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Sunday, 2 December 2007

Videogames



Here, you will find some material we have collected about videogames…

We hope the activities we have created for the materials will be useful for EFL Teachers. Feel free to use it!

Brenda Guerra and Carol Johnson.







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Videogame’s Timeline

The First Video Game: Tennis for Two
Jan 1, 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. It is used to entertain visitors at the lab's annual open house.

Spacewar (PDP-1) (VIDEO)
Jan 1, 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. It quickly spreads to universities and research facilities around the country.
Spacewar! is one of the earliest known digital computer games.
Steve "Slug" Russell, Martin "Shag" Graetz and Wayne Wiitanen of the fictitious "Hingham Institute" conceived of the game in 1961, with the intent of implementing it on a DEC PDP-1 at the Massachusetts Institute of Technology. After Alan Kotok obtained some sine and cosine routines from DEC, Russell began coding, and by February 1962 had produced his first version. It took approximately 200 hours of work to create the initial version. Additional features were developed by Dan Edwards, Peter Samson, and Graetz

The Galaxy Game is the earliest known coin-operated computer or video game. It was installed at the Tresidder Union at Stanford University in September, 1971, two months before the release of Computer Space, the first mass-produced such game.[1] Only one unit was ever built, though the game later included several consoles allowing users to play against each other.The game was programmed by Bill Pitts and Hugh Tuck. Like Computer Space, it was a version of the existing Spacewar!, which had previously been played on the PDP-1. The coin-operated game console incorporated a Digital PDP-11/20 with vector displays. The hardware cost around $20,000, and a game cost 10 cents or three games for 25 cents. In June 1972 the hardware was improved to allow the processor to power four to eight consoles. The game remained popular on campus, with wait times for players as much as one hour, until it was removed in May 1979.
The unit was restored in 1997 and now resides in the Computer History Museum in Mountain View, California.
Computer Space is a video arcade game released in November 1971 by Nutting Associates. Created by Nolan Bushnell and Ted Dabney, who would both later found Atari, it is generally accepted that it was the world's first commercially sold coin-operated video game — and indeed, the first commercially sold video game of any kind, predating the Magnavox Odyssey by six months, and Atari's Pong by one year. Though not commercially sold, the coin operated minicomputer driven Galaxy Game preceded it by two months, located solely at Stanford University.


Video Game Consoles (1970-1976)
Magnavox Odyssey
Released in 1972
The Magnavox Odyssey is the first home video game console, predating the Atari PONG home consoles by three years. The Odyssey was designed by Ralph Baer, who had a working prototype finished by 1968. This prototype is affectionately known as the "Brown Box" to classic video game hobbyists. Unlike most video game consoles, the Odyssey is analog rather than digital, which makes its invention all the more amazing in spite of its rather crude graphics and controller responsiveness. Also, unlike any conventional console today, this system was powered by batteries. The Odyssey and its variants also lack sound capability (hence a silent console), which was not uncommon in early PONG systems of that era.
The Odyssey was released in May 1972. While it did not perform badly, it did not take long before it succumbed to poor marketing by Magnavox retail chains. One of their mistakes was misleading consumers into believing that the Odyssey would work only on Magnavox televisions. It did, however, prove that consoles for the home could be designed.

Atari PONG
Released in 1975
In 1973, after the success of the original PONG coin-op, an Atari engineer by the name of Harold Lee came up with the idea of a home PONG unit. Since the PONG coin-op that Alan Alcorn designed was nothing more than the game board connected to an actual television set, he thought it would be possible to scale it down a bit and modify it for use at home. This would be a new direction for the fledgling Atari consumer electronics. If they could pull it off, they would be one of the pioneers of using high tech custom integrated circuits in the consumer industry.
In 1975 it was decided Sears would sell PONG under it's own specially created Tele-Games label, and production was initially projected at 50,000 units. This was soon raised to 150,000 for the 1975 Christmass season. Atari agreed to give Sears exclusive rights for the following year, and would continue to make custom Tele-Games versions for any future consoles. This was the beginning of a long relationship between Atari and Sears, which would continue even after Nolan Bushnell sold Atari to Warner.

