https://www.scenariothinking.org/api.php?action=feedcontributions&user=Kammi&feedformat=atomScenarioThinking - User contributions [en]2024-03-29T09:56:51ZUser contributionsMediaWiki 1.37.0https://www.scenariothinking.org/index.php?title=The_Future_of_Console_Based_Games_2010&diff=3879The Future of Console Based Games 20102005-03-29T09:04:28Z<p>Kammi: </p>
<hr />
<div>== Researchers ==<br />
Ender Atalay<br><br />
Shahid Butt<br><br />
Marnix Eedens<br><br />
Prewies Gaja<br><br />
Richard Gerding<br><br />
Kammi Heydari<br><br />
<br />
== Introduction ==<br />
[[Image:DuckHunt.jpg]]<br><br />
''Duck hunt- a Nintendo game''<br />
<br />
Remember the dusty yellow days of Duck Hunt, where ducks where flying on your screen while you were shooting with your gun. It was not long before Nintendo days soon gave way to Sega nights and eight bits became sixteen. Mario met Yoshi, Sonic met Tails, and gamers met the new generation of the console wars. The bits kept doubling and doubling, and the gaming industry kept on growing.<br />
<br />
<br />
Some may wonder what the new generation of consoles has to offer that was not available before. The incredible speeds of the new processors allow for amazingly lifelike graphics and wonderful special effects like realistic smoke, water, reflections, and animations. Giving game developers the tools to create any world imaginable brought gaming to new levels.<br><br />
<br />
<br />
Now, in 2005, three contenders the Nintendo GameCube, Sony PlayStation 2, and Microsoft Xbox are ready to battle it out to conquer the home console market. Nintendo, the long time champion of home entertainment, is back with a renewed version after their last system, the Nintendo 64. This video console did not meet sales expectations. About four years ago, Sony introduced the PlayStation 2, which was to be the bigger and older brother of the PlayStation, a console that made its way into one out of every five homes in America. New to the console market is Microsoft. Bill Gates and his partners has poured his resources into creating the Xbox, a high speed, powerful gaming machine.<br />
<br />
<br />
'''Topic Selection'''<br><br />
In the first case we made a top three of choices to research this included terrorism and internet dating. After discussing the topics we came to the conclusion that the gaming industry was the way to go for us, as we are all active gamers. In addtion, we as group are hungry to know how the future of console based games will look like in 2010.<br />
<br />
<br />
Some interesting links:<br />
*[http://www.theesa.com/index.php Entertainment Software Association (ESA)]<br />
*[http://bbc.co.uk/dna/h2g2/A996979 History of game console based games]<br />
*[http://www.psychology.iastate.edu/faculty/caa/abstracts/2000-2004/04CA.pdf Games and violance]<br />
<br />
== Uncertainties ==<br />
To be updated..pretty empty huh ;)<br />
<br />
== Research questions ==<br />
<br />
1. [[What are the expected technologies in next generation consoles?]]<br><br />
Researcher: '''Shahid'''<br />
<br><br><br />
2. [[How does the Interactive Entertainment Market look like in the future?]]<br><br />
3. [[Who are playing games and what are they playing?]]<br><br />
Researcher: '''Marnix'''<br />
<br><br><br />
4. [[What are the possibilities of security on the gaming console and the games? How can it be improved to prevent piracy in the next generation game consoles?]]<br><br />
Researcher: '''Ender''' <br />
<br><br><br />
5. Will there be a trend where more people focus on outdoor activities/sport? How does this influence the amount of time people spend on gaming?<br><br />
* Why is there an growing amount of overweight children and how does this relate to videogames?<br />
* Are videogames addictive?<br />
* Will the growing health trend effect the gaming industry?<br />
* What are the ongoing developments regarding 'active-games'?<br />
* Will sports and games be competitors or will they co-operate?<br />
Researcher: '''Richard'''<br />
<br><br><br />
6. What are the influences of the government and the media on the gaming console industry?<br><br />
* What is the role of the media in the gaming industry?<br />
* What are the concerns about computer games?<br />
* Why is there an increasing concern about computer games?<br />
* Which genres of games have the highest rate of prohibition?<br />
* Do computer games influence the social behaviour of gamers?<br />
* Do computer games have an effect on the health?<br />
* Are there other factors that may change the nature of games?<br />
* What are the Goverment policies on gaming? <br />
Researcher: '''Kammi'''<br />
<br><br><br />
7. [[What are the influences of possible economic recession on the gaming console market? What can be done to anticipate this?]]<br><br />
*What is the effect on the game market in case of a recession in Europe?<br />
*What is the effect on the game market in case of a recession in Japan/Asia?<br />
*What is the effect on the game market in case of a recession in the U.S.A?<br />
*How did the game industry response during previous recessions?<br />
Researcher: '''Prewies'''<br />
<br><br><br />
8. Which trends can be recognized in the development of games? (size, graphics, amount of programmers)?<br><br />
Researcher: '''None'''<br />
<br><br><br />
9. Which trends can be recognized in the different kinds of game play? What can be expected in the future?<br><br />
