Monday, December 1, 2008
Seconds to Spare
Supposedly second life is a virtual reality game that allows a person to create an avatar and perform various tasks that would be done in real life. I, however; would not like to spend my time in virtual reality. I would much rather be out in the world that I live in and finding out what is happening and learning new things everyday. I'm sure that second life may be a good social experience, but there is not face to face contact and the person behind the other computer is invisible because their face is not seen. I would much rather have face to face contact with people because that builds trust. I don't know if virtual reality is all it is cut out to be. I enjoy facebook because my friends are on there and I can see pictures of the people I am talking to. I can also control who is on my friend list and know who I am talking to. I would much rather avoid virtual reality games if at all possible.
Monday, November 17, 2008
Cyberspace Rape
Julian Dibbell wrote an article called A Rape in Cyberspace. This article was published in the Village Voice. Basically it talks about virtual realities and what effect they can have on people. It talks about multi-user dimensions and how they work. The article refers to a virtual reality called LambdaMOO where a clown uses a doll to control women to do sexual things with him. This virtual reality is not reality, however; it could have an effect on the emotions conveyed during and after the game. Reading this article scared the crap out of me because I am terrified of clowns and the thought of a clown raping someone scares me so much that I don't even want to play whatever game it was that people were playing because I have been raped before. Even though a game is not real, the game may seem real and I think that is part of the message that the writer was trying to get across is that virtual reality can match reality and have similar traits. What are your thoughts on virtual reality games and what effects do you think it has on a person's behavior?
Monday, November 10, 2008
Variance of Violence
There are many ways to be violent. Some violence can be determined by murder, rape, verbal abuse and assault and battery. Violence is shown throughout life and depicted on the television and video games. According to the American Psychological Association, video games can cause an increase in aggression during the game and it will continue during other activities. One study had 227 college students take a survey about violent video games. The test proved that the college students who played violent video games in high school have more aggressive behavior than those who don't play violent video games. Another study had 210 students play a particular game. One set of the 210 students played a violent game called Wolfenstein 3D and the other set of students played a non-violent game called Myst. The students who played Wolfenstein showed more aggressive behavior. I cannot relate to these games, however; I can relate to playing Halo, Doom, Grand Theft Auto, Mortal Combat, Fable and other games that may have violence. These games cause an adrenaline rush and they definately cause me to be aggressive in the games, but I honestly do not know if my aggression remained after I played the games. I think that playing violent games and having aggression probably has to do more with the home life. I believe that people who play violent video games do become more aggressive because they see it in the games so they began to think that it is alright to be aggressive for real. The more violent an environment someone grows up in can also have a drastic effect on the amount of aggression a person has after playing video games. It is all in one's head. If they relax their body after playing violent video games by doing an activity such as reading, writing or maybe playing a non-violent game such as guitar hero or sports on the Wii then perhaps they will be able to control their aggressive behavior. Behavior is psychological and if one forces themselves to believe that violence in video games is unecessary to portray in real life then the aggressive behavior can subside and everything will be fine.
Tuesday, November 4, 2008
Video Game Timeline
1958
Physicist Willy Higinbotham invents the first "video game" at the Brookhaven National Laboratory in Upton, New York. His game, a table tennis-like game, was played on an oscilloscope.
1961
Steve Russell, a student at the Massachusetts Institute of Technology (MIT), creates Spacewar, the first interactive computer game. It runs on a Digital PDP-1 mainframe computer, and the graphics are made up of ASCII text characters.
1966
Ralph Baer, an engineer at Sanders Associates, receives support from his company (a military electronics consulting firm in NH) to explore his idea of creating interactive games using a television.
1967
Baer and team are successful in creating two interactive TV games—a chase game and a tennis game. They are also able to manipulate a toy gun so that it detects spots of light on the TV screen.