Magnavox Odyssey 100
Released in 1975
The Odyssey 100 was an analog system which used four Texas Instruments chips. It did not use cartridges and played two games: TENNIS and HOCKEY. A simple switch selected the games, and the system was either powered by six batteries, or by an AC adaptor (such power supplies were widely used by other systems).
The Odyssey 100 was very basic and didn't have the common features of the million-seller PONG systems of the next years. The knobs were fixed: there were no detachable controllers yet. There was no digital on-screen scoring: the players marked their score using two little plastic cursors on the system. The serve couldn't be changed: it was automatic. This could seem strange compared to the first Atari PONG systems which already had digital on-screen scoring. In fact, this was just a question of technology. On-screen scoring would have required additional components, which would have increased the cost of the system. Nevertheless, on-screen scoring was added in later systems although the first attempts used archaic graphics. The first Magnavox system to offer digital on-screen was the Odyssey 300 in 1976.

Magnavox Odyssey 200
Released in 1975
Still in 1975, Magnavox released an improved version of the Odyssey 100: the Odyssey 200. It was same as the Odyssey 100 but with two additional chips from Texas Instruments, which added a third game called SMASH and some on-screen scoring. The Odyssey 200 could be played by two or four players (first system to offer this feature), and displayed very basic on-screen scoring using small rectangles (it still had the two plastic cursors to record the scores). Each time a player marked a point, his white rectangle would shift on the right. The winner was obviously the first whose rectangle would reach the rightmost position on the screen. Although the scores were not yet digital, the Odyssey 200 remained more advanced than the first home version of Atari PONG because it played three different games for two or four players.
1975 marked the beginning of a long history. Both Atari and Magnavox released their systems, and more advanced ones were to come.

Atari Super PONG
Released in 1976
Atari's sales of the Home PONG console were phenomenal to put it mildly. Atari would continue to cash in of the PONG franchise by releasing yet another home version of one of its arcade game assets. This time it would be Super PONG. Now home players could select for 4 different variations of PONG games to delight and entertain them for countless hours.
Meanwhile numerous knock-off PONG-type consoles were hitting the market. However, because of Atari's now well known presence in the coin-op market, its name recognition helped it stand out. Also Atari's unusual Pedestal design helped Atari stand out in the Sears Retail Stores as well as other stores who were now carrying Atari products.
When compared to the plethora of bland and boxy "Me-Too" consoles by so many other companies, the Atari PONG line of consoles simply stood out. Atari's consoles had eye catching rainbow colors and a deep and ear catching PONG sound from their built in speaker. Most other consoles were still far behind playing catch up with Black & White displays, flimsy controllers and some even without sound.

Pac-man
Jan, 1980
The Japanese company, Namco, along with America's Midway, bring the game Puck-Man to the US. Fearing that the American public will be tempted to alter the game's name to something more offensive, distributors re-name it Pac-Man prior to its debut. This hugely pouplar game is the first to have an animated main character with its own name. 300,000 units of Pac-Man are released worldwide by Namco.

Nintendo Famicom released in Japan
Jan 3, 1983
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.

Sega Genesis
: First 16-bit console
Jan 2, 1989
The true arcade experience comes into American homes when Sega debuts the Genesis, its first 16-bit home game console, for $249.95.

Sony Playstation released in Japan
Jan 2, 1994
In Japan, the Sega Saturn and the Sony PlayStation make their debut.
Sony Playstation released in US
Jan 1, 1995
Sony brings the PlayStation to the U.S. and sells the console for $299.
Jan 2007 PlayStation is considered by many in the industry as most popular game console as the 20 millionth unit is sold.


Nintendo 64 released in Japan
Jan 2, 1995

Nintendo releases the Nintendo 64 in Japan (it's released in the U.S. in 1996).

Sega Dreamcast
released in Japan
Jan 1, 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. It has a built-in 56 kbps moden.

