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Published by , 2022-01-26 13:05:22

Games Echo

1. magazine_print_Shkredova

GAMES
ECHO

CONTENTS 1 The father of the videogames

3 The evolution of game consoles
5 Worlds first arcade machine

7
Easter eggs & WASD history

9 E-SPORTS

11 Games & Brain
13 Bartle’s psychotypes of gamers
17 Videogames & Healthcare
19 Game fest

GREETINGS

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THE FATHER OF THE
VIDEOGAMES

Ralph Baer “No writer will allow a book to be printed
without his name on the cover. And engi-
American video game developer, neers are treated like that all the time”
engineer

As the New York Times describes The “Brown Box” was licensed Among his other famous inven-
it, it was a sultry summer day in to Magnavox and went on sale tions was the electronic memo-
1966 when Baer — who was work- as the Odyssey in 1972 — the ry game Simon, which he created
ing as an engineer for defense world’s first video game system. with Howard Morrison, that went
contractor Sanders Associates, The primitive system was all hard- on to be a pop sensation and is
now part of BAE Systems — scrib- ware and used “program cards” still sold today.Inventing things
bled out a four-page description for games. Plastic overlays for the was simply part of who Baer was,
for “game box” that would allow television screen provided color. as he wrote in his 2005 autobiog-
people to play action, sports and Priced at $100 (though Baer had raphy Videogames: The Beginning.
other games on a television set. recommended $19.95), the Odys-
One Sanders executive saw po- sey sold more than 100,000 units “Coming up with novel ideas
tential in Baer’s idea and gave its first year and 300,000 by 1975. and converting them into real
him $2,500 and two engineers products has always been as
to work on the project. Over the Baer went on to hold more natural as breathing for me,” Baer
years they churned out seven than 150 U.S. and foreign pat- wrote.
prototypes in a secret workshop. ents for his inventions, includ-
Further the greater, story says. ing everything from talking door.
That is where the story begins.

1

GAME START

The device created by Ralph Investment (for that time, not phant march around the
a small amount) led to the cre- world.In 1972, 28 games were
Baer, i​​n fact, became the an- ation of the world’s first con- available for the Magnavox
cestor of all future game con- sole. system for video games. Odyssey, including tennis and
soles and the imprint imposed basketball simulations. Ralph
by it is visible to this day: the This video console had Baer donated his video game
game console is like a com- a simple and clear name - test units, production mod-
puter in a case, which is con- Brown Box. Outwardly, it re- els, notes, and schematics to
nected to a TV and controlled sembled a wooden box. In the Smithsonian’s National
by controllers. In 2005, Ralph such an unusual form, it was Museum of American History.
Baer’s book “Video Games: In difficult to promote it in the
The Beginning” was published, electronics market, and in The first experiments of
and in 2006 the inventor was 1972, Ralph Baer redesigned the engineer Bayer on the
awarded the National Medal and licensed a new game use of a television screen for
of Technology and Innovation. console design. It received the games date back to 1966.
Further things gets interesting commercial name Magnavox Two years of work and 2500
to us. See what do we mean. Odyssey and began its trium- dollars of which made them.

2

1972 1976

Magnavox Odyssey Fairchild Channel F

The first console, the production of The second console in history to
which was set up in series, pre- use a game changer cartridge.
sented to the public on May 24 in But, unlike the pioneer, Magnavox
1972, and this year, and already in Odyssey, in which the cartridge
August, went on sale. A prototype was, in fact, a set of jumpers that
of this device, known as the “Brown included a game recorded on the
Box”, is housed in the Smithsonian console, here the cartridge was
University’s National Museum. a full-fledged ROM with a game
program recorded on it. The mi-
1977 croprocessor for this console was
created by Robert Noyce, who later
Atari 2600 founded Intel.

The first commercially successful 1978
console with games recorded on
a replaceable cartridge. The set Magnavox Odyssey 2
included the game, in the early
versions of Combat, in the later A distinctive feature was the pres-
Pac-Man, and 2 joysticks, there was ence of a keyboard that had several
also a complete set with paddle options for using, for example, not
controllers instead of joysticks. only for setting options in games,
but also in educational games and
3 even programming. One of the
breakthroughs was the presence
of a separately supplied speech
synthesis module.

