The video games industry today has evolved, adapted and advanced dramatically involving profoundly new and improved technologies, increasing communication (online and through the social aspect of gaming) and entertainment, since it first emerged in the 1920’s with the early pinball machines, continuing further into the 1960’s, with the first videogame called ‘Space War’ produced in 1962 by Steve Russell (Merino 2006) and further developing to become the successful multi billion global phenomenon that it is today. It can be argued that this popularity and success has only been brought about by the processes of localisation and convergence. It is believed that these notions are an ‘integral part of the development cycle’ (Merino 2006), providing the videogames industry with significant factors and features that have influenced its development into the vast, successful and lucrative industry it has become in contemporary society. Video games can be described in a broad sense as ‘electronic games, computer games and video games’ (Encyclopoedia Brittanica 2001), ranging from pinball machines to handheld game consoles, used for amusement and entertainment. I am going to be discussing the significance of the two concepts, convergence and localisation and express the importance and impact they have upon us in helping us to understand today’s global videogames industry. Convergence is the ‘integration of the entertainment industry’ (Whiteman 2010), and the assimilation and incorporation of communication, ‘computing and media technologies, and hence the integration of the businesses, markets and the social interaction associated with them’ (Hartley 2002: 39). This means that technology has evolved so much so that products are bec... ... middle of paper ... ... Studies, Volume 7 (1): 33-43 Hartley, J.(2002). Communication, Culture and Media Studies, The Key Concepts. New York: Routledge. Merino, M. B. (2006) ‘On the Translation of Video Games’, The Journal of Specialised Translation, issue 6, http://www.jostrans.org/issue06/art_bernal.php [accessed 11/03/2010] Mongiron, C. and O’Hagan, M. (2006) ‘Game Localisation: Unleashing Imagination with ‘Restricted’ Translation.’ The Journal of Specialised Translation 6: 10-21 Sony (2010) http://www.scei.co.jp/corporate/data/bizdatajpn_e.html [Accessed 13/03/2010] Thayer, A., Kolko, B.E. (2004). ‘Localization of Digital Games: The Process of Blending for the Global Games Market.’ Technical Communication 51 (4): 477-488. Whiteman, N (2010) ‘Videogames and Games Cultures in a Global context’, The Media in the International Context, University of Leicester
An examination of videogames in popular culture is a complicated one. There is a large debate as to what is the very first video game. The supposed earliest known video game was created by Thomas T. Goldsmith Jr. and Estle Ray Mann on a cathode ray tube in 1947. The game was a missile simulator similar to radar displays from World War II, and overlaid sheets of paper were used for targets since graphics were unknown at this time. On May 5, 1951, the NIMROD computer was presented in Britain. It used a panel of lights for its display and was used to play a game called “NIM”. Later, in 1952, Alexander S. Douglas made the first compu...
Kent, S. (2001). The Ultimate History of Video Games. New York City, New York: Three Rivers Press.
Video games are a valuable part of the world today. They feed the minds of the creative and provoke the minds of the less creative. Violence, immersion, and an unusual setting are all qualities of a game that create an intense and memorable experience for the player. By demonstrating and improving upon the three qualities that were deemed necessary to create a good game, video games could amount to astonishing heights in the future and bring something new to the table that could surprise us all.
The structure of the Video Gaming Industry is comprised of several stages. The first stage is the Development Stage. (3) Currently there are three giants in the gaming world. Microsoft’s Xbox 360, Sony’s PlayStation 3 and, Nintendo’s Wii. For these consoles, there are companies that make agreements to release exclusive games. For example, one company can make games solely for Xbox 360. Another company can make games for a particular series offered by the Platform, such as Mario for the Wii. The most common companies are the ones that create games for all consoles, and have no agreement with any particular console.
"Games: Improving the Economy." Entertainment Software Association. Entertainment Software Association. Web. 25 Oct 2013. .
ames have been played before we began to record time. Almost 50 years ago, games changed into a new form. Magnavox Odyssey can be debated to be the first game console. Throughout 50 years ago and now, video games have become essential to every living room and a pastime to every young child. Companies have risen from this new industry, to produce games to young investors and dominate the game world. With new technology, graphics, and software: gaming franchises run mostly by public support. Each decade that passes, games are changed by America’s public these games change based on how the public perceives them.
Glazer, S. (2006, November 10). Video Games. CQ Researcher, 16, 937-960. Retrieved February 11, 2010, from CQ Researcher Online
Video games first appeared in the 1950s and were urbanized all through the 1960s. They came to importance in the 1970s and established an original and unlike entertainment industry in the world. These games have evolved notably with time and have become a culture on their own. Nevertheless, questions were raised about their effects on people which led to debates in societies about whether or not they should be banned. However, video games should not be banned in this age and time.
The video gaming industry is a huge successful business and very popular around the world. Parks stated that “In 2006 worldwide spending on video games was more than 31 billion. In the United States more than 7.4 billion was spent on video games almost triple the sales of 1996.” Many different gaming consoles have been created as technology has advanced. Today's games can be very realistic and appeal to a variety of people. Video games allure to almost anyone and are available to play for most people around the world. People who regularly engage in video games are called gamers. Children as young as two years old can play some sorts of games such as Leapfrog gaming systems. These kinds of systems encourage hand eye coordination, memory and other activities aimed to increase brain activity. School age children to adults have many different games they can play such as educational games, strategy g...
Video games in Korea play a central role in not only the culture, but also in the development of the country. Gaming in Korea is seen as being a very normal and integral part of their society. In Korea it is seen as a sport, and has a very big audience of not just young people but also many adults as well. Video games helped to increase the pace in which the technological infrastructure in Korea would grow. South Korea has a broadband subscription rate of 25.4 per 100 compared to that of U.S. which has only 16.8. Because of such technological advancements more than half of South Korea’s population plays online games. This results in the gaming industry making tons of money and is able to expand onto an international platform. South Korea is quite reliant on their pro-gaming culture to continue growth in the economy and to increase their reputation among the West.
3. “Video Games” by Chris Jozefowics. Published by Gareth Stevens Publishing 2010. Pleasantville, NY 10570-70000 USA. Produced by Editorials Directions Inc.
Video games have come a long way. They have evolved from the simple game of Pong into a complex, multi-platform, multi-genre, multi-billion dollar industry.
Video games have been around about 50 years and they contribute a big part of the U.S. economy. People interact with video games every day throughout different ways, such as cell phone devices, computers, consoles or whatever which has a screen on it. In fact, it has always affected people’s lives. However, not so many people understand the benefits of video games. With video games, people can not only relieve themselves from stress and suffering, but it also improves people’s social experiences while they are exchanging and absorbing knowledge with other people; more than that, people can learn many other things from video games which can help them to achieve great things in lives.
Bell, Chris. "Video Games: The Sport of the Future?" The Telegraph. Telegraph Media Group, 26 June 2013. Web. 11 Dec. 2013.
Video games are no longer the uprising form of media that ill informed parents and scientists used to fear; video games are now an established form of entertainment that is just as universally accepted as film or literature. The difference between videogames and mediums like film and literature is that they do not have the higher value that books have in exercising the mind and communicating information, nor do they have the value that films have to intellectually challenge an audience and to make people think. This is the general argument that can be heard voiced by leading intellectuals in various field as well as parents who are rising young children; both claim that videogames