Researcher: '''None''' <br />
<br><br><br />
10. What new game experiences can be expected? (Virtual Reality)<br><br />
* What is virtual reality?<br />
* Does virtual reality have a different level of experience than playing a gami consule?<br />
* Is virtual reality a new phenomenon?<br />
* How "real" is virtual reality?<br />
* Which technological development are necessary to make virtual reality commercial attractive?<br />
* How can virtual reality benifit game consoles?<br />
* How can virtual reality become a substitute for the game console?<br><br />
Researcher: '''Prewies'''<br />
<br />
<br />
<br />
'''Other questions:'''<br><br />
1. How are games developed?<br><br />
* What is the influence of different cultures on gaming?<br><br />
* How will the shift in age of the ptm influence the gaming industry?<br><br />
* What kind of games will be HOT for the ptm in the future?<br> - retro games, online games, America vs china<br />
<br />
== Driving Forces ==<br />
Ender:<br />
* [[Preventing game piracy: Digital Rights Management]]<br />
* [[The increasing use of modchips and emulators]] <br />
<br />
Shahid:<br />
* [[Supercomputer on a chip]]<br />
* [[Technology Standards: letting the consumer decide?]]<br />
<br />
Marnix:<br />
* [[The rise of home entertainment systems]]<br />
* [[Embedded Systems]]<br><br />
<br />
Kammi:<br />
* [[Violence in computer games]]<br />
* [[computer games and health issues]]<br />
<br />
Prewies:<br />
*[[A growing market during a recession]]<br />
*[[How violence spoils your child]]<br />
<br />
Richard:<br />
* [[The growing population of overweight people]]<br />
* [[The change of children playing sports to children playing videogames]]<br />
<br />
== Scenarios ==<br />
[[Scenario 3: Big Brother, new chances]] <br><br />
Researchers: '''Shahid & Kammi'''<br />
<br />
----<br />
<br />
[http://scenariothinking.org/wiki/index.php/LIACS_ICT_in_Business_2005 >>Back>>]</div>Kammihttps://www.scenariothinking.org/index.php?title=Scenario_3:_Big_Brother,_new_chances&diff=13016Scenario 3: Big Brother, new chances2005-03-29T09:01:36Z<p>Kammi: </p>
<hr />
<div>The gaming industry has become a bigger industry than the movie industry; we can all see the shift towards a more attractive market and growing market full of diverse users of the gaming console we know today.<br />
Imagine a world where the gaming industry has such influence on the world that they become more powerful than any other industry we know to have influence on our youth, in which the games play a central role. It will become the new mass media in the future. In this future we can see that there is a major consolidation between the gaming and movie industry.<br />
When this happens the games will be more popular than ever and everyone will like to have as much games as he can or at least the best games. We all know that games are priced at different pricing, but the most common is about 50-60 euros a game. This is quite expensive especially for the younger players amongst us. With the new consoles coming, the games will stay in this price range and a new wave of piracy will emerge that will play into the growing market of gaming.<br />
The key concern for the game console manufacturer was to make an unhackable system and invested a lot of money into the systems. But as everyone knows everything that man creates can be broken; this also applies for the security in gaming consoles. So, besides making the system more secure there was also an increase in government lobbying, to reinforce legislation towards cracking down on hackers and illegal markets where games are sold as bootlegs for a cheap price, as well as supporting the Entertainment Software Association (ESA).<br />
<br />
With the new upcoming economies, like China or India it has great potential to widening the revenues from those markets. Those markets will mature and cooperation between these markets and the western world will only increase. These governments will be eager to get more investments and will not want any embargos set on their countries. Political influence to take out illegal activities in these countries will be in the best interest of the governments. Increasing globalization will lead to international laws to tackle essential illegal activities that threaten the gaming industry.<br />
With maturity of the Chinese market we can see internal development for the local market. With the launch of their own next generation video standard the Enhanced Versatile Disc (EVD) it will encourage the Chinese government to promote more initiatives to go into more different markets. The gaming industry being bigger than the movie industry will be surely promoted. The launch of a low budget game console will start in the first case to target the local market, but eventually will become a big competitor on the international market, especially when the Chinese sign contracts to work together with the Koreans they will create a wider platform to produce technological high graded equipment.<br />
This will lead to more competitors on the market and will bring balance to the force. Game developers will diversify their games to target the different countries and game console manufacturers will be forced to build different game consoles for different regions to satisfy the needs and offer competitive products to the growing market, while trying to keep the quality at a stable level. <br />