1970
Magnavox licenses Baer's TV game from Sanders Associates
Nolan Bushnell and Ted Dabney (future founders of Atari) begin their attempt to create an arcade version of Spacewar, calling it Computer Space.
1971
Computer Space becomes first video arcade game ever released. 1500 games are distributed. Public consensus is that it is too difficult to play.
1972
A U.S. patent is issued to Ralph Baer for "A Television Gaming Apparatus and Method"
Magnavox's Odyssey, the first home video game system, is showcased at a convention in Burlingame, CA, and is released to the public later that year.
Bushnell and Dabney found Atari. They name the company after a term from the Japanese game "Go". "Atari" is equivalent to "check" in a chess game.
Al Alcorn is hired by Atari to program video games. The first game created by Atari is Pong. Ping-Pong, the original name, is already copyrighted, so the makers name it Pong after the sound of a ball hitting the paddle.
1975
Atari's Pong is released with help from Sears Roebuck, which finances the production of 150,000 units. It becomes the hottest selling Christmas present. Sears sells the product exclusively, with the Sears Tele-Games logo.
Gunfight, the first "computer" game is released. It is the first game to use a microprocessor instead of hardwired solid-state circuits.
1976
Coleco releases its first home video-game console called Telstar.
Fairfield Camera & Instrument debuts its Video Entertainment System which is known later as Channel F. The first programmable (cartridge-based) home game console, it allowed users to change games by switching cartridges that resembled 8-track audio tapes.
1977
Atari introduces its first cartridge-based home video system called the Video Computer System which later becomes known as the Atari 2600. It retails for $249.95.
1978
The trackball makes its entrance into the video-game industry as the controller in Atari's new arcade game Football.
Midway introduces Space Invaders into arcades. It is the first arcade game that tracks and displays high scores.
Atari attempts to enter the computer industry to compete with Apple. The product is not taken seriously, and the Atari 400 and 800 are taken from the market.
1979
Atari develops a handheld console that displays holograms. Named "Cosmos," this product was never released.
Asteroids is the first game to allow high scorers to enter three character initials to be stored in the machine.
1980
Mattel's Intelivision debuts and is the first real competitor of the Atari 2600. It has better graphics than Atari's 2600, but a higher retail price ($299).
Activision becomes the first third-party video game vendor. The company is created by Atari programmers who want to receive individual credit for creating Atari's video games.
Battlezone is first 3-D game ever created. It is set in a virtual battlefield and was later enhanced by the U.S. government for training exercises.
300,000 units of Pac-Man are released worldwide by Namco.
Defender, the first game incorporating a "virtual world" is introduced. The game uses a "radar" scope at the top of the screen to inform users of the surroundings since the screen is too small to display all of the action.
1981
Arnie Katz and Bill Kunkel found the first video-game magazine, Electronic Games.
1982
Atari releases the Atari 5200 to compete with Coleco's Colecovision.
1983
Cinematronics debuts Rick Dyer's Dragon Lair, the first video game to feature laser-disc technology.
The Commodore 64 is introduced. It is the most powerful video-game console to date and the least expensive.
Nintendo introduces the Famicom in Japan—later known as the Nintendo Entertainment System (NES) in the U.S. Since Atari controls such a large percentage of the market, they do not plan to market the product in the U.S. Instead the company offers Atari the rights to distribute the product in the U.S. These plans fall through and Americans do not see Nintendo until 1985.
1985
The popular game Tetris is developed by Russian programmer Alex Pajitnov. It is played on a PC.
1986
Nintendo's NES is released in the U.S. after being test-marketed in NY one year earlier.
To compete with the NES, Sega introduces the Sega Master System (SMS).
Atari releases the Atari 7800 to stay competitive in the market.
1989
Nintendo releases the handheld Game Boy for $109.
NEC releases the first 16-bit console in the U.S. It is called the TurboGrafx-16 and sold for $189. It is the first system to run video games stored on compact discs.
