Definition
Video games are electronic, interactive games known for their vibrant colors, sound effects, and complex graphics.
Description
First mass-marketed in the 1970s, video games are played by installing cartridges into a game box connected by wire to a television set. The child then manipulates a joystick or controller to control the actions of a character or series of characters as the characters face obstacles displayed on the screen. Video games, designed chiefly to appeal to children and adolescents, can also be played in arcades, on computers, and on small, hand-held screens.
As of 2004 nearly every home in the United States with children had one or more of the most popular game systems, for example, Nintendo GameCube, Sony Playstation2, or Microsoft Xbox. Few children have not been exposed to some form of video game, and access to the games is readily available to children from all walks of life.
Video games for home use proved popular from the start. Children are particularly attracted to them for a variety of reasons. Fantasy characters and situations appeal to young imaginations and provide an escape from everyday routine and the stresses presented by parents, friends, and school. In addition, the games give children a level of control that they do not experience in real life, as the characters on the screen respond to the children's commands. Players also receive immediate rewards for making the right moves. Most games can be played at a variety of skill levels so that every player can be challenged.
The popularity of video games has been matched by the controversy they have sparked among parents, psychologists, and educators. The most prevalent objection results from the violent themes and characters that dominate in most video games. A 1989 study by the National Coalition on Television Violence (NCTV) found that, of the 95 most popular home video games, 58 percent were war games and 83 percent featured violent themes. As technology has improved to allow the games to show situations and characters that are more realistic, debate has escalated about the potential effects of video games on children's behavior. One NCTV study that monitored the playground behavior of eight- to ten-year-olds immediately after playing a laser-weapon game found an 80 percent increase in fighting. There is also added concern that repeated exposure to violence desensitizes children to its effects. Other experts and video game manufacturers contend that negative effects have not been proven adequately, and, in fact, playing such games gives players an avenue for the harmless release of stress and aggression.
Public pressure prompted some video game manufacturers in the early 1990s to begin labeling games with warnings about violent or sexually explicit content. In 1994, in response to considerable political pressure and the possibility of a federal rating agency, the industry created its own rating system, overseen by the Entertainment Software Rating Board (ESRB). Ratings are assigned based on the games' suitability for various age groups. An "Early Childhood" designation on a game box indicates that the game is suitable for players ages three and older, and there is no violence, sexual content, or profanity. The designation "Everyone" indicates the game is for players ages six and older and may contain minimal violence or crude language. A "Teen" game for ages 13 and up may contain violence, profanity, and mild sexual themes. A "Mature" rating is considered suitable only for ages 17 and older and may include more intense violence, profanity, and mature sexual themes. "Adults Only" games are not intended for people under 18 and may include graphic depictions of sex and violence. The ratings system, however, is just a guide, and parents still need to oversee which video games their children buy and play.
In the past, the issue of gender bias in video games was another area of considerable debate. Not only were most video games male-oriented sports and combat games, female characters in the games were portrayed as victims to be rescued by the male hero or objects of violence or sexual desire. In the early 2000s, however, an increasing number of games had girl-oriented themes and an increasing number of gender neutral games became available.
Besides the socialization concerns presented by video games, medical concerns were also raised in the early 1990s, when video games were linked to epileptic seizures experienced by some 50 children. About one third of the children had experienced previous seizures, and there were questions about whether the seizures they experienced were related to playing or watching a video game. Two large studies later reported that the children who experienced video game-related seizures (VGRS) were particularly sensitive to light and that video games with flashing lights merely precipiteted, rather than caused, the seizures. Sitting too close to the screen could exacerbate the effects of the light sensitivity, as could the increasingly complex graphic technology featured in games. Individuals with epilepsy are not thought to be particularly susceptible to VGRS, and no lasting neurological damage had as of 2004 been linked to these seizures.
Despite the controversy surrounding video games, benefits have also been noted: development of hand-eye coordination, increases in concentration, logical thinking skills, and healthy competition among children, as well as socialization skills gained from sharing strategies and the heightened self-esteem resulting from successful performances. One research study even found that doctors who had played more video games had better surgical skills.
