Assignment 1 - Understand Computer Games Development
Assignment 1 - Understand Computer Games Development
1
Understand Computer Games Development by Adam Neal
Contents
Introduction..3
Different Types of Computer Games and Platforms.4
Characteristics of User Interaction...7
Impact of Computer-based Gaming...10
References.14
2
Understand Computer Games Development by Adam Neal
Introduction
Gamer Zone operates in Peterborough and sells games for all major platforms. The
managers at Gamer Zone are considering producing new elements to their games.
They would like research to be carried out on computer games development and
have requested a professional report containing appropriate findings. These findings
should include a critical comparison of the different types of computer games and
platforms, an evaluation on the characteristics of user interaction and an impact
assessment of computer based gaming.
Before delving into these topics, the report will first look into the history of computer
games development. The first games created offered little entertainment value, and
their development focus was separate from user experience in fact, these games
required mainframe computers to play them. OXO (or Noughts and Crosses) for the
EDSAC (Electronic Delay Storage Automatic Calculator) computer became one of
the first known video games in 1952. The game was developed by Alexander S.
Douglas who programmed the game as part of his Ph.D. thesis on human-computer
interaction for the University of Cambridge.
The games platform the EDSAC computer was an early British computer based in
Cambridge. This gave Douglas the perfect opportunity to prove his findings by
programming the code for a simple game where a player can compete against the
computer. The actual program for the game was read off of Punched Tape (aka
Input Tape), a strip of paper with numerous holes punched into it. The placement
and number of holes would be read as code by the EDSAC, and translated onto a
oscilloscope's cathode-ray tube readout display as an interactive game. (Wikipedia,
2015)
Douglas' project was a success and became the very first video game and graphical
computer game, but it was also one of the very first (albeit primitive) applications of
true artificial intelligence. The computer's moves in reaction to the players moves
was not random or pre-determined, but entirely made at the computer's
discretion. OXO is often overlooked for its accomplishments in artificial intelligence
as the study of AI didn't become a valid science until 1958 when scientist John
McCarthy coined the term. (Cohen, 2015)
3
Understand Computer Games Development by Adam Neal
John McCarthy, an American computer scientist pioneer and inventor, was known as
the father of Artificial Intelligence (AI) after playing a seminal role in defining the field
devoted to the development of intelligent machines. The cognitive scientist coined
the term in his 1955 proposal for the 1956 Dartmouth Conference, the first artificial
intelligence conference. The objective was to explore ways to make a machine that
could reason like a human, was capable of abstract thought, problem-solving and
self-improvement. He believed that "every aspect of learning or any other feature of
intelligence can in principle be so precisely described that a machine can be made to
simulate it." (Childs, 2011)
In video games, artificial intelligence is used to generate intelligent behaviours
primarily in non-player characters (NPCs), often simulating human-like intelligence.
The techniques used typically draw upon existing methods from the field of artificial
intelligence. However, the term game AI is often used to refer to a broad set
of algorithms that also include techniques from control theory, robotics, computer
graphics and computer science in general. (Wikipedia, 2015)
In 1952, Arthur Samuel of IBM developed a checkers-playing program that took the
novel approach of learning by playing against itself, and the program was able within
just a few days to compete well against strong players. Games like chess and
checkers were a logical choice for early AI experiments, because board games are
usually games of perfect information, meaning that the entire state of the game is
easily accessible to the computer. Also, such games are usually not trivial search
problems with well-defined paths to solutions, since they involve an opponent which
adds an element of uncertainty to the equation. Thus, computer board games
emerged as a natural test bed for new AI algorithms and areas of academic research
and in modern times remain as such. (Middleton, 2002)
interaction rather than visual or narrative differences. Video game genres is defined
by a set of gameplay challenges and are classified independent of their setting or
game-world content, unlike other works of fiction such as films or books. For
example, a shooter game is still a shooter game, regardless of whether it takes place
in a fantasy world or in outer space. (Wikipedia, 2015)
A popular game genre in recent times has been action games. An action game
requires players to use quick reflexes, accuracy, and timing to overcome obstacles.
It is perhaps the most basic of gaming genres, and certainly one of the broadest.
