
"Computer and video games" redirects here.
A video game is a game
that involves the interaction with a user interface to generate visual
feedback on a video device. Video games may have a reward system—such as
a score—that is based on accomplishment of tasks set within the game.
The
"video" in "video game" traditionally refers to a raster display
device. 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 such as mainframes, to handheld devices such as
cell phones and PDAs. Specialized video games such as arcade games,
while previously common, have gradually declined in use. Many players
identify their platform of choice as a distinct form of video gaming
apart from the rest. The main separations between platforms are their
design, technical capabilities, and available video games.
The
user interface to manipulate video games is generally 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 game play, 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 (speakers) and an array of haptic peripherals (that
is, vibration or force feedback). One variant even utilized heat and
mild electric shocks when the player failed to succeed.
Origins
The
history of video games traces back to 1948, where the idea of a video
game was conceived and patented by Thomas T. Goldsmith, Jr. and Estle
Ray Mann. In 1958, William Higinbotham introduced the video game Tennis for Two.
Later in 1972, the Magnavox Odyssey was released, the first video game
console. Ralph Baer is credited as creating the first home video game
console, the "brown box," the prototype of the Magnavox Odyssey.
Platforms
In
common usage a "PC game" refers to a game that is played on a personal
computer connected to a high-resolution video monitor. A "console game"
historically has referred to a specialized, single-purpose electronic
device that connects to a standard television set or composite video
monitor. A "hand-held" game is a self-contained electronic device or
miniature computer and monitor combination that is portable and can be
held in a user's hands. "Arcade game" generally refers to an even more
specialized type of electronic device that is typically designed to play
only one game and is encased in a special cabinet. These distinctions
are not always clear and there may be games that bridge one or more
platform. There are also platforms that have non-video game variations
such as in the case of electro-mechanically based arcade games.
There
are also devices with screens that have the ability to play games but
are not dedicated video game machines. Examples are mobile phones, PDAs,
graphing calculators, GPS receivers, MP3 players, digital cameras, and
watches. Increasing convergence of such devices is blurring the lines of
distinction between these devices.
In general, a platform is a
preferred, distinct class of hardware, interfaces, and user expectations
that are combined to provide a consistent experience to the
user/player.
Genres
A
video game, like most other forms of media may be categorized into
genres based on many factors such as method of game play, types of
goals, and more.
Games have often been easier to classify by
genre due to the technical constraints of various platforms, and
commercial pressures like one would experience in any hit-driven,
entertainment market. As the production values of video games have
increased over the years both in visual appearance and depth of
storytelling, the demand for more creative talent has driven game
companies to bring in artists from outside of what one would
traditionally call the video game industry.
The reuse of genres
is most clearly seen in the trend by publishers to establish
"franchises," which often recycle the characters, situations, conflicts,
game play mechanics, and/or themes over the course of any number of
sequels.
Therefore, although many games may combine genres, very
few exist outside the paradigms of previously established genres with
notable exceptions, which when successful, generally define a new genre
through subsequent imitation by competition. A game that launches a
genre may also not be the first game of its kind. It may just be the
first that was significantly successful commercially that it drive other
companies to try and replicate its success. Examples of this would be Super Mario 64, which launched the 3-D Platform genre for console gaming, and Doom, which launched the first-person shooter genre for PC gaming.
Current
genres include: Action, Role-Playing, Adventure, Simulation,
Survival-Horror, Platform, Puzzles, Racing, Strategy, Sports, and
Fighting.
Social aspects
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 console game system to support
multiple games, the Magnavox Odyssey, had two controller inputs.
Since
that time, most console systems have been shipped with two or four
controller inputs. Some have had the ability to expand to four, eight or
as many as 12 inputs with additional adapters. In the early days,
multi-player coin-op games commonly featured hotseat play for at least
two players. In later years it was more common to feature two-player,
simultaneous, competitive play. Public business establishments which
feature predominantly coin-op video games are generally referred to as
arcades, and were widely popular during the golden age of arcade games
(early to mid-1980s). Also in recent years, new-age video gaming centers
are providing customers with many different types of video gaming
consoles. The idea is to bring people together in a cozy space that
resembles the common household basement. These gaming places differ from
the traditional idea of the arcade.
Many early computer games
for non-IBM PC, descendant-based platforms featured multiplayer support.
Personal computer systems from Atari and Commodore both regularly
featured at least two game ports. Network games for these early personal
computers were generally limited to only text-based adventures or
multi-user domains (MUDs) that were played remotely on a dedicated
server. This was due both to the slow speed of modems (300–1200bps), and
the prohibitive cost involved with putting a computer online in such a
way where multiple visitors could make use of it.
IBM PC (PC for
short)-based computer games started out with a lower availability of
multiplayer options, largely due to many games being dependent on
keyboard- or mouse-based interactions, a single gaming port (if any)
available, and network options that were limited. 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.
Massively multiplayer online games (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.
Benefits
Perhaps
the most visible benefits of video gaming are its artistic and
entertainment contributions. As a form of multimedia entertainment,
modern video games contain a highly unique fusion of 3D art,
computer-generated effects, architecture, artificial intelligence (AI),
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 operate 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 if the game. This is something that
some gamers find appealing as it introduces a certain level of
randomness to a game. In discussing the issue, game designer Warren
Spector has used the term "emergent narrative" to describe how in a
simulated environment storyline can be created simply by "what happens
to the player." Emergent behavior in video games dates back to the
earliest games though. Generally any place where there are event-driven
instructions for AI in a game, emergent behavior will inevitably be
seen. For instance, take a racing game where 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 head-up
displays (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. To emphasize the
point, Johnson notes that the strategy guide for Grand Theft Auto III
is 53,000 words long. 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. Some
research suggests video games may even increase player's attention
capacities.