1983 1984

SEGA SG-1000 Atari 7800

Home game console manufac- The 7800 was the first Atari gam-
tured by Sega. It was Sega’s first ing system to be developed by an
foray into home gaming equip- external company (General Com-
ment. Introduced in 1983, the Sega puter Corporation. The system was
SG-1000 was released the same designed so that it could be added
day that Nintendo released Family to a full-fledged home computer -
Computer in Japan. The third ver- a keyboard was developed, which
sion of the console, the Sega Mark also had an expansion port for
III, was released in 1985, and was connecting peripherals such as a
equipped with a dedicated video floppy disk drive or a printer.
processor.
1990
1987
Commodore 64 Games System
Atari XE
A cartridge based game console
This is an industrial reworking of created by Commodore based on
the Atari 65XE home computer and the popular Commodore 64 home
the latest model in the Atari 8-bit computer. The device was released
family. It was marketed as a home in December 1990 in an attempt to
video game console.The Atari XE is enter the booming gaming mar-
compatible with existing Atari 8-bit ket. Sales took place in the UK and
hardware and software. Without a Germany. In general, this project is
keyboard, the system works like a recognized as a commercial fail-
standalone game console. ure: about 80 thousand cars were
produced, only 25% of this number
With the keyboard, it boots were sold, the rest were returned.
just like Atari XE computers. Atari
packaged XE as a basic console and 4
joystick set and a deluxe XEGS set
of console, keyboard, joystick.

WORLDS FIRST
ARCADE MACHINE

In the early 1970s, video games were
still in their infancy and mainly con-
sisted of computer installations which
were not practice for use within the
mass market. Although it was to be a
while until video games entered the
‘Golden years’, significant events were
starting to turn heads in 1971. This
was due to the introduction of two of
the first arcade machines, ‘Computer

Space’ and ‘Galaxy Game’.
Computer Space is considered the

first ever arcade machine, created
by Nolan Bushnell and Ted Dab-
ney (under Syzygy Engineering) in
1971. The machine is held up as the
first commercially produced video
game, and its creators went on to
co-found Atari together in 1972.
The gameplay consists of the player
controlling a rocket that is battling
two flying saucers, which was de-
signed by Bushnell and Dabney as a
coin operated game Spacewar (1962).
The machine was originally designed
to have a wooden cabinet, however
the cabinet was finally decided to be
made of fibreglass, and curved for a
futuristic design.

There were many early design
flaws present in Computer Space, as
Bushnell and Dabney ran into many
problems in the engineering of
the machine. After months of hard

work, the two decided that instead
of coding the game on a com-
puter, the most efficient method

for creating the game would be
to make specific hardware to
ensuring that the game ran as
cool as it was designed firstly.