Toddlerhood
There are a number of specialized video and computer games that are designed to be educational for toddlers. Many use familiar characters to teach basic things such as shape matching, the alphabet, and counting.
Preschool
Children in preschool can be exposed to video and computer games that reinforce the basic skills that they are learning, such as phonetics, shapes, colors, and basic addition.
Elementary School
School-age children can be encouraged to play educational games that reinforce what they are learning in the classroom. Parents should research the games that their children want to buy to ensure appropriate content for the child's age group. In the early 2000s marketers have developed increasing numbers of educational games that are also adventurous and exciting. Children, especially young ones, should be encouraged to play these instead of more violent games.
Middle and High School
The effect of violent games on behavior and social development is an especially important concern for older children. These children often spend much of their time playing video games when their parents are not present to supervise the content. Also, many teens buy video games with money earned from allowances or part time jobs, making it harder for parents to control which titles are purchased.
Studies have begun to find significant correlations between violence in video games and violence in real life. One study done on eighth and ninth graders compared teens who generally had personalities considered non-aggressive but who played violent games to those teens who had aggressive personalities but did not play violent games. The researchers found that the non-aggressive, video game playing teens were actually more likely to get in physical fights than the teens considered aggressive but who did not play video games.
Some states are trying to pass laws that would make it illegal to sell video games with certain ratings to people under the age for which the games are intended. Even if laws are created to try to prevent underage sale of very violent video games, parents should still be alert to what their teen is playing. Making the teen play video games in a common area and not in his or her bedroom with the door closed can be an important first step in regulating game play and facilitating discussion.
Common Problems
Children often become very involved in video games and do not want to stop playing them. Setting concrete limits about the amount of time that can be spent playing games and then enforcing these limits is essential. Even educational games should not be played to excess, because playing video games is not a substitute for positive social interaction or traditional learning. Children can also be encouraged to play the games with other children, because discussing strategies and problem solving in a group is a positive social activity.
Parental Concerns
The amount and degree of violence in video games is an important concern for parents. Monitoring the games that a child buys or rents and plays is an important way to help deal with this problem. If a child plays a violent video game at an arcade or another child's house, it can be helpful to discuss the difference between games and reality and to discuss what the real life repercussions of the actions taken in the game would be.
When to Seek Help
If a child has violent or aggressive behavior or a tendency to mimic the negative actions taken by characters in a video game it may be helpful to consult a mental health professional to discuss possible solutions.
See also Television habits.
Resources
Books
Calvert, Sandra L., Amy B. Jordan, and Rodney R. Cocking, eds. Children in the Digital Age: Influences of Electronic Media on Development. Westport, CT: Praeger, 2002.
Gee, James Paul. What Video Games Have to Teach Us about Learning and Literacy. New York: Palgrave Macmillan, 2003.
Periodicals
Eisenman, Russell. "Video Games: Technology and Social Issues." Journal of Evolutionary Psychology 25 (August 2004): 170–75.
Levermore, Monique A. "Violent Media and Videogames, and Their Role in Creating Violent Youth." The Forensic Examiner 13 (Fall 2004): 38–42.
"Video Game Play May Increase Laparoscopic Proficiency." AORN Journal 80 (August 2004): 290.
[Article by: Tish Davidson, A.M. Mary Anne Klasen]
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US History Encyclopedia: Video Games
Video Games encompass a range of electronic games, including coin-operated arcade games, console and cartridge games, various handheld electronics, and games on diskette and CD-ROM ranging in sophistication from simple geometric shapes to virtual reality programs with movielike qualities.