Multiplayer games, which take advantage of the fact
that computer games can use the Internet, provide players with the
opportunity to compete with other players from across the globe,
something that is also unique to electronic gaming. Massively
multiplayer online role-playing games (MMORPGs) take the concept much
further 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 (playing the game).
Even simple games offer potential benefits to the player. Games like Tetris and Pac-man
are well-designed games that are easy to pick up but difficult to
master, much like chess or even 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.
More
obvious benefits to the player can come in the form of education on the
game's subject matter. For example, a real time strategy (RTS) set
during the American Civil War may feature the use of period armies
engaging in historical battles, and outwitting an opponent such as
Robert E. Lee.
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 illegal 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; groups commonly
found as critics 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, as well as a popular topic of
debate. Proponents and opponents of censorship are often very passionate
about their individual views. Although many video game creators rate
their video games for a certain age group, it is common for younger
children to get their hands on games that aren't intended for them from
friends, older siblings or cousins, or even their own parents.
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 the same accusations were made about "penny
dreadfuls. " Moreover, it appears to be a question of age. Since these
art forms have been around longer, the backlash against them occurred
farther 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.
Games that have sparked notable national controversy in the United States include Mortal Kombat, Night Trap, Doom, the Grand Theft Auto series and, most notably, Grand Theft Auto: San Andreas' infamous Hot Coffee mod fiasco, which boosted the game's ESRB rating from M (Mature) to AO (Adults Only).
Addiction
Another
underlying problem of video games is addiction. Sometimes when game
players are playing video games, they go into a subconscious state that
is similar to a trance. This can be compared almost to hypnosis, causing
the player to play a game for many hours without realizing the passage
of time. Research has shown that during these times, the brain actually
produces chemicals similar to those that bring a sense of euphoria. That
combined with the player being immersed with two and sometimes three of
their senses in a game causes a state in which the player becomes one
with the game. A similar comparison can be made to when a person drives
an automobile and it becomes natural to them. It is as if the automobile
becomes an extension of the person’s body. With these combinations, the
person actually creates an emotional, and to a lesser extent, physical
addiction to the video game. This addiction can be coupled with
cravings, and even withdrawal symptoms.
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 is expanding 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 are being significantly attracted to playing certain
online multi-user video games that offer a more communal experience, and
a small hardcore group of young females are playing aggressive games
that are usually thought of as being "traditionally male" games. The
most loyal fan-base is reported to be for large role-playing games.
According to the Entertainment Ratings Software Board (ESRB), almost 41 percent of video and PC gamers are women.
Development
Video
games are made by game developers, who used to do this as individuals
or small teams in the 1980s. Now, development commonly requires a large
team consisting of designers, graphic designers and other artists,
programmers, sound designers, musicians, and other technicians; all of
which are managed by producers. The visionary for any game may come from
any of the roles outlined. Development by committee rarely works.
Video
games are developing fast in all areas, but the problem is of cost, and
how developers intend to keep the costs low enough to attract publisher
investment. Most video game console development teams number anywhere
from 20 to 50 people, with some teams exceeding 100. The average team
size as well as the average development time of a game has grown along
with the size of the industry and the technology involved in creating
games. This has led to regular occurrences of missed deadlines and
unfinished products; Duke Nukem Forever is the quintessential example of these problems.
Modifications
Games
running on a PC are often designed with end-user modifications in mind,
and this consequently allows modern computer games to be modified by
gamers without much difficulty. These mods can add an extra dimension of
replayability and interest. The Internet provides an inexpensive medium
to promote and distribute mods, and they have become an increasingly
important factor in the commercial success of some games. Developers
such as id, Valve, Crytek, Epic, and Blizzard Entertainment ship their
games with the very development tools used to make the game in the first
place, along with documentation to assist mod developers, which allows
for the kind of success seen by popular mods such as Counter-Strike.
Cheats
Cheating
in computer games may involve cheat codes implemented by the game
developers for playtesting, modification of game code by third parties
(by either cheat cartridge hardware or a software trainer), or players
exploiting a software glitch.
Cheats usually make the game easier
by providing an unlimited amount of some resource (lives, health, or
ammunition for example) but might provide an unusual or amusing feature,
like reversed colors in a game.
Cheat codes usually are found on websites all over the Internet. Cheats can be found for almost any game on almost any platform.
Glitches
Software
errors not detected by software testers during development can find
their way into released versions of computer and video games. This may
happen because the glitch only occurs under unusual circumstances in the
game, was deemed too minor to correct, or because the game development
was hurried to meet a publication deadline.
Glitches can range from minor graphical errors to serious bugs that can delete saved data or cause the game to malfunction.
Glitches
in games for home computers, and now in consoles like the Xbox 360,
PS3, and the Wii, may be later corrected if the developers release a
patch.
Sales
The
three largest markets for computer and video games are the United States
(number 1), Japan (2), and the United Kingdom (3); also in that order
as the largest producers of video games. Other significant markets
include Australia, Canada, Spain, Germany, South Korea, Mexico, France,
and Italy. Both India and the 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 avoid
computer games and instead buy console 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 cafes 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 as of 2004:
- Console and portable software sales were $6.2 billion, up 8 percent from 2003; and
- Console and portable hardware and accessory sales were $3.7 billion, down 35 percent from 2003.
PC game sales were $970 million in 2006, up 1 percent from 2005.
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-gen 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.