5

Today, arcade gaming mostly revolution with arcades. This is The arcade gaming scene was
consists of fighting and compet- when developers thought that revived and took all the people’s
itive games, claw games, or ticket if they can make a game with a quarters again.
games, so it is now a very differ- steering wheel, why not make a
ent scene from when it started game with aircraft controls? So Because of the success of Street
where different types of games they did just that, and with the Fighter and it’s competitive fight-
can be seen like the old school now huge variety of games in ing game nature, many popular
Pacman, Galaga, Crazy Climbers, the arcades, the arcade gaming games started popping up like
Donkey Kong, Punch Out, and scene was starting to become Mortal Kombat, King of Fighters,
a lot of other old games as well a huge and profitable market. Virtua Fighter, and Killer Instinct.
as some new ones back in the
late 90’s like Metal Slug, Cap- During the 70’s, the market interest, we were re-introduced
tain Commande, and Strider. Ar- became a lot better with games to driving games like ridge Racer
cade machines are just coin op- that everyone, even kids, can play and Daytona USA. In the mid
erated machines programmed like Space Invaders and Pacman. 90’s, though, the scene was slow-
with games to play. Once the The arcades were so popular that ly losing the interest of the peo-
appropriate coin is dropped many food chains started adding ple because many of the games
in the slot, the machine will let in coin operated arcade machines in arcades were slowly being
you play the game accordingly. in their restaurants, like Chuck E. ported over to home consoles,
It was as simple as that, which Cheese’s and Dave and Busters. which gained popularity because
is why many people easily un- it’s a cheaper, easier way to play
derstood the concept of arcade With the 80’s coming in with games than going to the nearby
gaming and loved it. The arcade better technology being discov- arcade or food chain and drop-
gaming scene started out as early ered, games became better with ping quarters.
as the late 1930s with the first few different ways to play, with the
coin operated pinball machines. most prevalent being the mo- The decline of arcade games
As the decades came rushing in, tion controlled games where were so great that many arcades
games became better and better, you can play motorcycle racing went out of business and many
and by the late 60’s, arcade games games with a plastic motorcy- establishments aside from malls
started becoming more fun. cle that you can ride and con- almost completely removed their
trol to control the motorcycle arcade cabinets. In our mod-
A great example at that time on the game screen. Although ern age, arcades are now mostly
where the light gun shoot- we’ve seen better ways to play, comprised of games that has a
er games where you are giv- the arcade scene was slowly dy- different method of controlling
en a plastic gun and point at a ing because people were starting the game – not like the traditional
screen to shoot whatever is on to lose interest in arcade games. controllers that is now a standard
screen. Duck Hunt was one of We were introduced to the of the home console market. the
the popular games at that time. competitive fighting games in focus in arcades now is different
History goes further, games be- the early 90’s era when Capcom the content of the game was very
come more and more popular. introduced Street Fighter 2 to important and the game had to
the world. be fun.That was an unspoken rule
lowed to make game good sales.

6

EASTER EGG

Easter egg is a kind of a kind of “secret” that It turned out that it would be too expensive.
developers deliberately leave in projects. The In addition, it seemed that the players liked
main difference between Easter eggs and other this unusual mechanic and then Steve Wright,
secrets is that most often it looks implausible who was then the director of software devel-
and unnatural in the game world and usually opment, did not punish the employee, but
serves as a kind of reference to other events, rather convinced the company to use this
programs, games, works and the like.
method in all of its games. The presence
In video games, identifying an of such hidden “secrets” and the de-
Easter egg often requires a se- sire to reveal them before others
quence of actions, such as en- strongly fueled the interest of
tering a code, finding a cache, gamers in Atari products, and
destroying objects, and so on. then other developers began
to adopt this experience.
It was previously thought Despite the fact that it
that the very first East- was Atari who became
er egg in gaming history the popularizers of East-
was hidden in Adventure er eggs, there are older
(1979) for the Atari game games that used simi-
console. One of the pro- lar mechanics. Today, it
grammers of the project, is believed that the first
Warren Robinette, was Easter egg was created
dissatisfied with the com- by Ron Miller in his ar-
pany’s policy, and more cade game Starship 1, re-
specifically with the fact that leased in July 1977. A cer-
at that time it was not cus- tain combination of pressing
tomary for Atari to indicate the the buttons displayed the
names of the authors in programs. words “HI RON!” And pro-

Without thinking twice, Warren hid vided access to ten additional levels.
a reminder of himself inside the game, cre- What began as a kind of revolt against the
ating a secret room with his name, a kind of system has become, without exaggeration,
electronic signature. In order to get into this the legacy of world culture. Some use Easter
room, it was necessary to find a microscop- eggs in their projects just as a way to make
ic object “Gray dot” (size 1x1 pixel) and car- a joke, some leave a kind of electronic sig-
ry it through the wall at one of the levels. nature in this way, while others just want to
In 1980, after the release of the game and drive the players crazy to keep them looking.