The true arcade experience comes into American homes when Sega debuts the Genesis, its first 16-bit home game console, for $249.95.
Atari tries to enter the handheld market with the Lynx, a color handheld console retailing for $149.
1991
Super NES is released in the U.S. by Nintendo for $249.95.
1993
Atari releases the Jaguar, attempting to be the first 64-bit console on the market. The product actually runs two 32-bit processors.
Senators Joseph Lieberman of Connecticut and Herbert Kohl of Wisconsin launch a Senate investigation into violence in video games, hoping to initiate a ban on violent games.
1994
Resulting from the Senate investigation, the Entertainment Software Rating Board is created. Rating are now given to video games and are marked on the games' packaging to indicate the suggested age of players and violent content.
In Japan, the Sega Saturn and the Sony PlayStation make their debut.
1995
Sony brings the PlayStation to the U.S. and sells the console for $299.
Nintendo releases the Nintendo 64 in Japan (it's released in the U.S. in 1996).
1996
Arcades focus on bringing in more "ride-and-video" games like skiing, snowboarding, and Jet Skiing, as their popularity has surpassed the popularity of shooting and fighting games.
Atari's founder, Nolan Bushnell, reenters the industry making Internet stations for arcades and bars.
The Tamagotchi virtual pet becomes an instant sensation in Japan. It is released in the U.S. in May of that year selling all of its 30,000-unit supply in 3 days.
1997
PlayStation is considered by many in the industry as most popular game console as the 20 millionth unit is sold.
Tiger introduces a multipurpose handheld console to compete with the Game Boy. Called game.com, it features games, an address book, calculator, and stylus for touchscreen capability. It also connects to a PC modem for access to email.
Arizona attempts to restrict the distribution of violent video games by making it illegal to display or distribute violent material to minors. The proposed bill is not approved.
1998
Sega introduces the Dreamcast in Japan. This console operates on Microsoft Windows CE which will allow for easier conversions between Dreamcast and PC games.
The Wal-Mart retail chain decides to ban over 50 video games that it deems inappropriate for minors.
1999
Billy Mitchell attains a score of 3,333,360 in the game Pac-Man. This is the highest possible score a player can get.
As a result of the shootings that occurred at Columbine High School in Littleton, Colorado, Sega announces that it will not release a light gun with the Dreamcast in the U.S. In addition, it prevents use of imported guns with American consoles, which forces the Americans to use standard controllers to play the popular House of the Dead 2.
2000
Sony's PlayStation 2 launches in the U.S. for $299.99 and is sold out by early morning. Since the demand is so high and only 500,000 units are available, it is very difficult to buy a unit during this first shipment.
The Sims is released, and quickly becomes a hit. It eventually (in 2002) surpasses Myst as the best-selling PC game ever.
2001
Microsoft and Nintendo introduce their next-generation systems within days of each other. Microsoft claims its Xbox offers "the most powerful game experiences ever." The product (estimated retail price of $299.99) comes with a built-in hard drive and Ethernet port. Nintendo's GameCube (suggested retail price of $199.95) delivers new forms of interactive gaming for players and an easier development environment for game creators.
Sega announces that it will no longer manufacture hardware.
Nintendo releases the GameBoy Advance, a portable gaming system.
2004
Nintendo releases the Nintendo DS, a portable system with two screens, one of which can be used as a touch screen.
2005
Sony releases the PSP, a portable system with a large, high-resolution display.
Microsoft unveils the XBox 360, a console system to be released in November 2005. Sony and Nintendo's competing console systems are planned for release in 2006.
2006
Nintendo releases the Wii, a gaming system that lets gamers use the controller in revolutionary ways, such as swinging it like a tennis racket, holding and tilting it like a steering wheel, and more.
Sony also debuts the Playstation 3, a very sophisticated and expensive game system.
2007
Nintendo releases Super Mario Galaxy for the Wii. It continues the adventures of Mario, Luigi, and Princess Peach as they face their old foe Bowser.