Massachusetts Institute of Technology student Steve Russell developed the first computer game, Spacewar, in 1962. Ralph Baer, an engineer at defense contractors Sanders and Associates, developed the first home video game console, the Magnavox Odyssey. The Odyssey connected to a regular television antenna terminal and was hardwired with twelve games, all variations of Ping-Pong. There was no sound or color, and each of the games required a different plastic overlay for the television screen, but 100,000 were sold by 1972. At the same time, another young entrepreneur, Nolan Bushnell, developed Pong and formed Atari. By 1974, 150,000 versions of home Pong had sold, and two years later there were over seventy companies making clones. The development of the game cartridge made hardwired consoles and tabletop games obsolete. Instead of buying a piece of hardware with a permanent set of games, consumer could buy one piece of hardware, the console, and as many games, or software, as companies could manufacture. By 1980 third-party companies such as Activision began producing games for other companies' consoles.
As PC technology advanced, so did gaming technology. In the early 1980s the market was dominated by Atari, Intellivision, and Coleco Vision, then in 1985 Nintendo released the Nintendo Entertainment System (NES), using an eight-bit processor. By the 1990s, Nintendo released the sixteen-bit Super Nintendo and was joined by Sega. With the proliferation of video games in the 1980s, arcades became standard in American malls. Teenagers dropped 20 billion quarters into games by 1981. The video game industry also benefited from the increasing power and decreasing cost of home computers and the Internet. The Internet provides a virtual arcade where players can challenge opponents from all over the world using the vast array of data transmission methods. A 2000 survey found that 61 percent of players are over age eighteen, with an average age of twenty-eight. The home console market, dominated by Nintendo, Sony, and Sega, has taken advantage of advances in computer technology to increase processor speed to sixty-four-bit and enable consoles to connect to the Internet.
As the popularity of video games grew, controversy developed over the addictiveness of the games and related health problems stemming from hours of stationary play. The violent nature of many games has also become an issue, as graphics technology allowed for increasingly realistic images. In 1993 a rating system, much like the system for rating movies, was put in place.
Bibliography
Herz, J. C. Joystick Nation. Boston: Little, Brown, 1997.
Kent, Steven L. The Ultimate History of Video Games. Roseville, Calif.: Prima, 2001.
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Columbia Encyclopedia: electronic game,
device or computer program that provides entertainment by challenging a person's eye-hand coordination or mental abilities. Made possible by the development of the microprocessor, electronic games are marketed in various formats, such as hand-held one-player models, cartridges or compact discs that are inserted in modules attached to television sets, computer programs run on personal or network computers, and freestanding arcade versions. Most of their appeal comes from the computer program that synchronizes flashing lights and a variety of sounds with the movielike animated action portrayed on a graphic display (see computer graphics). As the technology has advanced from 8-bit microprocessors to ever faster chips with greater graphic and sound capabilities, the programming has kept pace. For example, the newest games have so many levels and twists that they may take more than 100 hours to complete, and the graphic capabilities allow the game player to alter the visual perspective from narrow to panoramic. The games may be contested among several players, or an individual may engage in a test of skill against the computer. Some Internet-based games, known as massively multiplayer on-line games (MMOGs), involve thousands of individuals interacting with each other in ongoing, open-ended play; by 2007 MMOGs were a $1 billion industry. Game subjects include sports (e.g., baseball and football); action warfare, adventure, and role-playing; casino gambling (e.g., as roulette, poker, and simulated slot machines); and such classics as solitaire, contract bridge, chess, and backgammon. See also virtual reality.
Bibliography
See S. L. Kent, The Ultimate History of Video Games (2001); M. J. P. Wolf, ed., The Medium of the Video Game (2002); R. DeMaria and J. L. Wilson, High Score!: The Illustrated History of Electronic Games (2d ed. 2003); E. Castronova, Synthetic Worlds: The Business and Culture of Online Games (2005); H. Chaplin and A. Ruby, Smartbomb: The Quest for Art, Entertainment, and Big Bucks in the Videogame Revolution (2005); J. Juul, Half-Real: Video Games between Real Rules and Fictional Worlds (2005); J. Raessens and J. Goldstein, ed., Handbook of Computer Game Studies (2005); T. L. Taylor, Play between Worlds (2006).