The government has played a substantial role in helping the gaming industry to grow even more. But it also has contributed in a very different aspect in the gaming industry, namely the social aspects.<br />
<br />
While 10 years ago, almost no censorship was applied to video games, these days, every game that has been released must undergo a strict verification procedure controlled by the ministry for promotion of righteousness (MPR). In order to regulate video games which contain objectionable content such as explicit violent or sexual content, a variety of labeling and censorship schemes are applied. <br />
The government has an active role in preventing objectionable content in video games being exposed to children. The most influential role the government plays is the role of restricting game developers from creating games which contain questionable and objectionable content. Every game developing firm must first get the approval of the MPR before starting to develop a game. After the game has been developed, the MPR once again has to approve if the game has been developed according to the agreements. Once a game has been approved, it will get an “approved by the MPR” logo which will be displayed on the box. The retailers are allowed to only buy and sell games that have an MPR logo.<br />
Games that have been developed without the approval of the MPR and are set for sale in unregistered stores or internet site are considered as illegal and are therefore prohibited. The alliance between the ESA and the government is responsible for locating these games. <br />
Besides approving games, the MPR has to research for which age category a game is suitable and rate the game accordingly. This has led to segmentation of game ratings. Games that are rated for 16 years and older can not be sold to people under the age of 16. Every video games store has a separate area for games rated above 16 years, and only upon mandatory identification it is possible to enter the area.<br />
<br />
Compared to 10 years ago, the government does not only play an active role in protecting young citizens from exposure to objectionable games, but it also has an influential role in educating the gamers. Just about every game is flooded with messages throughout the game. Anti-smoking posters and commercials that will tell you to live healthier are just a few examples you will encounter when playing games today. Virtually every game starts with an infomercial that is based upon healthier living or other messages the government wants to tell you. This phenomenon shows us the tight cooperation of the government with the game developers. Incorporating governmental messages in games, results in additional funding for the game developers.<br />
This neo-propaganda approach is now a widespread technique used by many countries. China for example, uses military simulation games to recruit people for its army. In the game menus, you can find an option that will redirect you to the website of the People’s Republic army, where you can find information and application forms.<br />
<br />
----<br />
<br />
[http://scenariothinking.org/wiki/index.php/The_Future_of_Console_Based_Games >>Back>>]</div>Kammihttps://www.scenariothinking.org/index.php?title=Scenario_3:_Big_Brother,_new_chances&diff=3862Scenario 3: Big Brother, new chances2005-03-29T09:00:40Z<p>Kammi: </p>
<hr />
<div>The gaming industry has become a bigger industry than the movie industry; we can all see the shift towards a more attractive market and growing market full of diverse users of the gaming console we know today.<br />
Imagine a world where the gaming industry has such influence on the world that they become more powerful than any other industry we know to have influence on our youth, in which the games play a central role. It will become the new mass media in the future. In this future we can see that there is a major consolidation between the gaming and movie industry.<br />
When this happens the games will be more popular than ever and everyone will like to have as much games as he can or at least the best games. We all know that games are priced at different pricing, but the most common is about 50-60 euros a game. This is quite expensive especially for the younger players amongst us. With the new consoles coming, the games will stay in this price range and a new wave of piracy will emerge that will play into the growing market of gaming.<br />
The key concern for the game console manufacturer was to make an unhackable system and invested a lot of money into the systems. But as everyone knows everything that man creates can be broken; this also applies for the security in gaming consoles. So, besides making the system more secure there was also an increase in government lobbying, to reinforce legislation towards cracking down on hackers and illegal markets where games are sold as bootlegs for a cheap price, as well as supporting the Entertainment Software Association (ESA).<br />
<br />
With the new upcoming economies, like China or India it has great potential to widening the revenues from those markets. Those markets will mature and cooperation between these markets and the western world will only increase. These governments will be eager to get more investments and will not want any embargos set on their countries. Political influence to take out illegal activities in these countries will be in the best interest of the governments. Increasing globalization will lead to international laws to tackle essential illegal activities that threaten the gaming industry.<br />