Microsoft Xbox 360 released
Jan 1, 2006


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.
Nintendo Wii released
Oct 1, 2006


Sony Playstation 3 released
Nov 1, 2006

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Vocabulary
  • Simulation Games
While arguably most games are a simulation of something, simulation games, or "sims" take it a step further, recreating a particular situation in more exacting detail. Flight sims, for example, give the player full control of the plane, down to every switch and gauge. Other types of sims replicate driving a race car, coaching a sports team, running a city, or even dating

  • Packet Loss
Brief interruptions in gameplay caused by a poor connection to a server. This appears as a slight delay in the action, or if the connection is very unstable, a stuttering effect. Synonym: lag.

  • XP (Experience Points)
In roleplaying games, the player gains these by defeating enemies or accomplishing key goals. After a certain number of points, the player gains new abilities and grows stronger, a process known as "leveling up." Gamers play in many different ways. Here are some terms you might hear when someone describes another gamer's style
Server
A computer or device on a network that manages network resources. For example, when you want to join a game on Xbox Live, you choose from a list of servers running the game


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Weight Loss Computer Game: Exercise To Win

ScienceDaily (Sep. 21, 2007)Finding a way to motivate the billion people in the world who are overweight to lose excess pounds can be an overwhelming task, but a University of Houston professor is meeting that weighty challenge with a challenge of his own.

Ioannis Pavlidis, a UH computer science professor, and research assistants Yuichi Fujiki and Kostas Kazakos, have developed a computer game that translates physical activity into video games, such as races and logic puzzles. Dubbed Non-Exercise Activity Thermogenesis (NEAT-o) games, they can be played on any hand-held personal digital assistant (PDA) with users wearing a lightweight, wearable sensor that detects movement like running, walking, bending over or even foot tapping.

That data is then transmitted to the PDA via a wireless connection, and the player can see his or her game avatar move in real-time to their movements. For example, in the race game, the player’s physical activity propels the avatar around the track – the more active the player is, the faster and farther the avatar goes.

“When you see the avatar move when you move, you really become connected to the game,” Pavlidis said.

Capitalizing on the buddy system for working out, users can link to other gamers by cellular phone networks and compete against multiple users in the next cubicle or the next state. The game can run all day in the background as users go about their daily routines while earning points and propelling their avatars as they walk to the copy machine, take coffee breaks or walk the dog.

The lack of daily mild exercise is largely responsible for the world’s obesity epidemic, according to James Levine, a Mayo Clinic physician and leading authority on obesity. Levine coined the ‘NEAT’ term to cover all physical activity that is not conscious exercise. Since hitting the gym for a regular workout might be too much to expect for those returning to the fitness fold, these games encourage small, everyday lifestyle changes, such as taking the stairs instead of the elevator or parking a few spaces away from a store entrance versus driving around to find the closest spot available.

“We hope the games can increase physical activity, add a dosage of everyday fun and embed NEAT in the modern lifestyle,” Pavlidis said. “We expect an almost ‘addictive’ behavior resulting from this game, much like the habit of playing solitaire during breaks is an everyday ritual for many people. Because of the way we live today, people are sitting all the time, so moving more is always a good thing.

“The allure of computer gaming and competition with other users encourages players to make small lifestyle changes that can add up to big health benefits,” Pavlidis said.

A computer science student who was one of the first to try out the devices lost 40 pounds in five months. The games also have been a hit with early test groups and received rave reviews from players at an April academic gathering of computer scientists.

Along with the straightforward racing game, Pavlidis also recently rolled out his version of Sodoku, a logic-based numbers puzzle that has become wildly popular. In this adaptation of Sodoku, the points players earn through physical activity can be used to fill in another square on the grid, providing clues to solving the rest of the puzzle. More games designed to appeal to a variety of age groups are in the works.

Levine’s lab at Mayo Clinic in Rochester, Minn., is gauging the games’ effectiveness in a large trial experiment that began in June. Financed by an endowed fund and a National Science Foundation grant, Pavlidis hopes the game will be available to the public before the end of 2008.

Glossary

NEAT-o game: A computer game that helps you to lose weight. (Non-Exercise Activity Thermogenesis)

Personal digital assistant noun [C] (ABBREVIATION PDA) : a small computer that you can carry with you.

Wireless connection: it is used to refer to any type of electrical or electronic operation which is accomplished without the use of a "hard wired" connection.

Buddy system: The buddy system is a system in which two people, buddies, operate as a single unit so that they are able to monitor and help each other.

