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10.2 Video Games PDF
10.2 Video Games PDF
College of Communication
Department of Communication Research
NDC Campus Anonas Street Sta. Mesa, Manila
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Term Paper
on
Video Games
1–1
Video Games
1.0 Introduction
The Cambridge English Dictionary defines video games as “a game in which the player controls
Similarly, the Merriam-Webster Dictionary defines video games as “a game in which the player
research, and application in aesthetics), video games are given a definitive distinction:
Video games, as often intertwined with “computer games, “electronic games,” and “digital
entertainment,” is actually different. The term “computer games” is often used to refer to games
on a personal computer (PC), “electronic games” might refer to toys operated electronically,
while the term “video games” is sometimes used to refer exclusively to console games like those
on the Xbox or the Playstation series. The term “video games” has the virtue of referring to the
Ergo, a video game is “a game we play thanks to an audiovisual apparatus and can be based on a
story (Esposito, 2005).” To further elaborate on the terms used in Nicolas Esposito’s definition
Game: “A game is a voluntary interactive activity, in which one or more players follow rules
that constrain their behavior, enacting an artificial conflict that ends in a quantifiable outcome.”
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Play: This is the movement within a structure or a system while being bound to rules and
limitations.
Audiovisual Apparatus: electronic system with computing abilities and input-output devices.
Simply put, these are the consoles (arcade, handheld, home system, phone, computer). These
devices create human-computer interactions, through the user interface; which brings in the
concept of interactivity and gameplay (the degree of interactivity that a game has).
Story: Games may be based on story, and some are not. For example: The Mario series often has
a main storyline to follow (campaign and cut-scenes), while games like Tetris are casual and
Thus the definition, comes the reason why people play video games. There are psychological
reasons why people play video games (Saville, 2019). People around the world allocate
resources, like funds and time, in playing video games. Discussion about the reason as to such is
the aspect of video games providing an idea of “escapism;” where they get the feeling of
escaping the dullness of reality. Indeed, there are elements of gaming that provides as escape.
However, there are psychological mechanisms in play as to why people play video games.
A research company named Immersyve conducted years of data and conducted in-house studies
in order to establish causality as to why people find video games appealing. The results of their
The first theme is competency, which is basically the sense of self-gratification for achieving
feats and being recognized for the fact that we are good at something. People play video games
because they earn this feeling of indulgence, which is also applicable in real-life scenarios. The
second theme is autonomy, a desire for independence. In video games, people appeal to the
feeling of being free from control, able to roam and commit to our bidding. The third and last
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theme is relatedness. Relatedness is the appealing feeling of being valued and significant. Video
games, like multiplayer online arenas, provide this feeling as interaction and communication
between co-players bear this impact. However, Immersyve has also seen that players not only
relate to one another, but also to the fictional characters within the game, often associating
Like most communication medium, no single person is credited for the creation of video games.
However, there are many people involved in the gradual development of video games not only as
an industry and a medium, but as a whole as well. One of the most-recognized pioneers is Ralph
Baer. Ralph Baer is recognized as the first person to invent a video game console. However,
before his breakthrough invention, there were people who have tried developing games usually
In 1940, Edward I. Condon designed a computer that plays the game Nim, in which players try to
avoid picking up the last matchstick. 90% of the time, the computer wins.
In 1947, Thomas Goldsmith Jr. and Estle Ray Mann filed a patent for their “cathode ray
amusement device.” This game included a cathode ray tube connected to an oscilloscope display,
In 1950, Claude Shannon laid out guideline for programming chess-playing computers. That
1952, A.S. Douglas creates OXO on Cambridge’s EDSAC (Electronic delay storage automatic
1954, programmers at New Mexico’s Los Alamos laboratories- the birthplace of the atomic
If we are to observe the dates in the early development of video games, it is noteworthy that
these dates were post-World War II era, therefore, the computers used by the programmers were
mostly post-war mainframes. The programmers had the intention of programming these
Come 1951, Ralph Baer, a radio/television engineer, had conceived the idea of including
interactive games with the TV to attract and entertain customers, and these devices would be
different from competitors. Baer’s idea was rejected by his boss in Loral- an electronics
company. 15 years later, he was given the chance to bring his idea into reality (Hadzinsky,2014).
In 1958, William Higinbotham created a tennis game on an oscilloscope and analog computer for
In 1962, MIT student Steve Russel invents “Spacewar!” the first computer-based video game.
In 1964, Dartmouth University student John Kemeny creates BASIC programming language and
the computer time-share system. These made it easy for students to write games.