7

W

ASD

Today, WASD seems like an inevitable and ir- Dennis Fong played Doom with his brother a
few years before the championship, using ex-
replaceable keyboard shortcut for gaming. The clusively the keyboard. But in Doom, there was
keys on the left side of the keyboard are more no point in the mouse, because looking up
comfortable, and it’s easier to reach Shift and and down was unnecessary. You pointed your
Space. But now this WASD seems to be the op- weapon towards the enemy without being
timal and the only correct choice, and twenty guided by its position along the vertical axis.
years ago, few players used this combination.
There were enough arrows and keys for
The game developers set various com- shooting and changing weapons. The mouse
binations for movement by default, includ- appeared later. At the same time, Quake is not
ing arrows. The shooter System Shock of- the first game in which it began to be used, be-
fered ASDX in 1994. In Descent, AZ was used fore it was Marathon. But it has become less
to move back and forth, and you could look influential compared to the legendary Quake.
around the corner using QE. Gamers have
tried other combinations like ZXCV and ESDF.

The generally accepted WASD standard to-
day took several years to become firmly es-
tablished by players around the world. It is
not known who was the first to use this com-
bination, but one person made a very signifi-
cant contribution to its popularization,Dennis
“Thresh” Fong, the greatest Quake player.

This keyboard shortcut was spelled out
in his Thresh’s Quake Bible as an “inverted
T”, and this “Quake guide” from one of the
first esports players made a difference.The
shooter System Shock offered ASDX in 1994.
In Descent, AZ was used to move back and
forth, and you could look around the corner.

8

9 E-SPORTS

The early days of competitive computer games The video store chain “Blockbuster Video”,
date back to 1952. At that time computer scientist well-known in the USA, organized a world
Alexander Shafto Douglas was working in Cam- championship for video players in 1994 in co-
bridge on his PhD about the interaction between operation with the American GamePro mag-
humans and computers and had the idea to im- azine. The tournament was played on the
plement the game “XOX” - better known as “Tic- Super Nintendo and Sega Mega Drive - includ-
Tac-Toe” or “Three Wins” - as a computer game. ing Sonic the Hedgehog 3 and Virtua Racing.
However, humans always played against the
computer and could only determine who began. In the 1990s, it became clear that the future
of competitive gaming would be to be found
The first real multiplayer game was presented in PCs and networks. As hardware became
in 1958 by the then director of the “Instrumen- more and more affordable and more power-
tation Higinbotham, at the Open Day. It was ful, PCs became interesting for private house-
called “Tennis for Two” and allowed two peo- holds and thus also for the gaming industry. In
ple to play against each other. The game was the mid-1990s, the first big LAN parties were
played with an early form of the joystick, with held at which gamers could compete with each
which the players could hit the ball over the other. However, not only on a large scale, but
net and adjust its trajectory. Today this title is above all on a small scale, gaming over the net-
considered by many to be the birth of eSports. work exerted an ever-increasing fascination.
More and more gamers met at small network
On October 19, 1972 the Laboratory for Arti- sessions and gambled their favorite games.
ficial Intelligence at Stanford University organ-
ized the world’s first eSports tournament, the first World Cyber Games (WCG) were held
the Intergalactic Spacewar Olympics. 24 play- here in Seoul in 2000. In 2003 the first “Electronic
ers met that day to compete in “Spacewar! The Sports World Cup” (ESWC) was played in Poitiers,
winner received an annual subscription to Roll- France. The so-called “Grand Final” of this tour-
ing Stones magazine. The early games were nament was played this summer in Paris. While
still limited to universities and similar institu- the initial focus was on PC games, console titles
tions, as these had the technical prerequisites. were gradually added to the competition canon.

At the beginning of the 1990s, Ninten- In almost 70 years of computer game his-
do recognized the phenomenon of compe- tory, eSport has established itself in many
tition and organized the “Nintendo World countries of the world today. The prize money
Championships” in the USA in 1990. The win- has increased significantly and the events are
ners of the competition, which was held in increasing every year. From a small niche, a
three age groups, received golden Ninten- multi-medial billion market has emerged. Com-
do gaming modules. The game was a triath- puter sports now is a new discipline in almost
lon of Super Mario Bros, Rad Racer and Tetris every technically country .

It was obvious that popularity would last as No matter what, the popularity of such thing
long as it could.New games woul come under grows and will continue to. And we will see
any consequences and we will enjoy . Under no more championships in future.
consequences.