With maturity of the Chinese market we can see internal development for the local market. With the launch of their own next generation video standard the Enhanced Versatile Disc (EVD) it will encourage the Chinese government to promote more initiatives to go into more different markets. The gaming industry being bigger than the movie industry will be surely promoted. The launch of a low budget game console will start in the first case to target the local market, but eventually will become a big competitor on the international market, especially when the Chinese sign contracts to work together with the Koreans they will create a wider platform to produce technological high graded equipment.<br />
This will lead to more competitors on the market and will bring balance to the force. Game developers will diversify their games to target the different countries and game console manufacturers will be forced to build different game consoles for different regions to satisfy the needs and offer competitive products to the growing market, while trying to keep the quality at a stable level. <br />
The government has played a substantial role in helping the gaming industry to grow even more. But it also has contributed in a very different aspect in the gaming industry, namely the social aspects.<br />
<br />
While 10 years ago, almost no censorship was applied to video games, these days, every game that has been released must undergo a strict verification procedure controlled by the ministry for promotion of righteousness (MPR). In order to regulate video games which contain objectionable content such as explicit violent or sexual content, a variety of labeling and censorship schemes are applied. <br />
The government has an active role in preventing objectionable content in video games being exposed to children. The most influential role the government plays is the role of restricting game developers from creating games which contain questionable and objectionable content. Every game developing firm must first get the approval of the MPR before starting to develop a game. After the game has been developed, the MPR once again has to approve if the game has been developed according to the agreements. Once a game has been approved, it will get an “approved by the MPR” logo which will be displayed on the box. The retailers are allowed to only buy and sell games that have an MPR logo.<br />
Games that have been developed without the approval of the MPR and are set for sale in unregistered stores or internet site are considered as illegal and are therefore prohibited. The alliance between the ESA and the government is responsible for locating these games. <br />
Besides approving games, the MPR has to research for which age category a game is suitable and rate the game accordingly. This has led to segmentation of game ratings. Games that are rated for 16 years and older can not be sold to people under the age of 16. Every video games store has a separate area for games rated above 16 years, and only upon mandatory identification it is possible to enter the area.<br />
<br />
Compared to 10 years ago, the government does not only play an active role in protecting young citizens from exposure to objectionable games, but it also has an influential role in educating the gamers. Just about every game is flooded with messages throughout the game. Anti-smoking posters and commercials that will tell you to live healthier are just a few examples you will encounter when playing games today. Virtually every game starts with an infomercial that is based upon healthier living or other messages the government wants to tell you. This phenomenon shows us the tight cooperation of the government with the game developers. Incorporating governmental messages in games, results in additional funding for the game developers.<br />
This neo-propaganda approach is now a widespread technique used by many countries. China for example, uses military simulation games to recruit people for its army. In the game menus, you can find an option that will redirect you to the website of the People’s Republic army, where you can find information and application forms.<br />
<br />
----<br />
<br />
[http://scenariothinking.org/wiki/index.php/LIACS_ICT_in_Business_2005 >>Back>>]</div>Kammihttps://www.scenariothinking.org/index.php?title=Scenario_3:_Big_Brother,_new_chances&diff=3861Scenario 3: Big Brother, new chances2005-03-29T08:59:03Z<p>Kammi: /* Scenario 3: Big brother, new chances. */</p>
<hr />
<div>The gaming industry has become a bigger industry than the movie industry; we can all see the shift towards a more attractive market and growing market full of diverse users of the gaming console we know today.<br />
Imagine a world where the gaming industry has such influence on the world that they become more powerful than any other industry we know to have influence on our youth, in which the games play a central role. It will become the new mass media in the future. In this future we can see that there is a major consolidation between the gaming and movie industry.<br />