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wikipidia video game
"Computer and video games" redirects here. For the magazine, see Computer and Video Games.
Namco's Pac-Man is one of the most popular video games ever made. The game spawned merchandise, a cartoon series and pop songs, and is one of the most heavily cloned video games of all-time.
A video game is a game that involves interaction with a user interface to generate visual feedback on a video device.
The word video in video game traditionally refers to a raster display device.[1] 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 Pads. Specialized video games such as arcade games, while previously common, have gradually declined in use.
The user interface normally used to manipulate video games is 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 (i.e., vibration or force feedback).
Origins
Main article: First video game
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. (2) In 1958, William Higinbotham's Tennis for Two was developed. Then in 1962, "Spaceward!", was developed and it is hailed as the very first computer video game. Later in 1971, Computer Space was released, the first commercially sold, coin-operated video game console. Nolan Bushnell and Ted Dabney are credited as its creators. Finally, another great pioneer of video games came in 1972 with the Magnavox Odyssey, the very first home console.
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" is played on a specialized electronic device that connects to a standard television set or composite video monitor. A "handheld" gaming device is a self contained electronic device 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 which 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.
Genres
Main article: Video game 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.
Because genres are dependent on content for definition, genres have changed and evolved as newer styles of video games are created. As the production values of video games have increased over the years both in visual appearance and depth of story telling, the video game industry has been producing more life-like and complex games that push the boundaries of the traditional game genres. Although many games combine genres, very few actually exist outside the paradigms of previously established genres (with notable exceptions, which when successful generally define a new genre through subsequent imitation by competition).
Some genres represent combinations of other genres such as with Massive Multiplayer Online Role-Playing Game (MMORPG). It is also common to see higher level genre terms that are collective in nature across all other genres such as with Christian or horror-themed video games.
Social aspects
Multiplayer
Main article: Multiplayer game
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 hot seating. 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 twelve inputs with additional adapters, such as the Multitap. 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. Also in recent years, new-age Video Gaming Centers are providing customers with the many different types of video gaming consoles. The idea of bringing people together in a cozy space that resembles the common household basement. These gaming places differ from the traditional idea of 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 Mud's that were played remotely on a dedicated server. This was due both to the slow speed of modems (300-1200 bit/s), 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.
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.[3]
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 unique synthesis of 3D art, CG effects, architecture, artificial intelligence, 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 operating 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 of 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."[4] Emergent behavior in video games date back to the earliest games though. Generally any place where event driven instructions occur for AI in a game, emergent behavior will inevitably exist. For instance, take a racing game in which 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 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. 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. [1] Some research[5] suggests video games may even increase players' 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. MMORPG's 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 or Galaga are well-designed games that are easy to pick up but difficult to master, much like chess or 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 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. SquareEnix (SquareSoft) has done this many times in its Final Fantasy chain of games. Most of the games feature ancient gods such as Leviathan, Shiva, and Freya.
The U.S. army has deployed machines such as the PackBot which makes use of a game-style hand controller intended to make it more familiar to use by young men and women.[6]
Controversy
Main article: Video game 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 drugs, consumption of alcohol or tobacco, propaganda, or profanity in some games. Among others, critics of video games sometimes include parents' groups, politicians, organized religion groups, and other special interest groups, even though all of these can be found 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. Proponents and opponents of censorship are often very passionate about their individual views.
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"[citation needed]. Moreover, it appears to be a question of age. Since these art forms have been around longer, the backlash against them occurred further 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.
An organization known as the Entertainment Software Ratings Board or ESRB rates software for certain age groups, however publishers are not required to submit games for ratings, and parents are not always aware of the existence of these ratings. In some cases, children are able to obtain software that is not deemed appropriate by the ESRB for their age.
