Lule Chapter 10: Online gaming Flashcards

(29 cards)

1
Q

Gaming’s popularity surge during COVID-19

A

It offered gamers a way to connect with one another

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2
Q

“Spacewar!”

A
  • developed at MIT during in 1960s
  • coin-operated arcade games were placed in public establishments
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3
Q

Pong (1972)

A
  • first popular arcade game (developed by Atari)
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4
Q

Magnavox Odyssey (1970s)

A
  • first console for the home TV
  • launched “Table Tennis”
  • developed by Ralph Baer
  • Sanders Associates
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5
Q

first game cartridge-based home systems

A

late 1970s

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6
Q

Atari 2600 released

A

1977

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7
Q

Video game crash of 1983

A
  • caused by an oversupply of games and waning demand
  • Pac-Man failed as a home game, despite arcade success
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8
Q

E.T.: The Extra-Terrestrial

A

became known as one of biggest failures in
gaming history

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9
Q

Nintendo Entertainment System (NES)

A
  • 1985 released
  • released Super
    Mario Brothers
  • ended the reign of the Atari 2600
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10
Q

Sega Master System

A
  • released 1986
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11
Q

Sega Genesis

A
  • first 16-bit home system
  • released 1989
  • Sega Genesis branded for teen market
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12
Q

GameBoy

A
  • ## released in 1989 with tetris
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13
Q

Super NES

A
  • released 1991
  • 16-bit Nintendo
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14
Q

Sony PlayStation (2000)

A

Failed launched of Sega Saturn in 1995 led to PS popularity

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15
Q

Success of first-person shooters on PCs (1980s-90s)

A

Wolfenstein 3D in 1992, Doom in
1993, Quake in 1996

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16
Q

Strategy/adventures games

A
  • outsold first-
    person shooting game in 1990s
  • Myst, River, and SimCity
17
Q

end of Sega

A

Sega leaves market with failed Dreamcast release

18
Q

Wii Sports and Wii Fit (2006)

A
  • Wii Fit brought Nintendo into competition with other exercise machines and videos
  • led to Sony PlayStation Move and Microsoft Kinect
19
Q

mobile gaming

A
  • iPhone’s release in 2007 sparks growth of mobile gaming
20
Q

gaming in the 2010s

A

More expansive games with improving technology and rise of
Esports

21
Q

Death Race, 1976

A
  • release provokes concerns about violence in gaming
  • formed in 1994 to provide game ratings
22
Q

Entertainment Software Rating Board, ESRB

A

formed in 1994 to provide game ratings

23
Q

video game addiction

A
  • No clear-cut answers about addictive nature of gaming
24
Q

Gamergate

A

2014 controversy titled “Gamergate” included independent game-makers and critics advocating for greater inclusion in gaming production and portrayals

25
Grand Theft Auto (1997)
- one of the first sandbox games, or open world, in which players freely pursue their own objectives - lawsuits have attempted to tie GTA to real-life instances of violence
26
Fortnite (2017)
- Most influential game to date - Made billions through in app purchases
27
Call of Duty (2003)
- $3-billion in sales in 2009 was record-breaking - Calls to ban the game despite the Mature rating—argues it’s not appropriate for minors
28
Mixed Reality (AR and VR)
VR predicted to be future of gaming, but technology remains expensive and uncomfortable
29
gaming in the 1980s
- video games moved into the home - console= a video game system designed to be attached to a television to simulate arcade video games