10

how companies
cooperate
with fast
food

The history of “cooperation” between manufacturers of
food, catering and various beverages and video game

developers has been going on for over 30 years. Many
large companies have tried out the games for their ad-
vertising purposes: M.C. Kids (1992) by McDonald’s, Yo!
Noid (1990) from Domino’s Pizza, Cool Spot (1993)

from 7 Up. But Burger King reached its peak: by
the mid-2000s, this company released three games
at once with its mascot King in the title role: they

were sold along with a Burger King lunch at a
price of $ 4. In the first five weeks alone, 2.5 mil-
lion copies were sold off the shelves. The games
were included in the top ten best-selling games

in 2006 - they surpassed even the extreme-
ly popular at that time World of Warcraft
(2004).The same Doritos created Dori-
tos VR Battle in 2016 - this is the first
example of a food brand investing in
VR technology for advertising. This
is a scoring shooter set on an ab-
stract mountain. The player climbs
the slope, defending against mon-
sters with two shotguns and avoid-
ing falling stalactites, jumping over
obstacles and, of course, collect-
ing Dorito. Food presented in video
games looks incredibly real and deli-
cious in and of itself. Not surprisingly,
over time, whole cookbooks began to
be released on the universes of various
games. These books usually contain not

only recipes for what a character can eat
to replenish health, but also cover the culi-
nary traditions of in-game cities and planets.
A full-fledged esports food industry is emerg-
ing around all kinds of food for gamers,
with unique food and beverage brands.
11

The KFC restaurant chain Konami contracted several restaurants through-
released a dating sim titled I out Japan to promote Silent Hill (1999). These
Love You Colonel Sanders in restaurants served a special dish - sickly-looking
2019. In the role of a culinary noodles, emphasizing the character and atmos-
school student, you need to phere of the horror game about the desert city
have a romance with one of 9 of Silent Hill, materializing the most vile and
characters, among which there hidden thoughts of wandering travelers.
is also a company mascot.
the Philippine department of Chex, a company that specializ-
the company has created its es in the production and sale of
own island in Animal Cross- cereals, went even further: before
ing, where you can meet the them, companies often put char-
colonel and get a promotional acters from their video games on
code from him for a free bas- the covers of breakfast cereals for
ket of chicken wings. additional advertising, but Chex
Quest (1996) was the first game, the
Sega partnered with Coca Cola physical copy of which was given as
to release an exclusive version of a gift directly inside a cereal box.
their handheld Game Gear. It was
back in 1994 when Coca-Cola Kid The peak was reached by Burger
came out. Both the game and the King: by the mid-2000s, this company
console were only released in Ja- released three games at once with its
pan. Now it can only be found on mascot King in the title role: they were
online auctions like eBay, where sold along with a Burger King lunch at
the console will cost $ 800. a price of $ 4. In the first five weeks of
sales alone, 2.5 million copies left the
Doritos chips and Mountain Dew have been shelves. Games were included in the
considered staples of the video game indus- top ten best-selling in 2006 - they were
try for many years. Over the years, Master ahead of even the extremely popular at
Chief from the Halo‌series, characters from that time World of Warcraft (2004).
World of Warcraft, Titanfall and Call of Duty
have appeared on the cover of the drink. In 12
2020, Activision launched a promo with chips
and a drink for a new installment in the series
- Call of Duty: Black Ops Cold War.

GAMES
AND
BRAIN

In 1984, scien-
tists Connolly and
Doyle established
a link between
play and social
activity in children,
their ability to
work in teams and
gain peer.

About five years ago, research iences. This shows the potential Prominent evolutionary psy-
began to emerge seeking for video gamesto positively chologists such as Bjorklund,
to prove that video games influence the psyche of young Pellegrini, Erikson, Piaget,
can be beneficial. Observa- people. Controversy so that and Vygotsky articles on this
tions have revealed that over over some of the usefulness of topic.Piaget had developed in
the past decade, the nature the video games began to rela- 1960s. He stated that games
of games has changed - they tively recently, with the impact recreate situations from life
have become deeper, more on human use for many years. and help children get the most
realistic, they began to en- The positive influence of play. out of them. In 1983 tried the
courage communication and On the adaptive skills of Soviet development. Vygotsky
social interaction, to offer the child was noticed back articles on this topic.Piaget
social and emotional exper- in the twentieth century. had developed in 1960s.