When this happens the games will be more popular than ever and everyone will like to have as much games as he can or at least the best games. We all know that games are priced at different pricing, but the most common is about 50-60 euros a game. This is quite expensive especially for the younger players amongst us. With the new consoles coming, the games will stay in this price range and a new wave of piracy will emerge that will play into the growing market of gaming.<br />
The key concern for the game console manufacturer was to make an unhackable system and invested a lot of money into the systems. But as everyone knows everything that man creates can be broken; this also applies for the security in gaming consoles. So, besides making the system more secure there was also an increase in government lobbying, to reinforce legislation towards cracking down on hackers and illegal markets where games are sold as bootlegs for a cheap price, as well as supporting the Entertainment Software Association (ESA).<br />
<br />
With the new upcoming economies, like China or India it has great potential to widening the revenues from those markets. Those markets will mature and cooperation between these markets and the western world will only increase. These governments will be eager to get more investments and will not want any embargos set on their countries. Political influence to take out illegal activities in these countries will be in the best interest of the governments. Increasing globalization will lead to international laws to tackle essential illegal activities that threaten the gaming industry.<br />
With maturity of the Chinese market we can see internal development for the local market. With the launch of their own next generation video standard the Enhanced Versatile Disc (EVD) it will encourage the Chinese government to promote more initiatives to go into more different markets. The gaming industry being bigger than the movie industry will be surely promoted. The launch of a low budget game console will start in the first case to target the local market, but eventually will become a big competitor on the international market, especially when the Chinese sign contracts to work together with the Koreans they will create a wider platform to produce technological high graded equipment.<br />
This will lead to more competitors on the market and will bring balance to the force. Game developers will diversify their games to target the different countries and game console manufacturers will be forced to build different game consoles for different regions to satisfy the needs and offer competitive products to the growing market, while trying to keep the quality at a stable level. <br />
The government has played a substantial role in helping the gaming industry to grow even more. But it also has contributed in a very different aspect in the gaming industry, namely the social aspects.<br />
<br />
While 10 years ago, almost no censorship was applied to video games, these days, every game that has been released must undergo a strict verification procedure controlled by the ministry for promotion of righteousness (MPR). In order to regulate video games which contain objectionable content such as explicit violent or sexual content, a variety of labeling and censorship schemes are applied. <br />
The government has an active role in preventing objectionable content in video games being exposed to children. The most influential role the government plays is the role of restricting game developers from creating games which contain questionable and objectionable content. Every game developing firm must first get the approval of the MPR before starting to develop a game. After the game has been developed, the MPR once again has to approve if the game has been developed according to the agreements. Once a game has been approved, it will get an “approved by the MPR” logo which will be displayed on the box. The retailers are allowed to only buy and sell games that have an MPR logo.<br />
Games that have been developed without the approval of the MPR and are set for sale in unregistered stores or internet site are considered as illegal and are therefore prohibited. The alliance between the ESA and the government is responsible for locating these games. <br />
Besides approving games, the MPR has to research for which age category a game is suitable and rate the game accordingly. This has led to segmentation of game ratings. Games that are rated for 16 years and older can not be sold to people under the age of 16. Every video games store has a separate area for games rated above 16 years, and only upon mandatory identification it is possible to enter the area.<br />
<br />
Compared to 10 years ago, the government does not only play an active role in protecting young citizens from exposure to objectionable games, but it also has an influential role in educating the gamers. Just about every game is flooded with messages throughout the game. Anti-smoking posters and commercials that will tell you to live healthier are just a few examples you will encounter when playing games today. Virtually every game starts with an infomercial that is based upon healthier living or other messages the government wants to tell you. This phenomenon shows us the tight cooperation of the government with the game developers. Incorporating governmental messages in games, results in additional funding for the game developers.<br />