2008
Grand Theft Auto 4 breaks sales records its first week after gamers bought more than 6 million copies.
The Wii Fit is launched, adding even more incentive for gamers of all ages to get up and move!
Physicist Willy Higinbotham invents the first "video game" at the Brookhaven National Laboratory in Upton, New York. His game, a table tennis-like game, was played on an oscilloscope.
1961
Steve Russell, a student at the Massachusetts Institute of Technology (MIT), creates Spacewar, the first interactive computer game. It runs on a Digital PDP-1 mainframe computer, and the graphics are made up of ASCII text characters.
1966
Ralph Baer, an engineer at Sanders Associates, receives support from his company (a military electronics consulting firm in NH) to explore his idea of creating interactive games using a television.
1967
Baer and team are successful in creating two interactive TV games—a chase game and a tennis game. They are also able to manipulate a toy gun so that it detects spots of light on the TV screen.
1970
Magnavox licenses Baer's TV game from Sanders Associates
Nolan Bushnell and Ted Dabney (future founders of Atari) begin their attempt to create an arcade version of Spacewar, calling it Computer Space.
1971
Computer Space becomes first video arcade game ever released. 1500 games are distributed. Public consensus is that it is too difficult to play.
1972
A U.S. patent is issued to Ralph Baer for "A Television Gaming Apparatus and Method"
Magnavox's Odyssey, the first home video game system, is showcased at a convention in Burlingame, CA, and is released to the public later that year.
Bushnell and Dabney found Atari. They name the company after a term from the Japanese game "Go". "Atari" is equivalent to "check" in a chess game.
Al Alcorn is hired by Atari to program video games. The first game created by Atari is Pong. Ping-Pong, the original name, is already copyrighted, so the makers name it Pong after the sound of a ball hitting the paddle.
1975
Atari's Pong is released with help from Sears Roebuck, which finances the production of 150,000 units. It becomes the hottest selling Christmas present. Sears sells the product exclusively, with the Sears Tele-Games logo.
Gunfight, the first "computer" game is released. It is the first game to use a microprocessor instead of hardwired solid-state circuits.
1976
Coleco releases its first home video-game console called Telstar.
Fairfield Camera & Instrument debuts its Video Entertainment System which is known later as Channel F. The first programmable (cartridge-based) home game console, it allowed users to change games by switching cartridges that resembled 8-track audio tapes.
1977
Atari introduces its first cartridge-based home video system called the Video Computer System which later becomes known as the Atari 2600. It retails for $249.95.
1978
The trackball makes its entrance into the video-game industry as the controller in Atari's new arcade game Football.
Midway introduces Space Invaders into arcades. It is the first arcade game that tracks and displays high scores.
Atari attempts to enter the computer industry to compete with Apple. The product is not taken seriously, and the Atari 400 and 800 are taken from the market.
1979
Atari develops a handheld console that displays holograms. Named "Cosmos," this product was never released.
Asteroids is the first game to allow high scorers to enter three character initials to be stored in the machine.
1980
Mattel's Intelivision debuts and is the first real competitor of the Atari 2600. It has better graphics than Atari's 2600, but a higher retail price ($299).
Activision becomes the first third-party video game vendor. The company is created by Atari programmers who want to receive individual credit for creating Atari's video games.
Battlezone is first 3-D game ever created. It is set in a virtual battlefield and was later enhanced by the U.S. government for training exercises.
300,000 units of Pac-Man are released worldwide by Namco.
Defender, the first game incorporating a "virtual world" is introduced. The game uses a "radar" scope at the top of the screen to inform users of the surroundings since the screen is too small to display all of the action.
1981
Arnie Katz and Bill Kunkel found the first video-game magazine, Electronic Games.
1982
Atari releases the Atari 5200 to compete with Coleco's Colecovision.
1983
Cinematronics debuts Rick Dyer's Dragon Lair, the first video game to feature laser-disc technology.
