Friday, September 5, 2008

Intro Game of Bowling

An Introduction to the Game of Bowling

Bowling is a game of scoring points by knocking down pins with balls. Fundamentally, a player rolls a heavy bowling ball into a flat surface to knock down arranged pins of nine or ten, depending on the game you play. There are several forms of bowling; some are played indoors which usually uses a lane or a long flat polished wood surface with gutters along the length of the lane. Primary examples of these indoor types are the feather bowling, duckpin bowling, candlepin bowling, ninepin skittles, five pin bowling and the most popular form of bowling which is the Ten-pin.

Ten-pin bowling is very similar to the other forms, except the game obviously uses ten pins which the player should attempt to knock down as many pins possible to score points. The game has ten frames with each frame consisting two rolls for each competing player.

Another popular bowling variant is the Five-pin bowling which is often played in Canada. It is a recent modification of Ten-pin bowling but instead of two attempts, Five-pin has three attempts, and each attempt can be thrown in quick succession. The game employs smaller balls without fingerholes, making it difficult to attain a perfect score since splits are more frequent.

The outdoor type usually utilizes a lawn, or a patch of gravel. The examples of which are Lawn Bowling, Bocce, and Petanque. Petanque is widely played in especially in France.

Tracing up bowling's history, it is widely believed that the German culture was the cradle of this sport. Though there have been substantial evidences of bowling-like games in ancient Egypt, history clearly points that bowling really did occur in Germany since its dark ages. In those days, heathens and heretics abound the land and the usual practice for the German clergy was a simple test of knocking down clubs called Kegel by rolling a stone or a wooden ball. If the individual succeeds in knocking the club down, he is considered free of sin. This practice eventually made its way from the secular world to the common people and along the way got more refined until ultimately became an interesting sport that survived till this day.

Killer Video Game


Want to Play a Killer Video Game?

One of the greatest video arcade games was "The House of The Dead" and the excitement of shooting your way out to stay alive was intense! It is good to see hot video games turning into movies, such as Resident Evil and Silent Hill. One movie in particular has a powerful gory twist, when it comes to game playing. The new movie "Stay Alive" will take you to a whole new level of gaming, if you can stay alive! Do you like creepy video games where your life is on the line?

It was just a matter of time before a movie came out that took you into the game world for real! Think of the last game that you played and be glad you did not die in reality. Imagine the pressure of a video game pushing you to win, or you will end in a bloody death! Sounds like fun until you see some red eyes coming out of the darkness to steal your soul!

"Stay Alive" starts out as an interesting game, but there should have been a clear warning, when you have to chant something! The chant in the movie opens up a portal for the main killer of the game to take your life. Once in the game you can use roses to stop the attacker, but you have to be quick.

The killer in the game is a mysterious lady who does not think twice about running you over with a horse and carriage. She does not wince at stabbing large scissors in your neck. You have to feel badly for the people who first play this game, because they never had a chance to see what was coming. Only the people playing later on can put the pieces of the puzzle together. It is after seeing one person die after another, that the cast of "Stay Alive" gets serious.

This movie has a strong Gothic touch and the mysterious lady killer in the game loves blood. You will get a sense of a vampire blood lust in this movie. Hutch O'Neill(Jon Foster) decides to go to a plantation that is exactly like the one in the video game. While at the plantation he finds a rude awakening. The plantation is not only just like the game, but the master of the house has been killed.

The small group that remains has gathered knowledge about the twisted and sick lady killer in the game. They find out she is kept alive by draining and soaking her body in young girls blood. The trick is getting to the tower that holds her body and killing her. The one way they can kill her is by using nails, but even that ultimately fails. I will let you find out what really kills the Lady of Blood by watching the movie.

Swink Sylvania(Frankie Muiz) plays a geek who cannot shut his mouth, but has a greater understanding of what is going on then anyone else. Swink Sylvania(Frankie Muiz) turns out to be a very important person in this movie, and without him things would have been gory for the two still alive. The movie will give you a sense of 'Hell Raiser' meets the demon eyed blood lady.

The movie really was not that bad and the story line was interesting, for a creepy video game come to life! Video games have gained so much popularity and it is easy to get caught up in the game. Once you start playing, time goes by so fast and you forget what is going on around you. Video games are a nice escape from reality, just as long as no one gets killed!

The next time you are in the video store, take a good look at what is on the shelf. Will you be playing some Madden football or will you be fighting for your life in the streets? Maybe that one creepy video game you see has been calling your name! Either way, it is fun for a bunch of friends to bring over their video game consoles and see who comes out the winner.

Remember with "Stay Alive", you die in the game, then you die for real!

Tips Video Gaming

10 Tips For Parents On How To Handle Video Gaming

Gaming has taken root and there are no signs of the popularity abating. Children as well as adults are all hooked to computer and video gaming in a big way. And, the internet has added a dash of excitement into gaming as players can now not just play online but compete online.

The gaming world realizes that if they are to sustain a multi-billion dollar business they must care not just for the gamers but their parents too. The Entertainment Software Rating Board or ESRB has issued video gaming tips as a guide for parents. The ESRB is the one that tests video games and rates them so that parents can select suitable games for children of different age groups.

1. Parents must check the ratings and examine the rating symbol on the front of the package as well as read the content descriptor at the back when buying a game. The ESRB site in depth information about games rated by them.

2. Never depend on advertisements, always talk to parents and older children to get an holistic view of the game you intend to buy.

3. Be a friend to your child and play the games with him or her. There is nothing like a hands on experience.

4. Beware of online gaming as very often the game has unrated components. Online gaming also has features like chats and exchange of ideas and information. Parents must teach their kids especially very young ones about the dangers lurking on the internet.

5. Learn all about downloadable mods that alter the content of games. Mods can change the appropriateness of the game for young players so parents must be vigilant.

6. Always invest in video game consoles and handhelds that have parental controls. This will enable you to limit the gaming content your children can access. Using parental controls will ensure that the children only play games that are appropriate to them.

7. Know your child’s nature and buy games that will nurture the child’s holistic growth. Games are known to have many benefits, us them to your advantage.

8. Know the games your kids play by reading their reviews online and joining gaming blogs and forum. Read game reviews and watch game trailers and demos.