13

Contrary to popular belief, edly emphasizedtheimportance At the time of this writing,
video games develop cogni- of this ability for career success. the relationship between vid-
tive functions - this is especial- Modern scientists have also eo games and problem-solv-
ly true for shooters. Scientists found that the development of ing skills was tested only twice,
recently conducted such an spatial perception skills increas- and in both cases, these skills
experiment: the experimental es the efficiency of processing included information gath-
subjects who had no experi- information entering the brain. ering, exploring options and
ence in playing shooters were A recent study using function- thinking forward. In one exper-
divided into two groups,after al magnetic resonance imag- iment, a group of participants
which the first was put in ing has shown that the mechs was recruited haphazardly. It
got randomly both shooters and ended in failure, since it did
games of other genres. The test not answer the question: did
results showed that shooters the teenagers develop their
increase the ability to distrib- skills or were they already
ute attention, quickly analyze skilled enough gamers, since
the visible space and navigate. they were interested in a pro-
ject like World of Warcraft?
A recent meta-analysis has A second, longer-term study
shown that playing shooters is confirmed that tactical games
comparable in its positive ef- (including RPGs) develop de-
fects on spatial thinking and cision-making skills. Scientists
orientation to training pro- also found a link between in-
grams that are specifically de- terest in tactical games and
signed to develop the same decision-making ability that
skills. The advantages of an en- distribution of attention of its helped them achieve aca-
tertaining approach to learning groundness sights at all of it. demic success. However, the
are shorter “lesson” duration At the same time, there are small number of experiments
and more lasting results, no- many games that do not be- does not allow us to say
ticeable (and this is important) long to this genre, but are just them all this going through
even outside the virtual space. ch every me-
chanic trains “Video games are like training grounds
25 years of research and ex- its own part with highly motivating behavioral con-
perimentation have led scien-
tists Wei, Lubinsky, Bendow of this mental texts. Since behavioral changes are
and Steiger to conclude that brosc activity,
the development of spatial per- so said it can- associated with changes in mental
ception skills can predict the not be said performance, it is not surprising that
development of science tech- that shoot- skill development leads to neurological
nology and design - and vari- ers are most realignment. “
ous researchers have repeat- effective for
the develop- Nature Reviews Neuroscience
ment of such
cognitive process inherner- Many scientists are going to
al. After all, Scientists recently believe that video games de-
reached out to the developer velop creativity. Psycholo-
community and asked them gist Linda Jackson conducted
to create specialized video an experiment in 2012 with a
games that would help better group of 500 twelve-year-old
understand the dependence of boys and girls. Experience has
certain cognitive functions on revealed a link between crea-
specific mechanics. It is a sta- tivity and video games Howev-
ple of games of almost all gen- er, it established games stimu-
res. Furthemore will last long. late. Brain activity is important.

14

Bartle’s p

Achievers Killers

They are in the majority, on average 40% of They are a minority. The world average is
users. This value strongly depends on the about 10%. But a number of national mar-
specific project: in some game, 10-20%, and kets differ slightly in this indicator in a big
somewhere, all 50%. And although there are way: Russia, Turkey and South Korea. Killers
traditionally many killers among the Rus- value strength, skill, influence, dominance.
sian-speaking audience (more than the world Note that Careerists also value influence. But
average), Careerists remain the most numer- the skill, as will be shown below, is appreci-
ous type. They value power, wealth, and status. ated by the Researchers. There are certain in-
tersections for targets between all classes, be-
Careerists love to receive all kinds of gam- cause they have intersecting faces on the plane
ing benefits. They extract a lot of resources, of interest. But their motivation is different.
they produce a lot of things. But the greatest
satisfaction is received from various awards, Killers love competition, tournaments, and
medals, stripes for all kinds of achievements. ratings. This allows them to prove that they
are cooler than others, that they are superi-
Achieving their goals, solving more and or to someone. Therefore, they like everything
more complex and complex tasks that lead to related to direct interaction with other play-
the long-awaited reward - that’s what brings ers. In MMO games, Killers love PvP, in more
them pleasure. That is, Careerists are stim- peaceful “farms” they are crazy about the rat-
ulated by in-game growth and progress. ings of neighbors and comparison with friends.
For example, all sorts of modes of compe-
Careerists are willing to pay to accelerate tition with people they know in games are
their development, to have time and addi- made primarily for Killers. But their goals are
tional opportunities. But in order to sim- slightly different. You will see it once play.
ply be better than others, they will not fork Good luck during meet them on game field.
out. Going through some difficulties in not
much to them in traveling and achieving.

