COMM234 Media & New TechnologiesWeek 10 Gaming
TechnologiesSarah Wharton
Learning OutcomesBy the end of the session, learners should be able to:
Discuss how media convergence has impacted on gaming culture and caused gaming culture to impact on other media.
Some of this session will also be devoted to going through some of the main issues with the assignments.
A (very) brief (and partial) history of the home video game
1st generation:1972
Magnavox OdysseyAtari’s Pong
2nd generation:1976
Fairchild Video Entertainment System (VES)
Used cartridgesAtari’s Space Invaders
3rd generation:1983/1985
Nintendo Famicom (Japan)/Nintendo Entertainment System (NES) (USA)
Came packaged with Super Mario Brothers and a light gun (Zapper)
Sega Master System
A (very) brief (and partial) history of the home video game
4th generation:1988
Sega MegadriveUsed the Mega CD/Sega CD to increase storage.
1989Nintendo Game Boy
1990Super Nintendo Entertainment System (SNES)NEC’s TurboGrafx-16SNK Playmore’s Neo Geo
5th generation:1993
Atari Jaguar and 3DO3DO used discs (CDs) instead of cartridgesBoth expensive and hard to use
Sega Saturn, Sony PlayStation and Nintendo 64 (N64)
Popularised 5th gen consoles3D graphics
A (very) brief (and partial) history of the home video game
6th generation:1999
Sega Dreamcast, Sony PlayStation 2 (PS2), Microsoft Xbox and Nintendo GameCube
DVDsLonger, more visually stunning gamesXbox was the first to offer and online service.
2004Sony PSP
7th generation:2005
Microsoft Xbox 360, Sony PlayStation 3 (PS3), Nintento Wii.
High definition with Blu-ray discs (also saw start of HD-DVD/Blu-ray battle)Massive online presenceMotion sensors used in gaming
Other platforms?Arcade machinesPC, Apple, other home computersTablet computers (iPad)iPodMobile phonesSmart phonesGaming apps on Facebook.Digital distribution software e.g. Steam
Snake on the Nokia 3330
How has media convergence affected games and gaming
technologies?Online support for open narrative MMO games like World of Warcraft.More social gameplay with gamers able to play console games online.Backwards compatibility almost infinite with online stores like Nintendo’s Virtual Console and the PlayStation Store. Using games to create user generated content e.g. using The Sims 3 to create short films.
Crossovers e.g. games as ancillary products or other media based on games.Sense of ‘play’ infusing other media e.g. puzzle films – more in seminar.Gaming structure and aesthetics seeping into other media such as films e.g. the ‘level’ structure of Sucker Punch (Zack Snyder, 2011) (see this blog), or the first-person shooter sequence in Doom (Andrzej Bartkowiak, 2005).
Alien Vs. Predator: A multimedia franchise
Crossover of Alien and Predator franchises.Comics.
Published by Dark Horse Comics from 1991.
Games.Film series:
Alien Vs. Predator (Paul W. S. Anderson, 2004)Alien V.s Predator: Requiem (Colin & Greg Strause, 2007)
Alien Vs. Predator (SNES, 1993)Av.P: The Last of His Clan (Game Boy, 1993)Av.P (arcade & Atari Jaguar, 1994)Av.P (PC & Mac, 1999)Av.P 2 (PC & Mac, 2001)Av.P 2: Primal Hunt (PC & Mac, 2002)Av.P: Extinction (PS2 & Xbox, 2003)Av.P (mobile, 2004)Av.P 3D (mobile, 2005)Av.P: Requiem (PSP & mobile, 2007)Av.P (PC, PS3 & Xbox 360, 2010)
Doom (Andrzej Bartkowiak, 2005)
ASSIGNMENT TIPSReferencing, structure, evidence and spelling
ReferencingAlways use Harvard System – NOT footnotes.Your reference always comes at the end of the sentence, after the paraphrased section or quote.A paraphrase or direct quote should always have a page reference.Don’t include references in your bibliography that haven’t been included in the main body of work.
StructureThis sounds really obvious but:
Point > Example > Explanation > Reflection
Make your point or state an idea.Use an example/quote/theory/statistic that supports your idea.Explain why/how it supports your idea.Reflect/critique/evaluate.
EvidenceIf you state anything as fact you need to back it up with supportive evidence.Example:
‘The audience for the Paranormal Activity movies is predominantly over-25 as demonstrate by Andrew Stewart of Variety who states that 47% of Paranormal Activity 3’s audience was from that age group (2001: internet).’
Spelling and GrammarUse British spellings e.g. ‘ise’ not ‘ize’.Do not abuse apostrophes.Capital letters have their place. Make sure they’re in the right ones.The only things that needs to be italicised are titles of texts (e.g. books, TV shows, films, albums etc. but not journal articles).USE YOUR SPELL CHECK.