9. Make time to interact with your children. Play games with them and teach them that gaming is not harmful if played right. Win their confidence so that they are open with you and share their fears and joys.

10. Take the kids to game expos and exhibitions. Learn all about the gaming world. Keep one step ahead at all times and your kids will be able to play games without any problems.

The World Wide Web is a great information highway that has information about all games new and old. Make use of the knowledge to monitor your children’s gaming world.

Typing Games

Learn to Type with Typing Games

For children, the ability of using the computer is becoming fundamental in nowadays, so learning to type is must for them. But most children get bored with any repetitious task and give up or whine and even want to stop, parents or teachers always feel nothing else bother them more than when children face the keyboard and have absolutely no idea where the keys are or how they go about typing. They just "play" with the keyboard. This is a waste of time for them and, worse, children get into the bad habit of typing with two fingers. So parents or teachers have to face how to solve this problem.

As parents and teachers know, whether children want to learn a thing or not largely depends on whether they are attracted by it. Based on this, the typing tutor must be easy-to-use, fun colorful and appealing to children. Once children love and develop interest in it, they will learn to type on their own initiative. Generally, children naturally like to play games, because when playing games, they are always attracted by the colorful interface and pretty music in the games, and above all, they're able to learn something quickly under no pressure. Apparently, the problem for children having no interest in learning to type is solved, they can learn to type when playing games.

There are many advantages of using typing games for typing: First, Games are a welcome break from the usual routine of the typing practice, thus help children learn typing more easily. Second, Typing requires a great deal of effort. Games help children to make and sustain the effort of learning. Third, Games are highly motivating since they are amusing and at the same time challenging.

There are lots of interesting typing games which also help to make typing fun. GS Typing Tutor is just one. The aim of this program is to make typing fun whilst increasing accuracy and speed. The feature-rich typing software supports 5 typing games: Rats in the garden, attacks of the alien, help, balloon, and card. The typing games each include 23 basic typing lessons. Taking the basic lessons, children can learn to type from the home row keys to other basic keys. The basic exercises also help them to be familiar with the keyboard layout step-by-step.

Each game is easy-to-use, fun colorful and appealing to children:

1: Rats in the garden Children mission is to eliminate the rats in the garden. Then they should type the letter before the rats escape. If children type the wrong letter or type slowly, the rats will escape under their nose. So they have to type correctly and fast in case the rats escape. The game is fun!

2: Attacks of the alien Children mission is to stop the alien fleets to attack the earth. So they must type letters before the alien fleets through the galaxy into the earth. By playing the game, children type the letters, and can be familiar with the keys. With children accelerating the typing speed, the alien fleets fly rapidly, so they have to type quickly in case the earth is attacked by the alien fleets.

3: Help! A bad man has held a boy under duress. So children must help the soldier to rescue the boy by typing the letter. If their typing speed is slow, the boy's life is under danger. Once children succeed to rescue the boy, the boy will laugh loudly for thanking.

4: Balloon Falling Letters are ruining the balloons. Save the balloons by typing the letters before the balloons land on the ground. Lots of fun! The more children type the more score they get.

5: Card The letters are arranged random based on the keys children choose. Type the letters on the card. This will help them to know well the basic keys.

With playing typing games, the typing program helps children easy master a skill needed in today's computer oriented world.

Thursday, September 4, 2008

Pin the Tail on the Oil Donkey

For all your kids out there trying to come up with an essay topic to write about, why not bump those grades up by doing a little research on oil. Not peanut butter oil, or olive oil, but oil - the kind that helps to run the car you hope to one day drive.

Donkeys

Now, first of all, what exactly is an Oil Donkey? Well, it's actually called a Nodding Donkey, and what a Nodding Donkey does is help pump oil out of the ground so that we can get our paws on it. You can find a good picture of one of these donkeys at http://en.wikipedia.org/wiki/Nodding_donkey. As a matter of fact, outside of this article, you could probably find a whole lot of information about oil, otherwise known as petroleum, at this Wiki Web Site. It's a great resource for information.

Dinosaurs and Diatoms

Oil is considered a "Fossil Fuel", meaning that it is an organic substance that comes from the fossils of animals who have long parted the earth. Many people think this means that oil comes from dead dinosaurs; however, it is more likely that oil was formed from the bodies of very small creatures such as diatoms and foraminifera.

Decomposition

After a long period of time, the skeletons of these fossils decompose to turn into thick deposits of mud. Over thousands of years, layer upon layer of this mud builds up, and the lower layers become hard as rock. Time, pressure, and heat caused from the earth's core is what is believed to turn this organic decomposition into crude oil and natural gas.

Drilling

Deep within the earth there are a few different places where oil and gas pockets can pool together. One of these places can be in porous rocks, such as sandstone, which is a rock that has spaces in it and looks like a sponge close up. This is one of the places we collect oil from by drilling a well hole deep into the ground to get to it. After the well hole is drilled, the oil is pumped out and refined into different products we use in everyday life, like to run our cars and heat our homes if it gets cold.

Our Dependence on Oil

You see, this is a great subject to do an essay on because oil is an important part of our lives. We depend on it for many things that help make our lives more comfortable. Good luck with your essay, and I hope you get an "A".

Mario Online Games

Mario Online Games With An Internet Connection And A Computer

Anyone who has heard of the company called Nintendo is likely familiar with their mascot character Mario. Some people wish they could go back and play their favorite video games they played when they were younger; not realizing it is possible to play those great games again today.

Unlike when we were younger, you no longer need an expensive game console or special controllers to play the games that you have always loved. Playing mario online games are becoming more and more common. Rpg stands for role playing games. This is where you become a fictional character and complete the game through the eyes of that character. Sometime you have the choice of which character you want to be, and sometimes you get to create a character from scratch. It all depends on which game you choose.

Just like the famous Sims series of video games, role playing games are similar in that your character can choose a job and go about everyday activities just like any normal person. As you earn money or meet online friends, you can buy new possessions just like a person would in the real world.

Other role playing games work on a more limited level in that the character has a task to perform. It may be saving a treasure or destroying an enemy, but once the task is done you (as your character) move on to the next task or find you have completed the game. In any case, online games of all types are becoming more and more popular these days as the technology improves.

