The first time I played a video game without holding or stomping on a controller was at a 2002 traveling museum exhibit. There was no joystick, no steering wheel, no pads to stomp on--simply cameras that sensed my body movements. The interactive graphics were fairly primitive, but they allowed me
Can it be 20 years already for Game Boy? In 1989, Indiana Jones embarked on his “Last Crusade,” Joe Montana and Jerry Rice led the San Francisco 49ers to a Super Bowl victory, and Milli Vanilli lip-synced their way to the top of the charts.
NCHEG’s collections have grown rapidly, and I wanted to take a moment to highlight one of the largest recent additions: more than 5,000 educational children’s computer games donated by Dr. Warren Buckleitner, Founder and Editor of Children’s Technology Review.
In my last blog you read about OnLive’s new streaming games-on-demand service (now in beta, expected to be launched in winter 2009). That entry discussed OnLive’s potential for changing the way games are played, which got me wondering about the possibilities for changing how games are developed and distributed. OnLive claims that the market is ripe for games-on-demand service because there is a trend of “unprecedented innovation, creativity, and expansion within the video game market.” This is easy to agree with.
The debate over violence in video games is one that has shadowed, and at times nearly overshadowed, the electronic games industry (despite the fact that they account for a relatively small percentage of the game market). When did all this fuss begin and where has it led?
Prior to the museum opening of Videotopia, I was assigned to “test” the vintage arcade games that were arriving as part of the exhibit. That’s right—I got paid to play arcade games for the better part of a week. I know what you are thinking, but this is research. At least that’s what I keep telling everyone.
I was getting crushed. There’s no two ways about it—I was being soundly beaten at Ping-Pong by a man forty-five years my senior. I pride myself on being a good Ping-Pong player, but here he was, demolishing me. Serve, miss, point. Serve, miss, point. He was putting unbelievable English on the ball, and I didn’t stand a chance. Of course, I was playing the master, the man who invented the game—the electronic version, that is. I was playing with Ralph Baer, the father of home video games.