Action games tend to have gameplay with emphasis on combat. Action games take
place in either 2D or 3D from a variety of perspectives. 2D action games typically
use a side view or top-down view. The screen frequently scrolls as the player
explores the level, although many games scroll through the level automatically to
push the player forward. In 3D action games, the perspective is usually tied to the
avatar from a first-person or third-person perspective. However, some 3D games
offer
context-sensitive
perspective
that
is
controlled
by
an artificial
intelligence camera. Most of what the player needs to know is contained within a
single screen, although action games frequently make use of a heads-up display that
display important information such as health or ammunition. Action games
sometimes make use of maps which can be accessed during lulls in action, or a
mini-map that is always visible. (Wikipedia, 2015)
Action games are very popular amongst children, however some of these action
games can be considered to be violent. Most of the bad effects of video games are
blamed on the violence they contain. Children who play more violent video games
are more likely to have increased aggressive thoughts, feelings, and behaviours, and
decreased prosocial helping, according to a scientific study (Anderson & Bushman,
2001). The effect of video game violence in children is worsened by the games
interactive nature. In many games, the user is rewarded for being more violent. The
act of violence is done repeatedly. The user is in control of the violence and
experiences the violence through their own eyes (killings, kicking, stabbing and
shooting). This active participation, repetition and reward are effective tools for
learning behaviour. Indeed, many studies seem to indicate that violent video games
5
Understand Computer Games Development by Adam Neal
may be related to aggressive behaviour (such as Anderson & Dill, 2000; Gentile,
Lynch & Walsh, 2004). (Raise Smart Kid, 2015)
The content of certain video games can encourage kids to read and to research.
Strategy type video games such as Age of Mythology, Civilization, and Age of
Empires may spark a child's interest in world history, geography, ancient cultures
and international relations, especially if parents are alert to opportunities. To quote
researchers David Shaffer and James Gee, "When children have parents who help
turn Age of Mythology into an island of expertise, tying it to books, Internet sites,
museums, and media about mythology, cultures and geography, the children pick up
a wide range of complex language, content and connections that serve as
preparation for future learning of a highly complex and deep sort." What's more,
these games often allow children to design and exchange maps or other custom
content, helping them acquire creative and technical skills while having fun. (Olson,
2015)
Various gaming platforms can be used to play different game genres. A gaming
platform refers to a system thats used to play games on. You could class most
computers as gaming platforms as well as gaming computers. Xbox 360s, Ps3s and
Wiis are also classed as a gaming platform. A PC is likely to be the strongest out of
any platform, because of the intense graphics it offers but it is however the most
expensive to replace and to upgrade. Video game consoles like the PlayStation and
the Xbox are all-in-one entertainment machines, but their most important part is their
ability to play games. Although many gamers will say that computers have the best
graphics, new gaming technology is birthed on consoles. Also, some of gamings
biggest franchises are only available on consoles. Finally, consoles tend to be futureready devices, as manufacturers know that youll be using them for at least six years.
This means that over the next few years, new peripherals and technologies will
supplement the consoles. (Tennant, 2015)
The computer was once a dominant platform for kids who wanted to play video
games. But those days seem to be evaporating. Smartphones and tablets are now
the most popular devices used for gaming among children in the age range of 2 to
17, according to a report released recently by the NPD Group. The report, titled "Kids
and Gaming 2015," found that 63 percent of kids said they play games on a mobile
6
Understand Computer Games Development by Adam Neal
device. The family computer was once the device people predominantly used to surf
the Web, play games and find information. But PC sales and demand have been on
a downturn the past few years as smartphones and tablets have become go-to
devices. Gaming console sales remain strong, based on NPD's data. But the time
spent by kids actually playing on consoles is flat as more of them pick up a mobile
device to get their gaming fix. (Whitney, 2015)
One of the reasons for the emergence of video games on smartphones and tablet
devices is their ability to allow users to easily and efficiently play online and integrate
with social media. As two of the most well-known social successes, Facebook
currently boasts over 750 million daily active users and Twitter has more than 100
million. Whats interesting is the rate at which games are fast catching up. Candy
Crush is probably the best example with nearly 100 million daily active users and still
growing. Its hardly surprising. Games are an inherently social media and, with the
relatively new power of mobile devices accommodating better and better games, it is
likely that we will see this trend continue. (Game Sparks Technologies, 2015)
players. Even among avid game players, emotions like confusion, frustration or
anger are frequent experiences. The very idea that video games can cause such
feelings in the player is an absurd one. Only when game designers are prepared to
treat the interaction between human and video game as a formal discipline will this
medium be able to develop into an activity that everyone can truly enjoy. (Shirinian,
2012)
court for allowing her 3 year-old daughter to die of malnutrition while she spent
hours playing World of Warcraft. Researchers have linked excessive gaming to
different personality factors such as impulsiveness, higher acceptance of violence
and lower social skills, gamers having trouble coping with their lives in general can
be vulnerable as well. Not only are people dealing with excessive stress and general
unhappiness in their lives more likely to become addicted to video games, but
gaming addicts are also more likely to be diagnosed with other disorders. These
related diagnoses can include attention-deficit hyperactivity disorder (ADHD),
depression and anxiety.