Online Games – The Evolution

Now we see thousands of people playing online games such as tetris, ping pong, mario bros, super mario etc for free but despite its history dating back to 1970s, for most people online gaming began with the explosion of Internet in 1993 and with the advent of Doom and Warcraft sometime in 1994 or 1995. This got further boost with publishers starting to add Internet connectivity to computer games in 1994-95.

The media, in fact, have themselves been ignorant about online games history. As far as they are concerned, online gaming just coincidentally happened when their advertisers started producing Internet-capable games. But it isn’t so…

Early Years of development


In early 1950’s a college student created a game much like Tic-Tac-Toe for a class project to be played on dinosaur computers of those days complete with cathode ray tubes for the screen display. The 1960’s had MIT students programming a game called “Space war” that could be played with two people over a primitive network. The late 1960’s brought the first “real” video games like table tennis and shooter games.

The 70s – the game begins

Serious online gaming began with the first interactive online game called ADVENT. In fact networked gaming got conceptualized with ADVENT. Networked gaming had users playing against each other within an online fantasy world. The first networked game was called Mazewar, a game which involved networked players traveling through a maze and attempting to kill one another.

Next came the interpersonal interaction in a multi-player environment. The first such game was called DUNGEN. DUNGEN had players competing against one another to complete a series of quests. DUNGEN provided with new settings and players each time the user logged on.

The late 1970’s saw the start of video game craze with more and more households getting computer savvy. As a natural corollary, people started writing their own games for the home computers. These programming hobbyists traded and sold these home-grown games in local markets.

Other changes in the 1970’s were home gaming consoles which used game cartridges. That meant the people could collect games cartridges for one base unit instead of having bulky game console systems.

The 80s – some pause before the storm

1980’s saw growing craze for the video and computer game craze, but online gaming wasn’t on the horizon yet. New games with better sound and graphics were introduced and gained popularity. Pole Position and Pac-man were two that achieved big popularity. It was during 1980’s when Nintendo introduced its first gaming system.

The 90s – revolution begins

The 1990’s saw the phenomenal growth in both popularity and technology mostly because of the rise of 3-D and multimedia.

Myst, the intellectual adventure game introduced gaming on the CD-ROM format. Fancier 3-D graphics hardware made FPS (first person shooter) games such as Quake possible.

The late 1990’s saw the exponential growth of the Internet, MUDs (multi-user dungeons) which made online games wildly popular. New and improved graphical interfaces had people all over the world playing against each other not only in FPS games but also in real time strategy games (RTS games) as well as third person games like Grand Theft Auto.

This was also the period when websites started offering online games such as tetris, ping pong, mario bros, super Mario, and other free online flash games and non-flash based games free for playing after registering with them. This really pushed online gaming into the popular psyche.

The 21st Century – world is just a playground

Early years of the 21st century were dominated by the DVD-CD-ROM. It has changed the way online games are played. The latest gaming systems such as Sony’s play station and Microsoft’s X-box have networking capabilities to enable people play with each other in real time from all over the world. Exponentially growing broadband internet services have made playing these online games possible in true sense of the word.

The only drawback to the constantly evolving technology for online games is that what you buy today might become obsolete by the next year. Luckily, for the serious gamers, the resale industry for these online games is huge. This resale industry is just another element to the ever-changing history of online game.

WWE SmackDown (video game series)

WWE SmackDown vs. RAW (formerly trademarked as WWE SmackDown! and as WWF SmackDown!) is a series of professional wrestling video games developed by Yuke's and published by THQ. The first game released was on the PlayStation console in 2000, which prompted the releases of sequels on the PlayStation Portable, PlayStation 2, PlayStation 3, Xbox 360, Mobile, Nintendo DS, and the Wii. The original series, produced from 2000 until 2003, was titled under the SmackDown! name, while the present series, which has been produced since 2004, is titled SmackDown! vs. Raw. In Japan, the series was published by Yuke's and was known as Exciting Pro Wrestling until 2005. Following SmackDown vs. Raw 2007, THQ took over as the Japanese publisher and the series adopted the western name.[1]

Each game is based on World Wrestling Entertainment (WWE), a professional wrestling promotion, is playable in different professional wrestling match types, and features a roster based on WWE. A season mode has also been included since the series introduction, which is an arcade-like feature in which the player chooses a superstar to work with through a series of storylines that involve challenging for championships and choosing options that affect the superstar's career.


The WWE SmackDown series reception has been positive, and WWE SmackDown vs. Raw 2009 was rated 31st and 28th (Xbox 360 and PlayStation 3, respectively) in IGN's "Top 100 Games" list.[2] The series has been criticized for its unappealing season mode, poor audio quality, and small modifications to the features in each game, although it has been praised for presenting an engaging representation of the WWE franchise.[3] Due to the series' popularity and reception, it is among the best-selling video game franchises, with 37 million copies shipped as of 2008.

History

The series began under the WWF SmackDown! series name, with the release of WWF SmackDown!. After releasing Know Your Role and Just Bring It under the same name, World Wrestling Federation (WWF) was ordered to change its name to World Wrestling Entertainment (WWE).[5] As a result, all WWF products, including unreleased video games, were ordered to avoid using the WWF acronym. Due to the name change, the series was renamed to the WWE SmackDown! series.[6] After the release of Shut Your Mouth and Here Comes the Pain under the same name, THQ announced the release of WWE SmackDown! vs. RAW, a new installment into the original WWE SmackDown! series.[7] Since the release of WWE SmackDown! vs. Raw, the WWE SmackDown games have been released under the WWE SmackDown vs. Raw name. Games released after WWE SmackDown! vs. Raw were titled with the year after their year of release, such as WWE SmackDown! vs. RAW 2006, which was released in November 2005. In 2006, with the release of WWE SmackDown vs. Raw 2007, the exclamation mark from the SmackDown logo was removed, prompting the renaming of the series to the WWE SmackDown series.[8]

There have been ten games released in the WWE SmackDown series—five under the SmackDown! name, and five under the WWE SmackDown vs. Raw name. The first game released was WWF SmackDown! and the most recent release was WWE SmackDown vs. Raw 2008, with WWE SmackDown vs. Raw 2009 currently in production.