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).[7]
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 has expanded 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 have been shown to be significantly attracted to playing certain online multi-user video games that offer a more communal experience, and small amount of young females have been shown to play aggressive games that are sometimes thought of as being "traditionally male" games. The most "loyal" fan-base is reported to be for large role-playing games.[citation needed]
According to the ESRB almost 41% of PC gamers are women.[8]. With such video game social networks as [2]Miss Video Game and [3]Guild Cafe having a large percentages of female gamers the "traditionally male" games are now considered cross-gendered.
Theory
Main article: Game studies
Although departments of computer science have been studying the technical aspects of video games for years, theories that examine games as an artistic medium are a relatively recent development in the humanities. The two most visible schools in this emerging field are ludology and narratology.
Narrativists approach video games in the context of what jannet muray calls "Cyberdrama." That is to say, their major concern is with video games as a storytelling medium, one that arises out of interactive fiction. Murray puts video games in the context of the Holodeck, a fictional piece of technology from Star Trek, arguing for the video game as a medium in which we get to become another person, and to act out in another world.[9] This image of video games certainly received early widespread popular support, and forms the basis of films such as tron, eXistenZ, and The Last Starfighter.
Ludologists break sharply and radically from this. They argue that a video game is first and foremost a game, which must be understood in terms of its rules, interface, and the concept of play that it deploys. Ludologists such as Espen J. Aarseth argue that, although games certainly have plots, characters, and aspects of traditional narratives, these aspects are incidental to gameplay. For example, Aarseth is critical of the widespread attention that narrativists have given to the curvaceous heroine of the game Tomb Raider, saying that "the dimensions of Lara Croft's body, already analyzed to death by film theorists, are irrelevant to me as a player, because a different-looking body would not make me play differently... When I play, I don't even see her body, but see through it and past it."[10] Simply put, ludologists reject traditional theories of art because they claim that the artistic and social qualities of a video game are primarily determined by the underlying set of rules, demands, and expectations imposed on the player.
Development
Main article: Game development
Video games are made by game developers, who used to do this as individuals or small teams in the 80's. Now, development commonly requires a large team consisting of designers' grafic designer 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.
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 have 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.
See also: Video game industry practices
Modifications
Main article: Mod (computer gaming)
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 the (previously) Half-Life Mod Counter-Strike.
Cheats
Main article: Computer and video game cheating
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, or big head mode (Spyro the Dragon) for example.
Cheat codes usually are often found on the Internet and can be found for almost any game on any platform.
Glitches
Main article: Computer glitch
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.
Commercial aspects
Game sales
A typical retail display (in Geneva, Switzerland) with a large selection of games for several major consoles
The three largest producers of and markets for computer and video games (in order) are the united states, Japan and the United Kingdom(4) Other significant markets include Australia, Canada, Spain, Germany, South Korea, Mexico, France and Italy. Both India and 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 tend to purchase console games over computer 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:
Console and portable software sales: $6.2 billion, up 8% from 2003[11]
Console and portable hardware and accessory sales: $3.7 billion, down 35% from 2003[11]
PC game sales: $1.1 billion, down 15% from 2006[12]
A possible factor causing this drop in PC games would be the free MMORPG games available such as Silkroad Online, Runescape and Maple Story. Also note that PC games that are digitally distributed either directly or by distribution networks such as Steam are not tracked by the NPD, and Steam does not list sales numbers for games downloaded through their service.
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.
There is also controversy relating video games in Australia and other PAL regions. In general when compared to the US, PAL gamers have to pay up to 40% more. More of a problem in Australia is where games are constantly delayed for no apparent reason, most notably games released by Nintendo. As English is the main language in the Australian region there is no need for any translation and the complications of differences between the PAL and NTSC video formats are not existent, as the majority of video displays in Australia are fully capable of running at a 60 Hz format. There is also the problem of Regional Lockout in Australia, with most DVD players release coming region free in order to comply with local laws, but video game consoles are still sold fully region locked. Some efforts to increase awareness of the issue, specifically to Nintendo of Australia, was in the form of a formal report outlining the issues, published by Aaron Rex Davies[13]. The report has gone on to gain a lot of attention in the public media.[14]