This neo-propaganda approach is now a widespread technique used by many countries. China for example, uses military simulation games to recruit people for its army. In the game menus, you can find an option that will redirect you to the website of the People’s Republic army, where you can find information and application forms.</div>Kammihttps://www.scenariothinking.org/index.php?title=Scenario_3:_Big_Brother,_new_chances&diff=3860Scenario 3: Big Brother, new chances2005-03-29T08:58:37Z<p>Kammi: </p>
<hr />
<div>== Scenario 3: Big brother, new chances. ==<br />
<br />
The gaming industry has become a bigger industry than the movie industry; we can all see the shift towards a more attractive market and growing market full of diverse users of the gaming console we know today.<br />
Imagine a world where the gaming industry has such influence on the world that they become more powerful than any other industry we know to have influence on our youth, in which the games play a central role. It will become the new mass media in the future. In this future we can see that there is a major consolidation between the gaming and movie industry.<br />
When this happens the games will be more popular than ever and everyone will like to have as much games as he can or at least the best games. We all know that games are priced at different pricing, but the most common is about 50-60 euros a game. This is quite expensive especially for the younger players amongst us. With the new consoles coming, the games will stay in this price range and a new wave of piracy will emerge that will play into the growing market of gaming.<br />
The key concern for the game console manufacturer was to make an unhackable system and invested a lot of money into the systems. But as everyone knows everything that man creates can be broken; this also applies for the security in gaming consoles. So, besides making the system more secure there was also an increase in government lobbying, to reinforce legislation towards cracking down on hackers and illegal markets where games are sold as bootlegs for a cheap price, as well as supporting the Entertainment Software Association (ESA).<br />
<br />
With the new upcoming economies, like China or India it has great potential to widening the revenues from those markets. Those markets will mature and cooperation between these markets and the western world will only increase. These governments will be eager to get more investments and will not want any embargos set on their countries. Political influence to take out illegal activities in these countries will be in the best interest of the governments. Increasing globalization will lead to international laws to tackle essential illegal activities that threaten the gaming industry.<br />
With maturity of the Chinese market we can see internal development for the local market. With the launch of their own next generation video standard the Enhanced Versatile Disc (EVD) it will encourage the Chinese government to promote more initiatives to go into more different markets. The gaming industry being bigger than the movie industry will be surely promoted. The launch of a low budget game console will start in the first case to target the local market, but eventually will become a big competitor on the international market, especially when the Chinese sign contracts to work together with the Koreans they will create a wider platform to produce technological high graded equipment.<br />
This will lead to more competitors on the market and will bring balance to the force. Game developers will diversify their games to target the different countries and game console manufacturers will be forced to build different game consoles for different regions to satisfy the needs and offer competitive products to the growing market, while trying to keep the quality at a stable level. <br />
The government has played a substantial role in helping the gaming industry to grow even more. But it also has contributed in a very different aspect in the gaming industry, namely the social aspects.<br />
<br />
While 10 years ago, almost no censorship was applied to video games, these days, every game that has been released must undergo a strict verification procedure controlled by the ministry for promotion of righteousness (MPR). In order to regulate video games which contain objectionable content such as explicit violent or sexual content, a variety of labeling and censorship schemes are applied. <br />
The government has an active role in preventing objectionable content in video games being exposed to children. The most influential role the government plays is the role of restricting game developers from creating games which contain questionable and objectionable content. Every game developing firm must first get the approval of the MPR before starting to develop a game. After the game has been developed, the MPR once again has to approve if the game has been developed according to the agreements. Once a game has been approved, it will get an “approved by the MPR” logo which will be displayed on the box. The retailers are allowed to only buy and sell games that have an MPR logo.<br />
Games that have been developed without the approval of the MPR and are set for sale in unregistered stores or internet site are considered as illegal and are therefore prohibited. The alliance between the ESA and the government is responsible for locating these games. <br />