Racing game

* Many board games can be said to be racing games, such as Snakes and Ladders, Cribbage, or Formula Dé. (see race game)
* There are also toys made for racing, like slot cars and radio controlled cars.

One of the more common uses of the term racing game is to describe a genre of computer and video games. Racing games are either in the first or third person perspective. They may be based on anything from real-world racing leagues to entirely fantastical settings, and feature any type of land, air, or sea vehicles. In general, they can be distributed along a spectrum anywhere between hardcore simulations, and simpler arcade racing games.

History


The arcade title Gran Trak 10, released by Atari in 1974 is generally considered as the progenitor of the genre. Gran Track 10 presents an overhead view of the track in low resolution white on black graphics, on which the player races against the clock to accumulate points. While challenging, it is not competition racing. Night Racer, released by Micronetics in 1977 extended the genre into 3 dimensions by presenting a series of posts by the edge of the road. There was no view of the road or the players car and the graphics are still low resolution white on black. Like Gran Trak 10, Gameplay was a race against the clock. True "racing" as we know it was started by the Namco game Pole Position in 1982. This time the player has AI cars to race against, and time limit to keep pushing the players to go faster. Pole Position is also the first game to be based on a real racing circuit. Pole Position introduced color graphics at a much higher resolution than earlier titles.

Racing games in general tend to drift toward the arcade side of reality, mainly due to hardware limitations, especially in the 1980s and 1990s. It is however untrue to say that there were no games considered simulations in their time.

In 1984 Geoff Crammond, later to develop the Grandprix series (Known collectively as GPX to its fanbase) produced what is considered the first attempt at a racing simulator, REVS, for the BBC Microcomputer. The game offered an unofficial, (and hence with no official team or driver names associated with the series} recreation of British Formula 3. The hardware capabilities limited the depth of the simulation and restricted it (Initially) to one track but it was far above any other games at the time in terms of detail.

In 1986, Sega produced Out Run, one of the most graphically impressive game of its time. It used two Motorola 68000 CPUs for its 2D sprite-based driving engine, and it became an instant classic that spawned many sequels.

In 1987, Namco produced Final Lap, the first arcade game that allowed multiple machines to be linked, allowing for multiplayer races. In the same year, Atari produced Road Blasters, a driving game that also involved a bit of shooting.

In 1988, Atari introduced Hard Drivin', the first arcade driving game that included force feedback as well as 3D polygonal graphics. This is the first game where the wheel actually fights the player during take aggressive turns. It also featured a crash replay camera view.

In 1990 the now defunct Papyrus Design Group produced their first attempt at a racing Simulator, the critically acclaimed Indianapolis 500: The Simulation. Accurately replicating the 1989 Indianapolis 500 grid it offered advanced (For its time) 3D graphics, setup options, car failures and handling. The damage modelling, while not accurate by today's standards, was capable of producing some spectacular and entertaining pile-ups which the game was also known. It was later almost forgotten with the success of Crammond's F1GP but to this day many argue that it boasted superior graphics to the 1992 title.

In 1992 Sim Racing gained a new champion in the shape of World Circuit, developed by Geoff Crammond's group Simergy. It boasted unparalleled detail and a full recreation of the cars and circuits of the 1991 Formula One World Championship, though as with REVS it was not granted an official license by the series, thus teams and drivers were renamed (Though could all be changed back to their real names using the Driver/Team selection menu) with Ayrton Senna becoming Carlos Sanchez and so forth.

On the other end of the spectrum Sega produced Virtua Racing. While not the first game with 3D graphics (see REVS), it was able to combine the best features of games at the time, along with multiplayer machine linking and clean 3D graphics to produce a game that was above and beyond the arcade market standard of its time. Also Nintendo broke new ground by introducing the Mario Kart series on the SNES with Super Mario Kart. Using the familiar characters from the Mario franchise, the game not only departed from the realism paradigm by using small karts for the players to drive, but also featured bright, colourful environments and allowed the players to pick up power-ups to improve performance or hamper other racers. This franchise also spawned multiple sequels.

In 1993, Namco struck back with Ridge Racer, and thus began the polygonal war of driving games. Sega struck back in 1994 with Daytona USA, while Midway introduced Crusin' USA. Atari didn't join the 3D craze until 1997, when it introduced San Francisco Rush.

In 1996, Konami introduced GTI Club which allowed free roaming of the environment - something of a revolution that had only been done in 3D before in Hard Drivin'.

By 1997, the typical PC was capable of matching an arcade machine in terms of graphical quality, mainly due to the introduction of first generation 3D accelerators such as 3DFX Voodoo. The faster CPUs were capable of simulating increasingly realistic physics, car control, and graphics. Colin McRae Rally was introduced in 1998 to the PC world, and was a successful semi-simulation of the world of rally driving (previously only available in Sega's less serious Sega Rally Championship). Motorhead, a PC game, was later adapted back to arcade.

In 1998 Gran Turismo was released for the PlayStation, and has since become one of the most popular racing franchises ever, with the series selling more than 44 million copies worldwide. The series combined fairly realistic racing with playability, enabling players of all skill levels to play.

The year 1999 marked a change of games into more "free form" worlds. Midtown Madness and Driver for the PC allow the player to explore a simplified version of the city of Chicago using a variety of vehicles and any path that they desire. In the arcade world, Sega introduced Crazy Taxi, where you are a taxi driver that needed to get the client to the destination in the shortest amount of time. A similar game also from Sega is Emergency Ambulance Driver, with almost the same game play (pick up patient, drop off at hospital, as fast as possible). Games are becoming more and more realistic visually. Some arcade games are now featuring 3 screens to provide a surround view.

There is a wide gamut of driving games ranging from simple action-arcade racers like Mario Kart Double Dash (for the Nintendo Gamecube) and Nick Toon Racers to ultra-realistic simulators like NASCAR Revolution, rFactor, Live for Speed and Grand Prix Legends to sci-fi racers and everything in between.

