The very first video game I was given to play was Tetris when my parents gave me an old school Game Boy. It was very simple, one-dimensional with very few distinctions with graphics, yet at that time it was a phenomenon. Then came Duck Hunt, games were becoming more interactive with gamers, giving a more "realistic" feel that attracts gamers to such subconscious fantasies.
Since the mid-1990s, the gaming industry has become a multi-billion dollar industry with game developers creating more sophisticated gamers who thirsted for more "hardcore" (more realism) games where they could feel more entranced. However, I never really got into the gaming industry addiction. My parents never promoted me to play video games because they did not see any economic value added to my personal growth. Vice versa, they thought this would interfere with my studies. However I was given a Playstation (the original) in middle school and ultimately developed into computer games in high school. Starcraft and Counterstrike ruled the high school years where GUI were more interactive - ability to control mini-armies, ability to control actions in first-person viewpoint, multiple commands to choose from - and objectives became more challenging. More to come on video games...
My Top 5:
1. Duck Hunt
2. Counterstrike
3. The Sims
4. Halo
5. NBA Live series
Some things to look forward to:
    - Video game developers
    - Video game academia (possibility)
    - Interviews with aspiring video game developer
Thursday, April 10, 2008
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2 comments:
I feel that historically the video game market has been dominated by male consumers. As a young boy I remeber that it was always the boys in my class who i could talk to about the newest game or even the experiences i had in these games. My female peers never seemed very interested in video games. Today it seems that the video game industry has also recognized this and has begun to focus a little on attracting female gamers. With the introduction of the Wii, the video game industry has started to better entice female consumers to their systems by no focusing so much on the intricate finger play apparent in most of today's systems. I hope that in the future more female gamers will begin to enter this fast growing and profitable community.
Alright-- I have heard this a whole lot now: This argument that because consoles are complicated, this is why women (or girls) aren't interested in them. This seems counter-intuitive to me. Women, physiologically, have better fine motor skills (think again, knitting, needle-point, etc.) so why wouldn't they get good at these games? Don't you think that it is the CONTENT of these games, not the structure that makes them less appealing to women/girls?
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