But what other risk factors are associated with gaming addiction? Though
researchers have looked at amount of time spent online as a risk for addiction,
type of video game may be important as well. Not only are role-playing gamers more
vulnerable to addiction but so are shooter and strategy gamers. The motivation for
playing also seems to be a factor in addiction. People who game for fun or
socializing are less likely to become addicted than people who are caught up in the
need for status or simply to escape from the problems in their lives. If youre dealing
with real-life failure, escaping from that stress by playing games that give you a
sense of victory or control over your life can be a helpful way of coping. (Vitelli, 2013)
Negative impacts are joined by a number of positive impacts. Simulation games can
improve our hand-eye coordination and are used to train people to use high-tech
machines. Strategy games can improve our ability to make decisions in real life and
brain training games are used so people can learn whilst having fun. Shooting
games for example require the player to keep track of the position of the character,
where the character is heading, their speed, where the gun is aiming, if the gunfire is
hitting the enemy, and so on. All these factors need to be taken into account, and
then the player must then coordinate the brains interpretation and reaction with the
movement in his hands and fingertips. This process requires a great deal of eyehand coordination and visual-spatial ability to be successful. Research suggests that
people can learn iconic, spatial, and visual attention skills from video games. There
have been studies with adults showing that experience with video games is related
to better surgical skills. Also, a reason given by experts as to why fighter pilots of
11
Understand Computer Games Development by Adam Neal
today are more skilful is that this generations pilots are being weaned on video
games.
According to researchers at the University of Rochester, led by Daphne Bavelier, a
cognitive scientist, games simulating stressful events such as those found in battle or
action games could be a training tool for real-world situations. The study suggests
that playing action video games primes the brain to make quick decisions. Video
games can be used to train soldiers and surgeons, according to the study.
Importantly, decisions made by action-packed video game players are no less
accurate. According to Bavelier, Action game players make more correct decisions
per unit time. James Paul Gee, professor of education at the University of
Wisconsin-Madison, says that playing a video game is similar to working through a
science problem. Like a student in a laboratory, the gamer must come up with a
hypothesis. For example, the gamer must constantly try out combinations of
weapons and powers to use to defeat an enemy. If one does not work, he or she
changes hypothesis and will try the next one. Video games are goal-driven
experiences, says Gee, which are fundamental to learning. (Raise Smart Kid, 2015)
Throughout time, humans have used games as a way to escape from the stresses of
real life. Primitive games involving dice were used as ways to think of other things as
well as to entertain. In todays digital age, games have evolved from simply using
dice to games with highly advanced graphics as seen online or on platforms. Games
have become even more popular than ever before in culture, and as a result have
become one of the main sources of entertainment and fun for many people around
the world. However, games have become more than just entertainment in todays
world. Games can be a whole new world, a culture within cultures. Video games are
changing the world, little by little, and are making life very different than what it was
centuries ago. Today, some games help to train pilots, others help children learn
new languages, and some even make people learn to be more social. But many still