The Commodore 64 is introduced. It is the most powerful video-game console to date and the least expensive.
Nintendo introduces the Famicom in Japan—later known as the Nintendo Entertainment System (NES) in the U.S. Since Atari controls such a large percentage of the market, they do not plan to market the product in the U.S. Instead the company offers Atari the rights to distribute the product in the U.S. These plans fall through and Americans do not see Nintendo until 1985.
1985
The popular game Tetris is developed by Russian programmer Alex Pajitnov. It is played on a PC.
1986
Nintendo's NES is released in the U.S. after being test-marketed in NY one year earlier.
To compete with the NES, Sega introduces the Sega Master System (SMS).
Atari releases the Atari 7800 to stay competitive in the market.
1989
Nintendo releases the handheld Game Boy for $109.
NEC releases the first 16-bit console in the U.S. It is called the TurboGrafx-16 and sold for $189. It is the first system to run video games stored on compact discs.
The true arcade experience comes into American homes when Sega debuts the Genesis, its first 16-bit home game console, for $249.95.
Atari tries to enter the handheld market with the Lynx, a color handheld console retailing for $149.
1991
Super NES is released in the U.S. by Nintendo for $249.95.
1993
Atari releases the Jaguar, attempting to be the first 64-bit console on the market. The product actually runs two 32-bit processors.
Senators Joseph Lieberman of Connecticut and Herbert Kohl of Wisconsin launch a Senate investigation into violence in video games, hoping to initiate a ban on violent games.
1994
Resulting from the Senate investigation, the Entertainment Software Rating Board is created. Rating are now given to video games and are marked on the games' packaging to indicate the suggested age of players and violent content.
In Japan, the Sega Saturn and the Sony PlayStation make their debut.
1995
Sony brings the PlayStation to the U.S. and sells the console for $299.
Nintendo releases the Nintendo 64 in Japan (it's released in the U.S. in 1996).
1996
Arcades focus on bringing in more "ride-and-video" games like skiing, snowboarding, and Jet Skiing, as their popularity has surpassed the popularity of shooting and fighting games.
Atari's founder, Nolan Bushnell, reenters the industry making Internet stations for arcades and bars.
The Tamagotchi virtual pet becomes an instant sensation in Japan. It is released in the U.S. in May of that year selling all of its 30,000-unit supply in 3 days.
1997
PlayStation is considered by many in the industry as most popular game console as the 20 millionth unit is sold.
Tiger introduces a multipurpose handheld console to compete with the Game Boy. Called game.com, it features games, an address book, calculator, and stylus for touchscreen capability. It also connects to a PC modem for access to email.
Arizona attempts to restrict the distribution of violent video games by making it illegal to display or distribute violent material to minors. The proposed bill is not approved.
1998
Sega introduces the Dreamcast in Japan. This console operates on Microsoft Windows CE which will allow for easier conversions between Dreamcast and PC games.
The Wal-Mart retail chain decides to ban over 50 video games that it deems inappropriate for minors.
1999
Billy Mitchell attains a score of 3,333,360 in the game Pac-Man. This is the highest possible score a player can get.
As a result of the shootings that occurred at Columbine High School in Littleton, Colorado, Sega announces that it will not release a light gun with the Dreamcast in the U.S. In addition, it prevents use of imported guns with American consoles, which forces the Americans to use standard controllers to play the popular House of the Dead 2.
2000
Sony's PlayStation 2 launches in the U.S. for $299.99 and is sold out by early morning. Since the demand is so high and only 500,000 units are available, it is very difficult to buy a unit during this first shipment.
The Sims is released, and quickly becomes a hit. It eventually (in 2002) surpasses Myst as the best-selling PC game ever.