Tuesday, September 2, 2008

Commercial aspects


Game sales

The three largest producers of and markets for computer and video games (in order) are North America (US and Canada), Japan and the United Kingdom. Other significant markets include Australia, Spain, Germany, South Korea, Mexico, France and Italy.[34] Both India and China are considered emerging markets in the video game industry and sales are expected to rise significantly in the coming years.

Sales of different types of games vary widely between these markets due to local preferences. Japanese consumers tend to purchase console games over computer games, with a strong preference for games catering to local tastes. In South Korea, computer games are preferred, especially MMORPG games and real-time strategy games; there are over 20,000 PC bang Internet cafés where computer games can be played for an hourly charge.

The NPD Group tracks computer and video game sales in the United States. It reported that:

* Console and portable software sales: $6.2 billion, up 8% from 2003[35]
* Console and portable hardware and accessory sales: $3.7 billion, down 35% from 2003[35]
* PC game sales: $1.1 billion, down 15% from 2006[36]

Also note that PC games that are digitally distributed either directly or by distribution networks such as Steam are not tracked by the NPD, and Steam does not list sales numbers for games downloaded through their service. Software piracy is also more rampant on the PC.[37]

These figures are sales in dollars, not units; unit shipments for each category were higher than the dollar sales numbers indicate, as more software and hardware was sold at reduced prices compared to 2003. However, with the release of the next-generation consoles in 2006, these numbers have increased dramatically. The game and film industries are also becoming increasingly intertwined, with companies like Sony having significant stakes in both. A large number of summer blockbuster films spawn a companion game, often launching at the same time to share the marketing costs.

There is also controversy relating video games in Australia and other PAL regions. In general when compared to the US, PAL gamers have to pay up to 40% to 50% more.[38] More of a problem in Australia is where games are constantly delayed for no apparent reason, most notably games released by Nintendo. As English is the main language in the Australian region there is no need for any translation and the complications of differences between the PAL and NTSC video formats are not existent, as the majority of video displays in Australia are fully capable of running at a 60 Hz format. There is also the problem of regional lockout in Australia, with most DVD players release coming region free in order to comply with local laws,[39][40] but video game consoles are still sold fully region locked. Some efforts to increase awareness of the issue, specifically to Nintendo of Australia, was in the form of a formal report outlining the issues, published by Aaron Rex Davies.[41] The report has gone on to gain a lot of attention in the public media.[42]

Controversy


Like related forms of media, computer and video games have been the subject of frequent controversy and censorship, due to the depiction of graphic violence, sexual themes, advergaming (a form of advertising in games), consumption of drugs, consumption of alcohol or tobacco, propaganda, or profanity in some games. Among others, critics of video games sometimes include parents' groups, politicians, organized religious groups, and other special interest groups, even though all of these can be found in all forms of entertainment and media. Various games have been accused of causing addiction and even violent behavior. "Video game censorship" is defined as the use of state or group power to control the playing, distribution, purchase, or sale of video games or computer games. Video game controversy comes in many forms, and censorship is a controversial subject. Proponents and opponents of censorship are often very passionate about their individual views.

Historically, this type of controversy and criticism is not unique to video games. The same situation has been applied to comic books, motion pictures, dancing and to some extent music and books. As long ago as the nineteenth century, similar accusations were made about "penny dreadfuls".[29][30][31][32] Moreover, it appears to be a question of age. Since these art forms have been around longer, the backlash against them occurred further in the past, beyond the remembrance of today's youth. In both cases, the attempts at censorship in the United States were struck down as a violation of First Amendment rights, and they have gone on to become fully integrated facets of society. An organization known as the Entertainment Software Ratings Board or ESRB rates software for certain age groups; however, publishers are not required to submit games for ratings, and parents are not always aware of the existence of these ratings.[33]


Benefits


It has been shown that action video game players have better visuomotor skills, such as their resistance to distraction, their sensitivity to information in peripheral vision, and their ability to count briefly presented objects than nonplayers.[21] They found that such enhanced abilities could be acquired by training with an action game, involving challenges to switch attention to different locations, but not with a game requiring concentration on single objects.

As a form of multimedia entertainment, modern video games contain a unique synthesis of 3D art, CG effects, architecture, artificial intelligence, sound effects, dramatic performances, music, storytelling, and, most importantly, interactivity. This interactivity enables the player to explore environments that range from simulated reality to stylized, artistic expressions (something no other form of entertainment can allow) where the actions of the player operating as a single, irreducible variable. In this respect, every game scenario will play out a slightly different way every time. Even if the game is highly scripted, this can still feel like a large amount of freedom to the person who is playing the game.

A related property is that of emergent behavior. While many games including card games and sports rely on emergent principles, video games commonly present simulated story worlds where emergent behavior occurs within the context of the game. This is something that some gamers find appealing as it introduces a certain level of randomness to a game. The term "emergent narrative" has been used to describe how, in a simulated environment, storyline can be created simply by "what happens to the player."[22] Emergent behavior is not limited to sophisticated games, however- generally any place where event driven instructions occur for AI in a game, emergent behavior will inevitably exist. For instance, take a racing game in which cars are programmed to avoid crashing, and they encounter an obstacle in the track: the cars might then maneuver to avoid the obstacle causing the cars behind them to slow and/or maneuver to accommodate the cars in front of them and the obstacle. The programmer never wrote code to specifically create a traffic jam, yet one now exists in the game.

In Steven Johnson's book, Everything Bad Is Good For You, he argues that video games in fact demand far more from a player than traditional games like Monopoly. To experience the game, the player must first determine the objectives, as well as how to complete them. They must then learn the game controls and how the human-machine interface works, including menus and HUDs. Beyond such skills, which after some time become quite fundamental and are taken for granted by many gamers, video games are based upon the player navigating (and eventually mastering) a highly complex system with many variables. This requires a strong analytical ability, as well as flexibility and adaptability. He argues that the process of learning the boundaries, goals, and controls of a given game is often a highly demanding one that calls on many different areas of cognitive function. Indeed, most games require a great deal of patience and focus from the player, and, contrary to the popular perception that games provide instant gratification, games actually delay gratification far longer than other forms of entertainment such as film or even many books.[23] Some research suggests video games may even increase players' attention capacities.[24]

Learning principles found in video games have been identified as possible techniques with which to reform the U.S. education system.[25] It has been noticed that gamers adopt an attitude while playing that is of such high concentration, they don't realise they're learning- and that if the same attitude could be adopted at school, education would enjoy significant benefits.[26]

Online multiplayer games provide players with the opportunity to compete in real time with other players from across the globe over the internet. MMORPGs build on this concept with the establishment of vast, online communities existing in persistent virtual worlds. Millions of players around the globe are attracted to video gaming simply because it offers such unprecedented ability to interact with large numbers of people engaged simultaneously in a structured environment where they are all involved in the same activity.

Even simple games offer potential benefits to the player. Games like Tetris and Pac-Man or Galaga are well-designed games that are easy to pick up but difficult to master, much like chess or poker. Despite their simplicity, simple games may also feature online capabilities or powerful AI. Depending on the game, players can develop and test their techniques against an advanced computer player or online against other human players.

The U.S. army has deployed machines such as the PackBot which makes use of a game-style hand controller intended to make it more familiar to use by young people.[27]

According to research discussed at the 2008 Convention of the American Psychological Association, certain types of video games can improve the gamers’ dexterity as well as their ability to problem-solve. A study of 33 laparoscopic surgeons found that those who played video games were 27 percent faster at advanced surgical procedures and made 37 percent fewer errors compared to those who did not play video games. A second study of 303 laparoscopic surgeons (82 percent men; 18 percent women) also showed that surgeons who played video games requiring spatial skills and hand dexterity and then performed a drill testing these skills were significantly faster at their first attempt and across all 10 trials than the surgeons who did not play the video games first.[28]

Social aspects


Demographics

The November 2005 Nielsen Active Gamer Study, taking a survey of 2,000 regular gamers, found that the U.S. games market is diversifying. The age group among male players has expanded significantly into the 25-40 age group. For casual online puzzle-style and simple mobile cell phone games, the gender divide is more or less equal between males and females. Females have been shown to be significantly attracted to playing certain online multi-user video games that offer a more communal experience, and small amount of young females have been shown to play aggressive games that are sometimes thought of as being "traditionally male" games. According to the ESRB almost 41% of PC gamers are women.[18] With such video game social networks as Miss Video Game and Guild Cafe having a large percentages of female gamers, the "traditionally male" games are now considered cross-gendered.

When comparing today’s industry climate with that of 20 years ago, women and many adults are more inclined to be using products in the industry. While the market for teen and young adult men is still a strong market, it’s the other demographics which are posting significant growth. In 2008, the average American gamer has been playing for 12 years, and is now, on average, 35 years of age .

Multiplayer

Video gaming has traditionally been a social experience. From its early beginnings, video games have commonly been playable by more than a single player. Multiplayer video games are those that can be played either competitively or cooperatively by using either multiple input devices, or by hotseating. Tennis for Two, arguably the first video game, was a two-player game, as was its successor Pong. The first commercially available game console, the Magnavox Odyssey, had two controller inputs.

Since then, most consoles have been shipped with two or four controller inputs. Some have had the ability to expand to four, eight or as many as twelve inputs with additional adapters, such as the Multitap. Multiplayer arcade games typically feature play for two to four players.

Many early computer games for non-PC descendant based platforms featured multiplayer support. Personal computer systems from Atari and Commodore both regularly featured at least two game ports. PC-based computer games started with a lower availability of multiplayer options because of technical limitations. PCs typically had either one or no game ports at all. Network games for these early personal computers were generally limited to only text based adventures or MUDs that were played remotely on a dedicated server. This was due both to the slow speed of modems (300-1200-bit/s), and the prohibitive cost involved with putting a computer online in such a way where multiple visitors could make use of it. However, with the advent of widespread local area networking technologies and Internet based online capabilities, the number of players in modern games can be 32 or higher, sometimes featuring integrated text and/or voice chat. MMOs can offer extremely high numbers of simultaneous players; EVE Online set a record with just under 36,000 players on a single server in 2006.


Video game


A video game is a game that involves 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] However, with the popular use of the term "video game", it now implies any type of display device. The electronic systems used to play video games are known as platforms; examples of these are personal computers and video game consoles. These platforms are broad in range, from large computers to small handheld devices. Specialized video games such as arcade games, while previously common, have gradually declined in use.

The input device normally used to manipulate video games is called a game controller, which varies across platforms. For instance, a dedicated console controller might consist of only a button and a joystick, or feature a dozen buttons and one or more joysticks. Early personal computer based games historically relied on the availability of a keyboard for gameplay, or more commonly, required the user to purchase a separate joystick with at least one button to play. Many modern computer games allow the player to use a keyboard and mouse simultaneously.

Beyond the common element of visual feedback, video games have utilized other systems to provide interaction and information to the player. Chief examples of these are sound reproduction devices, such as speakers and headphones, and an array of haptic peripherals, such as vibration or force feedback.

Monday, September 1, 2008

Role-playing games


Role-playing games, often abbreviated as RPGs, are a type of game in which the participants (usually) assume the roles of characters acting in a fictional setting. The original role playing games—or at least those explicitly marketed as such—are played with a handful of participants, usually face-to-face, and keep track of the developing fiction with pen and paper. Together, the players may collaborate on a story involving those characters; create, develop, and "explore" the setting; or vicariously experience an adventure outside the bounds of everyday life. Pen-and-paper role-playing games include, for example, Dungeons & Dragons and GURPS. Modern independent RPGs, however, often blur the line between the more traditional idea of the RPG and other traditional genres, or border on story-telling.

The term role-playing game has also been appropriated by the video game industry to describe a genre of video games. These may be single-player games where one player experiences a programmed environment and story, or they may allow players to interact through the internet. The experience is usually quite different than traditional role-playing games. Single-player games include Final Fantasy, Fable: The Lost Chapters, and The Elder Scrolls. Online multi-player games, often referred to as Massively Multiplayer Online role playing games, or MMORPGs, include RuneScape, EverQuest 2, Guild Wars, MapleStory and Anarchy Online. As of 2008, the most successful MMO has been World of Warcraft, which controls the vast majority of the market.

Types of Games

Board games

Board games use as a central tool a board on which the players' status, resources, and progress are tracked using physical tokens. Many also involve dice and/or cards. Most games that simulate war are board games (though a large number of video games have been created to simulate strategic combat; see "Video Games" below), and the board may be a map on which the players' tokens move. Some games, such as chess and go, are entirely deterministic, relying only on the strategy element for their interest. Children's games, on the other hand, tend to be very luck-based, with games such as Candy Land having virtually no decisions to be made. Most other board games combine strategy and luck factors; the game of backgammon requires players to decide the best strategic move based on the roll of two dice. Trivia games have a great deal of randomness based on the questions a person gets. German-style board games are notable for often having rather less of a luck factor than many board games.

Card games

Card games use a deck of cards as their central tool. These cards may be a standard Anglo-American (52-card) deck of playing cards (such as for bridge, poker or Crazy Eights), a regional deck using 32, 36 or 40 cards and different suit signs (such as for the popular German game skat), a tarot deck of 78 cards (used in Europe to play a variety of trick-taking games collectively known as Tarot, Tarock and/or Tarocchi games), or a deck specific to the individual game (such as Set or 1000 Blank White Cards). Uno and Rook are examples of games that were originally played with a standard deck and have since been commercialized with customized decks. Some collectible card games such as Magic: The Gathering are played with a small selection of cards which have been collected or purchased individually from large available sets.

Video games

Video games are computer- or microprocessor-controlled games. Computers can create virtual tools to be used in a game, such as cards or dice, or far more elaborate worlds where mundane or fantastic things can be manipulated through gameplay.

A computer or video game uses one or more input devices, typically a button/joystick combination (on arcade games); a keyboard, mouse and/or trackball (computer games); or a controller or a motion sensitive tool. (console games). More esoteric devices such as paddle controllers have also been used for input. In computer games, the evolution of user interfaces from simple keyboard to mouse, joystick or joypad has profoundly changed the nature of game development.[citation needed]

There are many genres of video game; the first commercial video game, Pong, was a simple simulation of table tennis. As processing power increased, new genres such as adventure and action games were developed that involved a player guiding a character from a third person perspective through a series of obstacles. This "real-time" element cannot be easily reproduced by a board game which is generally limited to "turn-based" strategy; this advantage allows video games to simulate situations such as combat more realistically. Additionally, the playing of a video game does not require the same physical skill, strength and/or danger as a real-world representation of the game, and can provide either very realistic, exaggerated or impossible physics, allowing for elements of a fantastical nature, games involving physical violence, or simulations of sports. Lastly, a computer can, with varying degrees of success, simulate one or more human opponents in traditional table games such as chess, leading to simulations of such games that can be played by a single player.

In more open-ended computer simulations, also known as sandbox-style games, the game provides a virtual environment in which the player may be free to do whatever they like within the confines of this universe. Sometimes, there is a lack of goals or opposition, which has stirred some debate on whether these should be considered "games" or "toys". (Crawford specifically mentions Will Wright’s SimCity as an example of a toy.[4])

Online games


From the very earliest days of networked and timeshared computers, online games have been part of the culture. Early commercial systems such as Plato were at least as widely famous for their games as for their strictly educational value. In 1958, Tennis for Two dominated Visitor's Day and drew attention to the oscilloscope at the Brookhaven National Laboratory; during the 1980s, Xerox PARC was known mainly for Maze War, which was offered as a hands-on demo to visitors.

Modern online games are played using an Internet connection; some have dedicated client programs, while others require only a web browser. Some simpler browser games appeal to demographic groups (notably women and the middle-aged) that otherwise play very few video games.[citation needed] Some games can be played in browser. The computer game is the most established of all sectors of the emergent new media landscape. The media is transformed from the traditional way of circulating in just one way to an interactive way. This is the phenomenon that is broadening around the world of videogame. It is an obvious example of the ways in which online and offline space can be seen as ‘merged’ rather than separate.[10]

Media audiences’ characteristic has been changing in consequence of the social changes and development. They are becoming active and interact more than ever before. The players of the game in this phenomenon are just like the social formation in our society. They are both self-regulating, creating their own social norms and subject to regulation and constraint through the code of the game and sometimes through the policing of the game by those who run it. The values that are policed vary from game to game. Many of the values encoded into game cultures reflect offline cultural values, but games also offer a chance to emphasis alternative or subjugated values in the name of fantasy and play. The players of the game at the new century are now apparently expressing their profound self through the game. When they can play with their anonymous status, they are found to be more confident to express and to step out from the position they have never been out from. It offers new experiences and pleasures based in the interactive and immersive possibilities of computer technologies

Sport


Many sports require special equipment and dedicated playing fields, leading to the involvement of a community much larger than the group of players. A city or town may set aside such resources for the organisation of sports leagues.

Popular sports may have spectators who are entertained just by watching games. A community will often align itself with a local sports team that supposedly represents it (even if the team or most of its players only recently moved in); they often align themselves against their opponents or have traditional rivalries. The concept of fandom began with sports fans.

Stanley Fish cited[citation needed] the balls and strikes of baseball as a clear example of social construction, the operation of rules on the game's tools. While the strike zone target is governed by the rules of the game, it epitomizes the category of things that exist only because people have agreed to treat them as real. No pitch is a ball or a strike until it has been labeled as such by an appropriate authority, the plate umpire, whose judgment on this matter cannot be challenged within the current game.

Certain competitive sports, such as racing and gymnastics, are not games by definitions such as Crawford's (see above, despite the inclusion of many in the Olympic Games) because competitors do not interact with their opponents, they simply challenge each other in indirective ways.

Lawn games

Lawn games are outdoor games that can be played on a lawn. Many games that are traditionally played on a pitch are marketed as "lawn games" for home use in a front or back yard. Common lawn games include horseshoes, sholf, croquet, bocce and stake.


Gameplay elements and classification


Games can be characterized by "what the player does."[4] This is often referred to as gameplay, a term that arose among computer game designers in the 1980s but as of 2007 is starting to see use in reference to games of other forms.[citation needed] Major key elements identified in this context are tools and rules which define the overall context of game and which in turn produce skill, strategy, and chance.

