The first recorded game that was created was by A.S Douglas in 1952. He created a graphical version of Tic-Tac-Toe. However The official digital video game industry began in 1971 with the release of the arcade game, Computer Space. The following year, Atari, Inc. released the first commercially successful video game, Pong, the original arcade version of which sold over 19,000 arcade cabinets.
Since then computer/video games have allowed us to become submersed in our own versions of reality (simulation games e.g. The Sims) and to entertain us throughout out everyday lives. Hundreds of genres (Action, Horror, First person shooter, sports etc.) and consoles have emerged allowing us to try different methods of playing from the Playstation controller to the Xbox Kinect that doesn't need a controller to be 'controlled'.
By Who? Where?
Computer Space is a video arcade game released in 1971 by Nutting Associates, created by Nolan Bushnell and Ted Dabney, who would later found Atari Inc.
How big is it?
What were the key milestones for the industry?
The first key milestone was in 1971 when the introduction of video games were shared with the home market with the release of the early video game console, the Magnavox Odyssey.
The Magnavox Odyssey
Narrative, Representations and audience.
All video games have different narratives, contain different representations of the characters and have a variety of different target audiences. One example of a video game's narrative, representation and audience is GTA 5. Gta 5's narrative surrounds 3 men and tells their story through their life of crime.
Many representations of different people are shown. One representation is of race. One thing that I have noticed after playing the game is that any black people are all shown to be criminals. If you enter the downtown neighborhood all characters are black and usually attempt to shoot you. Where as the white people tend to live in the rich neighborhood.
No religions are shown throughout the game and only one disabled person is met who tends to be cranky, mean and never leaves the house, just as some stereotypes of disability states.
The women in the game are also shown in a negative light. Although not a character in the game the woman on the poster is shown wearing a bikini and another is shown leaning over a car. The women both seem to be shown as sexual object for men meaning that the target audience is most likely young adult males. By using these female character's it would attract more men to the game. These things have been created because of the dominant ideology, White, Middle Class, Middle Aged, Straight men. This is also who the game is predominantly aimed at.
Another game is The Last Of Us. In this game the narrative is to survive the apocalypse and to lead a young girl to safety.
In this game the protagonist is a White male called Joel and one of his main goals is to protect a young girl named Ellie. Throughout the game Joel is the only playable character and sets out to get this young girl to safety. As Joel is constantly protecting a girl it makes men seem more powerful and strong as if one of their main abilities is too protect whereas the women seem helpless and weak. The young girl is seen as the 'damsel in distress'. No religions, disabilities, or race are shown in this game. The vast majority of characters are white and any characters of another race do not have a developed story line so their representation is unknown. This is again down to the dominant ideology. Due to the protagonist being male the target audience is most likely men. 
Lauren, this is great. You have included good content which covers a range of topics within the games industry and I like your use of statistics as it helps put the piece into context. Your images help to break up the piece and they link to your points. Although you have spoken about two different games, you could have used a comparison and you also could have ended with your opinion.
ReplyDeletelauren this is good as you have covered all the questions that was set by barrington but in saying that there probably isn't enough there as some of the detail is lacking which says to me that you haven't researched enough also there is no video to break up the reading of the post and let people watch instead of read.
ReplyDeleteAn excellent use of examples as case studies, be sure to remember these. Context is great with uses of history that are detailed, talks about genre and how big the industry is, it would be better if you could convert the dollars into pounds.
ReplyDeleteOverall the concepts and meanings are coherent and clear examples are shown through this.
An in depth piece of work which explains nicely how the computer games industry has changed over time. The detailed work gives a nice explanation with images inserted.
ReplyDelete