In 1966, Ralph Baer was working for Sanders Associates- a company developing defense
electronics. While waiting for a co-worker at a bus stop, he wrote down the ideas he had on using
TV sets to play games. He demonstrated this to Herbert Campman, the corporate director of
Sanders, and saw potential in Baer’s idea. Baer received 2500$ for research and development
(Hadzinsky,2014).
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Baer then brought this concept to Magnavox, a TV manufacturing company. In 1972, The
Nolan Bushnell, the eventual co-founder of Atari, attended a Magnavox demo in Burlington and
played a few games. After this, he hired and engineer to create designs for coin-operated arcade
video games. By the end of 1972, Pong was born and became a sensation that other
1977, Atari released the Atari 2600, with features like a joystick, interchangeable cartridges,
games in color, and switches for selecting games and setting difficulty levels.
1978, the arcade game Space Invaders is released in Japan and becomes an instant hit.
1980, Toru Iwatani creates Pac-Man. The same year, the Atari 2600 gets a version of the game,
and becomes the first arcade hit to appear on a home console. 1982, Ms. Pac Man is released as a
strike for gender-equality, becoming the best-selling arcade game of all time.
1981 is the release of Nintendo’s Donkey Kong, which featured Jumpman-more popularly
known as Mario.
In 1984, Russian Mathematician Alexey Pajitnov creates Tetris, which was bundled in every
1989, the Nintendo Game Boy was released, and revolutionized handheld console gaming.
1991, developer Sega created Sonic the Hedgehog for the Genesis.
1993, Mortal Kombat was released, and controversy over the brutal content in the game rose.
That same year, Doom popularized the “first person shooter” games.
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1994, Blizzard Entertainment released Warcraft. Later on, Blizzard would develop Defense of
1995, Sony released the Playstation, which was 100 dollars cheaper than the Sega Saturn
console.
1996, the Nintendo 64 was released. Along with the Playstation and the Nintendo 64, Sega’s
home console business started to decline and later on exited the industry in 2000.
1999, Sony’s Everquest made thousands of players join this online-based multiplayer game.
2000, Will Wright’s The Sims becomes the best-selling computer game and most popular among
female players.
2000, the Playstation 2 is released by Sony, and with the tight competition, the declining Sega
2001, Microsoft makes its debut into the gaming industry by releasing the Xbox.
2003, Valve energized gaming with Steam, a digital distribution platform for games where they
2005, Microsoft releases the Xbox 360, with high-definition graphics and multiplayer features on
Xbox Live.
2008, World Of Warcraft becomes the most popular Massive Multiplayer Online (MMO) game
ever.
2009, the development of games like Angry Birds started, and Facebook became a platform for
2012, crowdfunding site Kickstarter enabled game creators to raise funds to create new
2015, “Freemium” became a popular trend among games, wherein games are free-to-play,
however, have available in-game purchases to gain access to premium content and other items.
2015, a year after being acquired by Amazon, Twitch became the start of Esports.
2016, Niantic released a spin-off from the Pokemon franchise in Pokemon Go, which featured
2017, the Nintendo Switch became the first hybrid mobile/home video game console.
The development of games in the Philippines began in 1992, when foreign console and arcade
game developers like Sega entered the country. At the time, Philippine-based developers
established themselves, including Micronet Software Manila, and Japan Media Programming-
Cebu. These companies pioneered the concept of offshore outsourcing in game development.
In 1997, most game developers had begun downsizing their operations in the Philippines due to a
narrowing global market for entertainment products like games and consoles.
In mid-1997, a small company named Id Software released a game called Quake on the
Windows platform. This company relied on viral marketing-distributing freely playable demo-
versions to the public, allowing a grassroots movement for the demand of the full-fledged
product. The emergence of the World Wide Web helped Id further promote their product.
This success of Id Software caused a widespread emergence of independent developers over the
following years, such as Bioware, Valve, and Blizzard. By year 2000, the success of these start-
Development in the Philippines started in October 2001 upon the development of the first Role-
Playing Game (RPG). The game, entitled Anito, launched in 2003, and despite its high ratings
and reviews from game review sites like RPGVault, GameSpot, and GameTunnel, the game
only reached Eastern Europe and failed to reach the United States due to limited media exposure
Spin-offs of the game were then made by ePLDT and Anino Entertainment (the developer of the
RPG game). This included games like Anito: Tersiago’s Wrath which was exclusively developed
2003 saw an increase in collaborations of local game developing companies, resulting in the
By 2007, major game companies part of the IGDA were also part of the GDAP or the Game
Developers Association of the Philippines, and promoted further global exposure of local game
developers.
