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Lecture L21
GAMES
Image: mbl.is
Future of games?
Virtual reality game
Valkyrie by CCP
shown at 2015 Fanfest
Games are the
one of the
most powerful

force in the
world
Computer Game History
Early Games
Cathode ray tube amusement device, 1947
Analog game, purely electromechanical
Controlled by control knobs which influences the 

trajectory of the CRT's light beam
Player controls a reticle and aligns it to an airplane to shoot down
Noughts And Crosses, 1952
A Tic-Tac-Toe game 

Ran on EDSAC
Used the tank display CRT as 

35 x 16 pixel screen for 

displaying his game
Game did not get well known
Early Games
Early Games
Early 1960s - Two cultures contributed to the idea that
computers should be things we interact with and play with:
Walter Isaacson: The Innovators
Hackers - “the hands on imperative”
Rebel entrepreneurs - eager to break into the amusement
industry
Spacewar! 1961
Early Games
Programmed on PDP-1 in MIT in 1960
by Steve Russel
One of the first time-sharing computers
Space game where two players try to 

shoot each others without being drawn 

to the sun in the center
Spacewar! 1961
Early Games
Impact:
1. Collaboration - Liquid network effect
2. Free - Open Source
3. Computers should be Personal and
Interactive in real-time
Spacewar! 1961
Early Games
Arcades
Special purpose machines
Most popular game was PONG
Arcades became popular amongst

young in 1971-1974
2-D boards and movement

of objects
Special controls and buttons
Pong 1974
Atari VCS 2600 1977
Game Consoles
In 1974 game consoles start to appear
Computer games market emerges
Atari became the industry leader - Nolan Bushnell

VCS – Video Computer System 1974 – 1984
Discontinued in 1991
The Video Game Crash
In 1983 the computer game market crashed
Throughout the 1984 and 1985, the home video game industry
was nearly dead
Too much supply of similar games
Low quality
The public lost interest
Atari did not want to credit developers
Game Consoles Come Back
Nintendo Entertainment System, 1986
Started the second computer console revolution
Changed the way games were marketed
Strict control of what games were produced and sold
Instituted quality standards
Instituted content standards
Enter the Personal Computer
In the 80s Personal computers become more wide spread
Games slowly appear in the PCs
Interactive fiction
In the 80s Interactive fiction games became popular
Role-playing game in which the player moves around in imaginative
adventure world and solves mysteries
Early games where text games with simple commands
Slowly graphics was added
Enter CD-ROM
With CD-ROM new types of games became possible
More graphic
The 7th guest from 1992
Myst from 1993 became an 

unexpected huge success
Multiplayer and 3-D Games
Early games were multiplayer games
Pong and Spacewar! were multiplayer
Most games after that were single player games where
player plays against the computer or players take turn
In the late 80s and early 90s networks start to appear
Ethernet LANs, then the Internet
DOOM introduced 3-D graphics and multiplayer capabilities in 1993
3D game where the player moves around in a 3-D world
Breakthrough graphics
Multiplayer capability on a LAN
Multiplayer and 3-D Games
Timeline
Impact of Computer Games
Addiction
Some games are highly addictive
Role playing games, MUD (Multiple User Dialog)
Example: EverQuest
Games with progression, construction and commands
Examples: WarCraft, CounterStrike, Sims
Impact of Computer Games
Really simple game, but highly addictive
Released on May 24, 2013,
discontinued Feb 8, 2014
Violence
Some games are violent, made for mature

adult audience
Most games are not violent
Impact of Computer Games
The Gaming Market
“In twenty years, games will have taken over the world and everything will
be virtual reality.”
-- Ray Kurzwiel
Average Game Player Age
31
Source: ESA Essential facts, US data
Source: ESA Essential facts, US data
Source: ESA Essential facts, US data
1990
$10 bn
2000 2010
$20 bn
$50 bn
Games
2014
Game Consoles
Nintendo
Products: GameCube, GameBoy
Wii, Wii U, DS
Appeal to families
Apply strict standards
Wii got a very good start with
Wii Remote
Sony
Products: PlayStation, PlayStation2, 3 and 4
PlayStation Portable
Have the broadest market
Has most of the games
PlayStation3 came with IBM’s Cell
Movie and TV show downloads
PlayStation4 released late 2013
XBox
Products: XBox, XBox 360, XBox One
Appeal to hard-core games
Most powerful console
Xbox Live – online game service
Kinect
Microsoft is promoting

xbox as entertainment 

device
The Market
PlayStation 2 is still on top
What is the most popular
game console of all time?
Games for Everyone
The Market
Tetris
What is the most popular
game of all time?
Games are the
one of the
most powerful

force in the
world
Games are universal
Games are
everywhere
Games are
played by anyone
Games are part of
growing up
Millennials wants
entertainment and play
in their work, education
and social life
Starts early
On-line
digital world
is also
changing
older
generations
Why should we stop 

playing when we

grow up?
Casual Games
Casual Games
9billion hours / year
Pictures from 

PopCap
Source: IGDA 2008-2009 Casual Games White Paper
Simple
Easy
Addictive
50+ hours
Short
Low barrier
9 billion hours / year
Social Games
Source: The online computer and video game industry (OECD Report)
The MMORPG Top List
Thousands of players

Roles and responsibility

Continuity and progress

MMORPG
VIRTUAL STUFF
Tom Chatfield
7 ways video games engage the brain
(2010)
90+ million
monthly
active users
worth 8billion USD
The 90-9-1 Rule
In social communities, 90% of the
users don’t contribute
In gaming 90% play for free but
are needed so the community
works
90% Play for free
9% Pay for added value
1% Pay for anything
Image: business insider
Mobile Games
Early Mobile Games
Games appear very early in phones
SMS games, J2ME
Simple single player with real limitations - data,
memory, processing
MOBILE GAMES
With iOS and Android, mobile

game industry has exploded
Fastest growing segment
Once upon a time in the App Store
0"
10000"
20000"
30000"
40000"
50000"
60000"
2012" 2013" 2014" 2015"
VIDEO&GAME&MARKET&REVENUE&
Video"Game"Console"
Handheld"Video"Games"
Mobile"Games"
PC"Games"
Millions
USD
Source: Gartner
Give player access to play significant portion of the game
without paying.
Then charge for extras, VIP access, more choices, virtual
stuff, advancement
Based on the Freemium concept
Free to Play - F2P
Can it be misused?
Free to Play - F2P
Next:
Gamification and why it is important for you to play
video games

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