believe that video games are detrimental to human lifestyle and culture, not
beneficial. Despite the negative stereotypes, gaming has been shown to have a
significant positive impact on society, as evidenced by case studies in the following
four areas: increasing the brains ability to learn as well as processing speed,
12
Understand Computer Games Development by Adam Neal
13
Understand Computer Games Development by Adam Neal
References
Wikipedia (2015), Video game development [online], Available from
https://en.wikipedia.org/wiki/Video_game_development#History (Accessed
25/09/2015)
Wikipedia (2015), OXO [online], Available from https://en.wikipedia.org/wiki/OXO
(Accessed 25/09/2015)
Wikipedia (2015), Electronic Delay Storage Automatic Calculator [online], Available
from https://en.wikipedia.org/wiki/Electronic_Delay_Storage_Automatic_Calculator
(Accessed 25/09/2015)
Cohen, D.S. (2015), OXA aka Noughts & Crosses The First Video Game [online],
Available from http://classicgames.about.com/od/computergames/p/OXOProfile.htm
(Accessed 25/09/2015)
Childs, M. (2011), John McCarthy: Computer scientist known as the father of AI
[online], Available from http://www.independent.co.uk/news/obituaries/johnmccarthy-computer-scientist-known-as-the-father-of-ai-6255307.html (Accessed
27/09/2015)
Wikipedia (2015), Artificial intelligence (video games) [online], Available from
https://en.wikipedia.org/wiki/Artificial_intelligence_(video_games) (Accessed
27/09/2015)
Middleton, Z. (2002), Case History: The Evolution of Artificial Intelligence in
Computer Games [online], Available from http://web.stanford.edu/group/htgg/cgibin/drupal/sites/default/files2/zmiddleton_2002_1.pdf (Accessed 27/09/2015)
Wikipedia (2015), Video game genre [online], Available from
https://en.wikipedia.org/wiki/Video_game_genre (Accessed 01/10/2015)
Wikipedia (2015), Action game [online], Available from
https://en.wikipedia.org/wiki/Action_game (Accessed 08/10/2015)
Raise Smart Kid (2015), The Positive and Negative Effects of Video Games [online],
Available from http://www.raisesmartkid.com/3-to-6-years-old/4-articles/34-the-goodand-bad-effects-of-video-games (Accessed 08/10/2015)
14
Understand Computer Games Development by Adam Neal
Olson, C. (2015), 8 Reasons Video Games Can Improve Your Child [online],
Available from http://www.parents.com/kids/development/benefits-of-videogames/#page=1 (Accessed 09/10/2015)
Tennant, D. (2015), Video Game Consoles Review [online], Available from
http://video-game-consoles-review.toptenreviews.com/ (Accessed 08/10/2015)
Whitney, L. (2015), Kids pick mobile devices over PCs, consoles for gaming [online],
Available from http://www.cnet.com/news/kids-now-pick-mobile-devices-over-pcsconsoles-for-gaming-npd-group/ (Accessed 09/10/2015)
Game Sparks Technologies (2015), Top 5 social features your game must have
[online], Available from http://www.gamesparks.com/blog/top-5-social/ (Accessed
09/10/2015)
Stonehouse, A. (2010), User interface design in video games [online], Available from
http://www.thewanderlust.net/2010/03/29/user-interface-design-in-video-games/
(Accessed 11/10/2015)
Wikipedia (2015), Touchscreen [online], Available from
https://en.wikipedia.org/wiki/Touchscreen#Ergonomics_and_usage (Accessed
10/10/2015)
Griffiths, S. (2014), Could this armband replace your mouse? Hands-free Myo lets
you control your computer using hand gestures [online], Available from
http://www.dailymail.co.uk/sciencetech/article-2693038/Could-armband-replacemouse-Hands-free-gadget-lets-control-computer-using-hand-gestures.html
(Accessed 11/10/2015)
Makoff, A. (2012), Game on: new guidelines for accessibility [online], Available from
http://www.disabilitynow.org.uk/article/game-new-guidelines-accessibility (Accessed
09/10/2015)
Shirinian, A. (2015), What Is Good Video Game Interaction Design? [online],
Available from http://www.shirinian.net/writings/games.html (Accessed 10/10/2015)
15
Understand Computer Games Development by Adam Neal
16
Understand Computer Games Development by Adam Neal