The Philippines also has arcades, in the form of Family Entertainment Centers (FEC) like the
World of Fun, which was a pioneer in the amusement industry in the country. It started in 1987
with a single outlet in SM North Edsa, and was known then as PACO or Pan-Asia Amusement
Company. Today, World of Fun has grown into a full-blown network that comprise of over 100
outlets. Competition has also grown, with the arrival of other foreign FECs and a fast-paced
November 1981, Ferdinand Marcos put forth a Presidential Decree under his Martial Law
regime, that provides for the total and nationwide prohibition of video games and
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paraphernalia/consoles and fines for the violation of this decree (up to 12 years of imprisonment
and/or up to 600$ fine). The Philippines became the first nation to ban video games (Long,
2010).
3.0 Audience
Video games are prevalent among people whose age ranges from 10-35 (Statista, 2017). However, it
must be noted that although the gaming consoles are intended for said age range, the specific audience
of each varying game differs by the content and themes in the game. Violent, profane, and other age-
sensitive themes/content serve as a factor for the varying age suitable for playing a certain game.
Video games are currently underway for various developments along with the fast-paced
improvements in technology, hardware, and software. The video game medium currently has 10
developing trends according to GameDesigning,org.
Augmented Reality
A spin-off game from a franchise with millions of fans, game developer Niantic dropped
Pokemon Go and it became an instant hit. Augmented reality is technology that allows a player
Virtual Reality
The integration of VR equipment like the Oculus Rift is something developers are eyeing in the
future. Steam has been developing games that look promising for this trend, and Sony’s PS4 also
Inclusivity
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Video games have been accused of rampant sexism, racism, homophobia, violence, and other
issues that seem problematic and controversial. Thus, games are now settling themes fit for a
Simply put, this is the release of gaming consoles with better specifications and features, and
Mobile Gaming
Aside from Pokemon Go, a lot of games have decided to release mobile versions of the original
game. An example being Player Unknown’s Battlegrounds or PUBG having an application for
people to play on their phones. Another is League of Legends developing a spin-off mobile
Hyping the release of a game is good forpromotion, but it can sometimes backfire when the
expectations steer too far from what is actually in the game. Thus, hyping the market for a short
time instead of making them wait for a long release may seem like a good direction developers
would lean on
Indie Games
With game designing developer platforms widely accessible, a multitude of games is now
flooding the market as it gives all developers a chance of entry to the industry through the said
software.
Apple TV
The Apple TV will most likely be a gaming platform in the future since it has designs fit for
operating games.
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Streaming
In online multiplayer games, or just single-player games, streaming has become an industry that
Aside from the continuing trends mentioned in the current developments of video games, video
games, as an industry, will continue to boom in the global market, as the market is expected to be
As a medium that serves as form of entertainment, video games are expected to thrive in a
modern and digital era because of the rising trend of digital and mobile devices, electronics, and
Furthermore, academic programs specializing in the development of video games are now
catered by some colleges, thus, we can expect not only development of video games, but also its
standing as a discipline. Development of mobile phones and of the ease of accessing the internet
will also have a significant impact on the progression of video games and the incorporation of
However, there is a chance that video games may not entirely flourish. They are costly, require
electricity, and some features need internet access. In our country, remote places that have no
electricity and internet access may not get to enjoy video games, and not all people can avail
these games and consoles. Finally, the gaming industry in the Philippines mostly relies on
foreign companies and products, and does not have a standalone gaming industry that’s
prominent and Filipino-made, thus, the video games in the Philippines would always rely on
importation and overseas innovation, unless time comes that Filipino’s would be able to establish
References
2019 Video Game Industry Statistics, Trends, and Data. (2019 June). Retrieved from:
https://www.wepc.com/news/video-game-statistics/
Age breakdown of video game players in the United States in 2019. (2019). Retrieved from:
https://www.statista.com/statistics/189582/age-of-us-video-game-players-since-2010/
Esposito, N. (2005). A Short and Simple Definition of What a Videogame Is. Retrieved from:
http://www.utc.fr/~nesposit/publications/esposito2005definition.pdf
Hadzinsky, C. (2014). A Look into the Industry of Video Games Past, Present, and Yet to Come.
Retrieved from: https://scholarship.claremont.edu/cmc_theses/842/
Long, T. (2010 November 11). Nov. 19, 1981: Marcos Regime Puts the Kibosh on Games.
Retrieved from: https://www.wired.com/2010/11/1119marcos-bans-videogames-philippines/
Saville, A. (2019 July 29). Psychological Reasons Why Some People Play Video Games.
Retrieved from: https://www.psychreg.org/why-people-play-video-games/
Tolentino, C. (2011, June 2). Game Development in the Philippines. Retrieved from:
https://www.scribd.com/document/56911359/Game-Development-in-the-Philippines-1992-2008
Annexures: