
an obsession with manga,
anime, gaming and the
internet. Their main form of
social interaction is through
Computer Mediated
Communication (CMC).
9. Otaku
A serious issue which has been related with Otaku
gamers and the influence that ultra-violent games
have are high-school massacres, like the Columbine
shooting in 1999.
10. The End
For more on the behavioural issues that gaming
addiction has, please stay tuned for the final report.
Thank you.
11. References
• Bell, D., Loader, B.D., Pleace, N., & Schuler, D., (2004). Cyberculture: The Key
Concepts. London & New York: Routledge
• Wikia. (2010). Video Game Sales. Retrieved 7 November 2010,
http://vgsales.wikia.com/wiki/Video_game_industry, on
• Sector 24. (2003). The Different Types of Gamers. Retrieved 1 November 2010,
from http://www.odstudios.com/article.php?anum=76.
• Danger, D., (2008). The 10 Types of Gamers. Spike. Retrieved 1 November 2010,
from http://www.spike.com/blog/10-types-of
gamers/71321?page=1&numPerPage=1.
• Media Culture. (n.d.). Computer Games – Addiction. Retrieved 1 November 2010,
from http://wiki.media-culture.org.au/index.php/Computer_Games_-_Addiction.
• Oxford Dictionary. (2010) <electronic version>. Retrieved 7 November 2010, from
http://oxforddictionaries.com/?attempted=true.