Tools

Games are often classified by the components required to play them (e.g. miniatures, a ball, cards, a board and pieces or a computer). In places where the use of leather is well established, the ball has been a popular game piece throughout recorded history, resulting in a worldwide popularity of ball games such as rugby, basketball, football, cricket, tennis and volleyball. Other tools are more idiosyncratic to a certain region. Many countries in Europe, for instance, have unique standard decks of playing cards. Other games such as chess may be traced primarily through the development and evolution of its game pieces.

Many game tools are tokens, meant to represent other things. A token may be a pawn on a board, play money, or an intangible item such as a point scored.

Games such as hide-and-seek or tag do not utilise any obvious tool. Rather its interactivity is defined by the environment. Games with the same or similar rules may have different gameplay if the environment is altered. For example, hide-and-seek in a school building differs from the same game in a park; an auto race can be radically different depending on the track or street course, even with the same cars.

Rules

Whereas games are often characterized by their tools, they are often defined by their rules. While rules are subject to variations and changes, enough change in the rules usually results in a "new" game. For instance, baseball can be played with "real" baseballs or with wiffleballs. However, if the players decide to play with only three bases, they are arguably playing a different game.

Rules generally determine turn order, the rights and responsibilities of the players, and each player’s goals. Player rights may include when they may spend resources or move tokens. Common win conditions are being first to amass a certain quota of points or tokens (as in Settlers of Catan), having the greatest number of tokens at the end of the game (as in Monopoly), or some relationship of one’s game tokens to those of one’s opponent (as in chess's checkmate).

Skill, strategy, and chance

A game’s tools and rules will result in its requiring skill, strategy, chance or a combination thereof, and are classified accordingly.

Games of skill include games of physical skill, such as wrestling, tug of war, hopscotch, target shooting, and stake and games of mental skill such as checkers and chess. Games of strategy include checkers, chess, go, arimaa, and tic-tac-toe, and often require special equipment to play them. Games of chance include gambling games (blackjack, mah jong, roulette etc.), as well as snakes and ladders and rock, paper, scissors; most require equipment such as cards or dice. However, most games contain two or all three of these elements. For example, American football and baseball involve both physical skill and strategy while tiddlywinks, poker and Monopoly combine strategy and chance.

Single-player games

Most games require multiple players. However, single-player games are unique in respect to the type of challenges a player faces. Unlike a game with multiple players competing with or against each other to reach the game's goal, a one-player game is a battle solely against an element of the environment (an artificial opponent), against one's own skills, against time or against chance. Playing with a yo-yo or playing tennis against a wall is not generally recognised as playing a game due to the lack of any formidable opposition. This is not true, though, for a single-player computer game where the computer provides opposition.

Definitions


Ludwig Wittgenstein

Ludwig Wittgenstein was probably the first academic philosopher to address the definition of the word game. In his Philosophical Investigations,[2] Wittgenstein demonstrated that the elements of games, such as play, rules, and competition, all fail to adequately define what games are. He subsequently argued that the concept "game" could not be contained by any single definition, but that games must be looked at as a series of definitions that share a "family resemblance" to one another.


Roger Caillois

French sociologist Roger Caillois, in his book Les jeux et les hommes (Games and Men),[3] defined a game as an activity that must have the following

characteristics:


* fun: the activity is chosen for its light-hearted character
* separate: it is circumscribed in time and place
* uncertain: the outcome of the activity is unforeseeable
* non-productive: participation is not productive
* governed by rules: the activity has rules that are different from everyday life
* fictitious: it is accompanied by the awareness of a different reality

Chris Crawford

Computer game designer Chris Crawford attempted to define the term game[4] using a series of dichotomies:

1. Creative expression is art if made for its own beauty, and entertainment if made for money. (This is the least rigid of his definitions. Crawford acknowledges that he often chooses a creative path over conventional business wisdom, which is why he rarely produces sequels to his games.)
2. A piece of entertainment is a plaything if it is interactive. Movies and books are cited as examples of non-interactive entertainment.
3. If no goals are associated with a plaything, it is a toy. (Crawford notes that by his definition, (a) a toy can become a game element if the player makes up rules, and (b) The Sims and SimCity are toys, not games.) If it has goals, a plaything is a challenge.
4. If a challenge has no “active agent against whom you compete,” it is a puzzle; if there is one, it is a conflict. (Crawford admits that this is a subjective test. Some games with noticeably algorithmic artificial intelligence can be played as puzzles; these include the patterns used to evade ghosts in Pac-Man.)
5. Finally, if the player can only outperform the opponent, but not attack them to interfere with their performance, the conflict is a competition. (Competitions include racing and figure skating.) However, if attacks are allowed, then the conflict qualifies as a game.

Crawford's definition may thus be rendered as: an interactive, goal-oriented activity, active agents to play against, in which players (including active agents) can interfere with each other.


Other definitions

* "A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome" (Katie Salen and Eric Zimmerman)[5]
* “A game is a form of art in which participants, termed players, make decisions in order to manage resources through game tokens in the pursuit of a goal.” (Greg Costikyan)[6]
* "A game is an activity among two or more independent decision-makers seeking to achieve their objectives in some limiting context. (Clark C. Abt)[7]
* "At its most elementary level then we can define game as an exercise of voluntary control systems in which there is an opposition between forces, confined by a procedure and rules in order to produce a disequilibrial outcome." (Elliot Avedon and Brian Sutton-Smith)[8]
* “A game is a form of play with goals and structure.” (Kevin Maroney)

Game

A game is a structured activity, usually undertaken for enjoyment and sometimes also used as an educational tool. Games are generally distinct from work, which is usually carried out for remuneration, and from art, which is more concerned with the expression of ideas. However, the distinction is not clear-cut, and many games are also considered to be work (such as professional players of spectator sports/games) or art (such as jigsaw puzzles or games involving an artistic layout such as Mah-jongg solitaire).

Key components of games are goals, rules, challenge, and interactivity. Games generally involve mental or physical stimulation, and often both. Many games help develop practical skills, serve as a form of exercise, or otherwise perform an educational, simulational or psychological role.

Known to have been played as far back as the 30th century BC, games are a universal part of human experience and present in all cultures.[1] The Royal Game of Ur, Senet and Mancala are some of the oldest known games.