15

sychotypes

Several decades ago, University Richard Alan Bartle
of Essex professor Richard Alan
Bartle came up with a model
for the segmentation of players
by psychological type. Today it
is used by game developers all
over the world, including the
Mail.Ru Group. For example,
Bartle’s psychotypes are used in
social networks to optimize the
catalog of games for each user.

Trying to understand the
motivation of the players, he
identified two scales: “action
- interaction” and “play-
ers - the world”. He called
the place of their intersec-
tion the plane of interests.

Explorers Socializes

The best reason for the Explorer to come into They love communication, relationships,
your game is a large selection of game mechan- popularity. They love to stand out. And here
ics, a challenge for the mind, and a variety of you need to compare them with all other psy-
content. Explorers love gaming reviews. They chotypes: a share of pride is inherent in all
need to be convinced that your game is really people. Killers pride themselves on dominat-
good and worth the time. Like Killers, they value ing others; The accumulators - by the fact that
skill. At the same time, this class is focused on they have the most resources and benefits; Ex-
knowledge, on the absorption of game content, plorers because they are smarter than others,
on the study of game mechanics and game ca- and Socializes because they are more popu-
pabilities. The larger the game world, the bet- lar. Therefore, when we give the players the
ter. It is important for Researchers to develop opportunity to stand out, compete with each
unique sets of talents in order to be able to other, compete, it always benefits the project.
explore all the possible combinations, hidden
aspects, nuances, etc. They also love quests, Definitely need contests, chats, gatherings,
dialogue, a storyline that piques their interest. events, forums. Everything related to mass in-
teraction. This is a blessed class, but not with-
They’ll be loyal enough to it as long as out problems. First, they, like the Researchers,
the project challenges them. However, the are rather poorly monetized. They mostly like
financial performance of this group is not to buy appearance - that is, looks, pretty cos-
the best. Researchers are difficult to pro- tumes, etc. At the same time, Socializes have
voke into spontaneous payments. Often they the lowest retention among all classes, that
have the best attitude towards subscriptions is, they are the hardest to keep. They came,
and value some element of honesty. Re- played, left for another game for promo-
spect them and tour game will become prof- tion and stuff. They attend all meetings and
itable cause they spend a lot of time playing . festivals to be the first to know something.

16

THE EVOLUTION OF

VIDEOGAMES IN
HEALTHCARE

As videogames have become main-
stream and emerged from the dim-
ly-lit arcade rooms of years past,
gaming technology has found in-
creasing application in medical
training, pain management, rehab,
and digital therapeutic.

In order to trace where video games in healthcare may be go-
ing, it may be useful to examine some of the initial challenges
faced in merging the two disciplines.

In the industry the term “videogames” Medical videogame company Level
was explicitly avoided. “They didn’t call Ex has built a mobile-based gaming
them videogames back then because platform meant to act as an engaging
it was not politically correct and would training tool for physicians. The Chi-
have problems getting funded,” Buday cago company has developed educa-
said. “The name we used for them were tional gaming modules across different
computer-based interventions.” Those specialties like pulmonology, anesthe-
perception issues were compounded siology and cardiology.
by the cultural disconnect between de-
velopers and healthcare professionals. Dr. Atman Shah, an interventional
“You’ve got the research community cardiologist at the University of Chica-
which is very science and you’ve got go, served as technical advisor to Level
the development community which is Ex for the development of their cardiol-
heavy into fiction and interactive story- ogy application, which challenges play-
telling,” Buday said. ers to perform procedures like securing
dissociated stents perforations.

