Chapter 9 Flashcards

1
Q

Who are David Gottlieb and Harry Williams? What were their contributions to the development of pinball?

A

Harry Williams was an engineer and adding electric scoring and scoring holes that threw the ball back. David Gottlieb was a carnival man who invented the first mass produced arcade game, Baffle Ball.

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2
Q

How did Pong affect the development of video gaming?

A

coin-operated machines and Home Pong

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3
Q

video game

A

when the action of the game takes place interactively on-screen.

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4
Q

What are the most frequently employed platforms for gameplaying?

A

Game consoles, personal computers, handheld devices, cable television, tablets, smartphones, and online.

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5
Q

What is a third-party publisher?

A

companies that create games for existing systems.

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6
Q

How does product placement occur in games?

A

Product placement can occur in games in many ways, one example is banners in car racing games. A lot of the time, product placement is added either to make money from advertisers or to add a sense of realism to the game.

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7
Q

Advergaming

A

brand specific game websites

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8
Q

What are the different forms of advergaming?

A

The different forms include games either being all about the brand, for example a fun little game where you work in (whatever company owns the website) say their restaurant, serving meals to customers. The other form, is where the game isn’t necessarily about the brand, but rather the character is the brand. One example is a car racing game where the main character is a hot wheels car.

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9
Q

Advocacy gaming

A

Companies or organizations that want to get their noncommercial messages

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10
Q

What are the levels of the ESRB rating system?

A

EC - Early childhood - Ages 3 and up
E - Everyone - Ages 6 and up
E10+ - Everyone 10 and up - Ages 10 and up
T - Teen - Ages 13 and up
M - Mature - Ages 17 and up
AO - Adults Only - Ages 18 and up

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11
Q

Who are playing video games?

A

Average age 35-45

41% female

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12
Q

Exergame

A

Allows people to exercise while playing

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13
Q

Gamification

A

when people use video game skills to solve real problems

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14
Q

MUD

A

online text based game

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15
Q

freemium

A

consuming advertising or even spending actual cash allows players to progress in their play

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16
Q

casual games

A

classic games most often played in spurts and accommodated by small-screen devices

17
Q

hyper-casual games

A

games easy-to-play, typically free mobile games offering minimalistic user interfaces

18
Q

LCD

A

liquid crystal dispay

19
Q

LAN

A

Local area network

20
Q

LED

A

Light emitting diode