2001
Microsoft and Nintendo introduce their next-generation systems within days of each other. Microsoft claims its Xbox offers "the most powerful game experiences ever." The product (estimated retail price of $299.99) comes with a built-in hard drive and Ethernet port. Nintendo's GameCube (suggested retail price of $199.95) delivers new forms of interactive gaming for players and an easier development environment for game creators.
Sega announces that it will no longer manufacture hardware.
Nintendo releases the GameBoy Advance, a portable gaming system.
2004
Nintendo releases the Nintendo DS, a portable system with two screens, one of which can be used as a touch screen.
2005
Sony releases the PSP, a portable system with a large, high-resolution display.
Microsoft unveils the XBox 360, a console system to be released in November 2005. Sony and Nintendo's competing console systems are planned for release in 2006.
2006
Nintendo releases the Wii, a gaming system that lets gamers use the controller in revolutionary ways, such as swinging it like a tennis racket, holding and tilting it like a steering wheel, and more.
Sony also debuts the Playstation 3, a very sophisticated and expensive game system.
2007
Nintendo releases Super Mario Galaxy for the Wii. It continues the adventures of Mario, Luigi, and Princess Peach as they face their old foe Bowser.
2008
Grand Theft Auto 4 breaks sales records its first week after gamers bought more than 6 million copies.
The Wii Fit is launched, adding even more incentive for gamers of all ages to get up and move!
Tuesday, October 21, 2008
iPhone You
Apple has created two new iPhones.
The 2007 iPhone is an internet-connected multimedia smartphone. It contains a multi-touch screen, which replaces the key pad that is usually found on other cell phones. It contains a camera phone, portable media player, text messaging and visual voice mail. It also contains Internet services such as e-mail, Web browsing and Wi-Fi connectivity.
Apple released the iPhone 3G on July 11, 2008. It is basically the same as the other iPhone, except it has faster 3G data speeds and assisted GPS.
What do you think of the touchscreen phone instead of a regular cell phone? Do you think it will be easier to use? Will it be more useful because it contains multiple features at one time and is like a computer in your pocket?
The 2007 iPhone is an internet-connected multimedia smartphone. It contains a multi-touch screen, which replaces the key pad that is usually found on other cell phones. It contains a camera phone, portable media player, text messaging and visual voice mail. It also contains Internet services such as e-mail, Web browsing and Wi-Fi connectivity.
Apple released the iPhone 3G on July 11, 2008. It is basically the same as the other iPhone, except it has faster 3G data speeds and assisted GPS.
What do you think of the touchscreen phone instead of a regular cell phone? Do you think it will be easier to use? Will it be more useful because it contains multiple features at one time and is like a computer in your pocket?
Monday, October 13, 2008
Wii The People
Wii is a video game system that allows people to play games and imitate the actual motions of a certain activity. For example, you can bowl like you would at a bowling alley, play tennis like you would on a court, etc. Japan is now following the Wii trend. The Japanese gaming industries are creating avatars and online virtual realities that allow gamers to communicate with other gamers online through Wii and XBox gaming systems. Do you, as a consumer or gamer, think that the Wii systems are keeping people from participating in bowling at a bowling alley and playing tennis at a court, etc.? Do you think that more time will be spent playing video games then homework and other important activities or tasks? Does playing video games effect how much sleep a person gets? Does playing video games increase or decrease social skills and why? Or does it have little effect?
Tuesday, October 7, 2008
Voice the Vote
McCain just gave a moving speech at CSU-Pueblo Friday Oct. 3. At first I was rooting for Obama, but I think he is beat by McCain. McCain talked about taking care of wounded soldiers and pulling them out of Iraq and bringing them home safely. As a Vietnam veteran, McCain probably knows that it is dangerous to be in the midst of a war. He also talked about returning tax funds. I changed my mind. I think that McCain's speech was more precise than Obama's and he is definately a good speaker and unlike Bush, he actually cares what happens to the people of the United States. I might be voting for McCain. What are your thoughts on McCain and Palin for President/Vice President? What are your thoughts on the campaign?
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