17

“If we want to change
the perception of health-
care past something that’s
old-fashioned and archaic,
we should take the best
technology in other fields

and use it to push the
limits of what’s possible in
healthcare,” said Barad in a

recent interview.

The multimillion-dollar Auris ing dissociated stents and
Health Monarch surgical platform treating cardiac perforations.
utilizes controllers that wouldn’t
feel out of place in front of an The neuro-rehabilitation
Xbox or Playstation. through video games seeks to
use existing platforms such as
Medical videogame company Xbox One with Kinect sensors
Level Ex has built a mobile-based and will also use virtual reality.
gaming platform meant to act The main purpose of this new
as an engaging training tool for therapy is that patients, es-
physicians. The Chicago compa- pecially children and young
ny has developed educational people. It also allows you to
gaming modules across different do it from home, with often
specialties like pulmonology, an- makes the recovery easier.
esthesiology and cardiology.
“What has really changed for me
Dr. Atman Shah, an interven- is that the initial reaction bar has
tional cardiologist at the Universi- changed pretty dramatically to now
ty of Chicago, served as technical where people think this can be a thing,”
advisor to Level Ex for the devel- Matucci said.
opment of their cardiology appli-
cation, which challenges players
to perform procedures like secur-

18

GAME
FEST

Annual international exhibition of
computer games. It was first held in
2009, from August 19 to 23. The exhi-
bition is held annually in the German
city of Cologne, at the Köln Messe ex-
hibition center. The event is aimed at
people related to computer games:
consumers, fans, publishers, journal-
ists and trade professionals, and the
exhibition is also used by many vid-
eo game developers to showcase up-
coming games and gaming equipment.

Gamescom is the world’s first larg-
est gaming event (by exhibition space
and number of visitors) with a total
of 370,000 visitors and 1,037 ex-
hibitors from 56 countries partici-
pating in the 2018 fair and Europe’s
largest gaming news fair of the year.
The fair was born on the initiative of BIU
(German: Bundesverband Interaktive Un-
terhaltungssoftware) - the German federal
association of manufacturers of interactive
entertainment software, in August 2008.

The association was also responsible
for cooperation in organizing the Games
Convention, which was held in Leipzig
from 2002 to 2008 inclusive, until a de-
cision was made to relocate to Cologne.

Gamescom is the successor to the
former Games Convention. Howev-
er, it was originally planned that ga-
mescom would be a competitor to
Games Convention, not its successor.

As gamescom inherited the Games
Convention, The Games Convention
Developers Conference was also held
two days before the GC opening in
Leipzig. On June 23, 2009, more than
300 companies and studios from 25
countries of the world applied to par-
ticipate in gamescom. In order to be
a part of the meeting you need pre
reservation and stuff like that to be
included. Have fun in further reading!

19

Every year, amazing new games are games, the most epic announcements and Photo: the Games-
presented at gamescom. In terms of reveals, the most entertaining streams and com festival flags
craftsmanship, creativity and innova- the most innovative new releases – get in Keln in 2020
tion, the game developers deserve rec- ready for the gamescom award 2022!
ognition for their achievements – that’s The award categories in the “Gen-
why we honor the best new games re” group are based on the video
presented at gamescom as well as game genres to which the submitted
other highlights of the show with the games belong. The gaming platform
gamescom award in 24 categories. doesn’t matter when it comes jury.

A jury of gaming experts will choose The action-adventure game genre
the winners of the award. But it’s also combines two popular game genres:
the community’s call: In two categories Complex worlds, fixed storylines, and
of the “Consumer Awards”, gamescom puzzles, which are all typical compo-
fans will vote for the first prize winners. nents of adventure games, meet ac-
In 2022, the popular gaming award tion game elements that demand skills:
will be presented at the games- running, jumping, and fighting. The
com: Opening Night Live event once gamescom award determine the best
again. Join us to experience the game. You have a chance to shine like
best computer,console and online a star and promote your game or tech!

20


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