Lule Chapter 10: Online gaming Flashcards

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
Q

Grand Theft Auto (1997)

A
  • 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
Q

Fortnite (2017)

A
  • Most influential game to date
  • Made billions through in app purchases
27
Q

Call of Duty (2003)

A
  • $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
Q

Mixed Reality (AR and VR)

A

VR predicted to be future of gaming, but technology remains expensive and uncomfortable

29
Q

gaming in the 1980s

A
  • video games moved into the home
  • console= a video game system designed to be attached to a television to simulate arcade video games