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There is no single objective history of video games. There are certainly elements we can all agree on – the order in which home computers and consoles were released, the general reach of the technology, from blocky monochrome sprites to vast realistic landscapes – but everyone who plays has a completely different version of events. . , based on the machines they owned and the games they loved.

My own story began with Blackpool’s seaside arcade machines in the early 1980s. In 1984, my dad bought a Commodore 64, and a little later I started helping my friend create games for the Dragon 32. first paycheck on an Atari ST, and then my dad bought our first console, a Mega Drive, which I still have. When I went to university in 1991, I got into PC gaming, mainly because I lived with two computer scientists who set up a LAN in our house so we could play Doom together. Then I joined Edge magazine and our main platforms were PlayStation, Saturn and 3DO – but we also had a Neo Geo and a PC Engine in the game room. In the late 20th century, I was a Dreamcast fanatic until I gave up and embraced the PS2. I was much more of an Xbox 360 gamer than a PS3 gamer, but I was more of a PS4 gamer than an Xbox One gamer. I’ve always taken a slalom approach.

This route completely colored my understanding of gaming history. On the C64, I played brilliant, technically brilliant titles like Impossible Mission, Paradroid, and Last Ninja, with colorful visuals that harnessed the power of the machine and hardware-supported sprites. I missed a lot of the idiosyncratic hits of ZX Spectrum: Dizzy, Horace and all those isometric adventures from Ultimate. The Mega Drive meant I was into arcade conversions, licensed sports simulators, and Sonic the Hedgehog rather than Mario, Metroid, and Final Fantasy. I’ve barely played any N64 games on the Edge, sticking to the great PlayStation titles, so my story eschews Mario 64, Super Smash Bros, and Star Fox in favor of Resident Evil, Ridge Racer, and Silent Hill. For me, the 1990s were about games becoming darker and more mature; Our video game publisher Keza MacDonald’s console timeline is SNES, N64, Game Boy Color, GameCube, meanwhile, she may have spent that same time playing Mario Party, Zelda, Pokémon, and Banjo Kazooie, thinking the games were becoming more sociable and accessible. We were both right, of course.

Your console-owned timeline prepares you for the future of gaming in different ways. Any kid lucky enough to get an MSX in the 1980s would be far less surprised by Metal Gear Solid in 1998, because Hideo Kojima’s first two Metal Gear games appeared on that cult computer. Many of the conventions found in today’s open-world RPG adventure games will feel extremely familiar to 1990s PC gamers who played Deus Ex, System Shock, and Thief, which many modern designers are still borrowing ideas from. The emergence of weird and subjective indie games in the 2000s doesn’t seem all that surreal to the Speccy owners who played Deus Ex Machina, Frankie Goes To Hollywood or Rock Star Ate My Hamster in the 80s.

History, as the saying goes, is told by the victors, so I suppose a lot of my ideas about gaming history are shaped by the fact that I own a lot of best-selling machines. I wonder how I would have thought about the industry if I had, say, a TRS-80, then an Acorn Archimedes, followed by a PC Engine, an FM Towns Marty, an Apple Macintosh… all my benchmarks would be completely different. Will the value of games made for the Philips CDi or Casio Loopy or Atari Lynx ever be reassessed by historians who aren’t as influenced by the dominant legacy of Sony, Nintendo and Sega?

One thing is for sure: you take every game you’ve ever played into every new game you try. That sword in Elden Ring, that castle in Assassin’s Creed, that strange character in Breath of the Wild – they take us back to past experiences; things that maybe only you remember. It is a distinct pleasure to be reminded of beautiful things, to be able to make comparisons and create small networks of our own experiences. And the sheer mess of the gaming industry, with its many technological dead ends, failed offshoots, and lovable diversions, has allowed a wealth of memory to reveal itself. Your route through the games, as well as your route through the books, the movies, the sports you played or watched, shaped you.

There is no grand narrative. It is only by talking to other players, sharing stories and memories, that the image begins to emerge.

Why playing video games is good for you?

Why playing video games is good for you?

In layman’s terms, playing video games directly affects and impacts the regions of the brain responsible for memory, spatial orientation, information organizations and fine motor skills. The study also reinforces the claim that, like exercise, playing games for just 30 minutes a day can improve your life.

Why can video games be good for you? Studies have shown that some video games can improve mood and improve heart rates – a sign that they can also help relieve stress. To see also : Prime Day 2022: Best Video Game Deals. The correlation (not causality) between video games and stress has been reflected in several unrelated studies, which is why video games have been used in therapy for over a decade.

What are 5 benefits of gaming?

5 health benefits of playing games according to science

  • Playing games can improve your memory. This may interest you : Talking about Hillsborough’s esports and video games program. …
  • Video games can really improve your eyesight. …
  • Playing games can increase your coordination. …
  • Video games can help you make better decisions. …
  • Playing games can reduce stress and help with depression.

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Why is it important to know the objective of a game?

Why is it important to know the objective of a game?

Objectives (how the game is won or lost, what the player is told to do in the game, and what the player must do to earn Optional Achievements) can be the most important element of a game. On the same subject : Netflix’s Resident Evil: Do you need to have played the games to understand the series?.

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What is the most powerful piece of the game?

What is the most powerful piece of the game?

Queen. The Queen may not be as important as the King, but it is the most powerful piece on the board. The queen can move to more squares than any other piece. It moves vertically, horizontally and diagonally as long as there are no other pieces in the way.

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How do video games help education?

Instead, games that put authentic learning first focus on deeper concepts, exploration and experimentation, and develop a sense of accomplishment by developing skills and applying them to real-world contexts: Spend time playing and discovering things for themselves, rather than instructions or explanation.

Do video games have educational benefits? However, the benefits of video games include greater powers of concentration, creativity, memory, languages ​​and teamwork. Video games can facilitate the learning of educational content and the development of cognitive skills.

What video games have educational value?

Here’s the best part: any game can be educational. SimCity (Everyone 10 ), Age of Empires (Everyone 10 to Teen 13 ) and Civilization (Everyone 10 ) teach urban planning and government functions. Okami (Teen 13) and Roki (Everyone 10) are built around mythology that is not often taught in schools.

How can video games be educational?

Studies show that playing video games encourages critical thinking, improves motor skills, and promotes important social skills like leadership and team building. They are also effective tools for teaching educational skills like algebra, biology, and coding, as games help deepen learning and understanding.

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