Besides approving games, the MPR has to research for which age category a game is suitable and rate the game accordingly. This has led to segmentation of game ratings. Games that are rated for 16 years and older can not be sold to people under the age of 16. Every video games store has a separate area for games rated above 16 years, and only upon mandatory identification it is possible to enter the area.<br />
<br />
Compared to 10 years ago, the government does not only play an active role in protecting young citizens from exposure to objectionable games, but it also has an influential role in educating the gamers. Just about every game is flooded with messages throughout the game. Anti-smoking posters and commercials that will tell you to live healthier are just a few examples you will encounter when playing games today. Virtually every game starts with an infomercial that is based upon healthier living or other messages the government wants to tell you. This phenomenon shows us the tight cooperation of the government with the game developers. Incorporating governmental messages in games, results in additional funding for the game developers.<br />
This neo-propaganda approach is now a widespread technique used by many countries. China for example, uses military simulation games to recruit people for its army. In the game menus, you can find an option that will redirect you to the website of the People’s Republic army, where you can find information and application forms.</div>Kammihttps://www.scenariothinking.org/index.php?title=Scenario_3:_Big_Brother,_new_chances&diff=3859Scenario 3: Big Brother, new chances2005-03-29T08:58:21Z<p>Kammi: </p>
<hr />
<div>== Scenario 3: Big brother, new chances. ==<br />
<br />
<br />
<br />
The gaming industry has become a bigger industry than the movie industry; we can all see the shift towards a more attractive market and growing market full of diverse users of the gaming console we know today.<br />
Imagine a world where the gaming industry has such influence on the world that they become more powerful than any other industry we know to have influence on our youth, in which the games play a central role. It will become the new mass media in the future. In this future we can see that there is a major consolidation between the gaming and movie industry.<br />
When this happens the games will be more popular than ever and everyone will like to have as much games as he can or at least the best games. We all know that games are priced at different pricing, but the most common is about 50-60 euros a game. This is quite expensive especially for the younger players amongst us. With the new consoles coming, the games will stay in this price range and a new wave of piracy will emerge that will play into the growing market of gaming.<br />
The key concern for the game console manufacturer was to make an unhackable system and invested a lot of money into the systems. But as everyone knows everything that man creates can be broken; this also applies for the security in gaming consoles. So, besides making the system more secure there was also an increase in government lobbying, to reinforce legislation towards cracking down on hackers and illegal markets where games are sold as bootlegs for a cheap price, as well as supporting the Entertainment Software Association (ESA).<br />
<br />
With the new upcoming economies, like China or India it has great potential to widening the revenues from those markets. Those markets will mature and cooperation between these markets and the western world will only increase. These governments will be eager to get more investments and will not want any embargos set on their countries. Political influence to take out illegal activities in these countries will be in the best interest of the governments. Increasing globalization will lead to international laws to tackle essential illegal activities that threaten the gaming industry.<br />
With maturity of the Chinese market we can see internal development for the local market. With the launch of their own next generation video standard the Enhanced Versatile Disc (EVD) it will encourage the Chinese government to promote more initiatives to go into more different markets. The gaming industry being bigger than the movie industry will be surely promoted. The launch of a low budget game console will start in the first case to target the local market, but eventually will become a big competitor on the international market, especially when the Chinese sign contracts to work together with the Koreans they will create a wider platform to produce technological high graded equipment.<br />
This will lead to more competitors on the market and will bring balance to the force. Game developers will diversify their games to target the different countries and game console manufacturers will be forced to build different game consoles for different regions to satisfy the needs and offer competitive products to the growing market, while trying to keep the quality at a stable level. <br />
The government has played a substantial role in helping the gaming industry to grow even more. But it also has contributed in a very different aspect in the gaming industry, namely the social aspects.<br />
<br />
While 10 years ago, almost no censorship was applied to video games, these days, every game that has been released must undergo a strict verification procedure controlled by the ministry for promotion of righteousness (MPR). In order to regulate video games which contain objectionable content such as explicit violent or sexual content, a variety of labeling and censorship schemes are applied. <br />