Avatar: noun [C]: in computing, an image which represents you in online games, chat rooms, etc. and which you can move around the screen using the mouse or keys.

Cubicle: noun [C] : a small space with walls or curtains around it, that is separate from the rest of a room and where you can be private when taking clothes off, etc.

To propel: verb [T] -ll- to push or move something somewhere, often with a lot of force

Allure: (noun) attraction, charm or excitement

Racing game: it is any game that involves competing in races through a surrogate playing piece or vehicle, either getting it from one point to another or completing a number of circuits in the shortest time.

Sodoku: Sudoku is a logic-based number placement puzzle. The objective is to fill a 9×9 grid so that each column, each row, and each of the nine 3×3 boxes (also called blocks or regions) contains the digits from 1 to 9, only one time each (that is, exclusively). The puzzle setter provides a partially completed grid.

To gauge: gauge (MEASURE), US also gage, verb [T]

to calculate an amount, especially by using a measuring device


Activities

  • True or False:

1.____ Fujiki and Kazakos have developed a computer game that translates neuronal activity into video games.

2.____That data is transmitted to the PDA via a wire connection

3.____ The player can see his or her game avatar move in real-time to their movements

4.____ The lack of daily mild exercise is largely responsible for the world’s obesity epidemic.

5.____ A computer science student who was one of the first to try out the devices lost 80

pounds in five months.

  • Fill in the Gaps:

Computer - research - game - physical - races - logic - personal digital assistant (PDA) – sensor - bending over – behavior – solitaire - ritual – sitting

1. Ioannis Pavlidis, a UH (a)________ science professor, and (b)_________ assistants Yuichi Fujiki and Kostas Kazakos, have developed a computer (c)________that translates (d)________activity into video games, such as (e)________and (f)________puzzles.

2. They can be played on any hand-held (a)_____________________________with users wearing a lightweight, wearable (b)__________that detects movement like running, walking, (c)_____________or even foot tapping.

3. “We expect an almost ‘addictive’ (a) _________resulting from this game; much like the habit of playing (b) ___________during breaks is an everyday (c) ___________for many people. Because of the way we live today, people are (d) __________all the time, so moving more is always a good thing.”

  • Match the columns

1______Personal digital assistant A) to calculate an amount

2______ Allure B) a logic-based number placement puzzle

3______ To gauge C) a small computer that you can carry with you.

4______ Sodoku D) attraction, charm or excitement

  • Answer the Following Questions:

  1. What did professor Pavlidis and his research assistants develop?

  1. How are these games played?

  1. What is the purpose of Pavlidis’s invention?

  • Fill in the gaps with the missing letter:

1. B__d__y s__s__e__: It is a system in which two people, buddies, operate as a single unit so that they are able to monitor and help each other.

2. N__A__-o g__m__: A computer game that helps you to lose weight.

3. A__a__a__: in computing, an image which represents you in online games.

  • Create a short paragraph using the following words:

Wireless connection player avatar movements video game propel

_________________________________________________________________________

____________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________

_________________________________________________________________________

  • Make a drawing for the each term:

Racing game:


Sodoku:


Solitaire:


Answers

True or False

1. F

2. F

3. V

4. V

5. F

Fill in the Gaps

1. a) Computer

b) Research

c) Game

d) physical

e) Races

f) Logic

2. a) personal digital assistant (PDA)

b) Sensor

c) Bending over

3. a) behaviour

b) Solitaire

c) Ritual

d) Sitting

Matching

1 C

2 D

3 A

4 B

Questions

1. They developed a computer game that translates physical activity into video games.

2. They can be played on any hand-held personal digital assistant (PDA) with users wearing a lightweight, wearable sensor that detects movement like running, walking, bending over or even foot tapping.

3. They hope the games can increase physical activity, add a dosage of everyday fun and embed NEAT in the modern lifestyle

Fill in the gaps with the missing letter

1. Buddy system

2. NEAT-o game

3. Avatar



1 comment:

Licenciatura en Educación en Inglés said...

excelente nenas..está mejor q el mío!!
bakanoso se merecen el 7 lejos!

bendiciones