The government has an active role in preventing objectionable content in video games being exposed to children. The most influential role the government plays is the role of restricting game developers from creating games which contain questionable and objectionable content. Every game developing firm must first get the approval of the MPR before starting to develop a game. After the game has been developed, the MPR once again has to approve if the game has been developed according to the agreements. Once a game has been approved, it will get an “approved by the MPR” logo which will be displayed on the box. The retailers are allowed to only buy and sell games that have an MPR logo.<br />
Games that have been developed without the approval of the MPR and are set for sale in unregistered stores or internet site are considered as illegal and are therefore prohibited. The alliance between the ESA and the government is responsible for locating these games. <br />
Besides approving games, the MPR has to research for which age category a game is suitable and rate the game accordingly. This has led to segmentation of game ratings. Games that are rated for 16 years and older can not be sold to people under the age of 16. Every video games store has a separate area for games rated above 16 years, and only upon mandatory identification it is possible to enter the area.<br />
<br />
Compared to 10 years ago, the government does not only play an active role in protecting young citizens from exposure to objectionable games, but it also has an influential role in educating the gamers. Just about every game is flooded with messages throughout the game. Anti-smoking posters and commercials that will tell you to live healthier are just a few examples you will encounter when playing games today. Virtually every game starts with an infomercial that is based upon healthier living or other messages the government wants to tell you. This phenomenon shows us the tight cooperation of the government with the game developers. Incorporating governmental messages in games, results in additional funding for the game developers.<br />
This neo-propaganda approach is now a widespread technique used by many countries. China for example, uses military simulation games to recruit people for its army. In the game menus, you can find an option that will redirect you to the website of the People’s Republic army, where you can find information and application forms.</div>Kammihttps://www.scenariothinking.org/index.php?title=Scenario_3:_Big_Brother,_new_chances&diff=3858Scenario 3: Big Brother, new chances2005-03-29T08:57:02Z<p>Kammi: </p>
<hr />
<div> == Scenario 3: Big brother, new chances. == <br />
<br />
<br />
The gaming industry has become a bigger industry than the movie industry; we can all see the shift towards a more attractive market and growing market full of diverse users of the gaming console we know today.<br />
Imagine a world where the gaming industry has such influence on the world that they become more powerful than any other industry we know to have influence on our youth, in which the games play a central role. It will become the new mass media in the future. In this future we can see that there is a major consolidation between the gaming and movie industry.<br />
When this happens the games will be more popular than ever and everyone will like to have as much games as he can or at least the best games. We all know that games are priced at different pricing, but the most common is about 50-60 euros a game. This is quite expensive especially for the younger players amongst us. With the new consoles coming, the games will stay in this price range and a new wave of piracy will emerge that will play into the growing market of gaming.<br />
The key concern for the game console manufacturer was to make an unhackable system and invested a lot of money into the systems. But as everyone knows everything that man creates can be broken; this also applies for the security in gaming consoles. So, besides making the system more secure there was also an increase in government lobbying, to reinforce legislation towards cracking down on hackers and illegal markets where games are sold as bootlegs for a cheap price, as well as supporting the Entertainment Software Association (ESA).<br />
<br />
With the new upcoming economies, like China or India it has great potential to widening the revenues from those markets. Those markets will mature and cooperation between these markets and the western world will only increase. These governments will be eager to get more investments and will not want any embargos set on their countries. Political influence to take out illegal activities in these countries will be in the best interest of the governments. Increasing globalization will lead to international laws to tackle essential illegal activities that threaten the gaming industry.<br />
With maturity of the Chinese market we can see internal development for the local market. With the launch of their own next generation video standard the Enhanced Versatile Disc (EVD) it will encourage the Chinese government to promote more initiatives to go into more different markets. The gaming industry being bigger than the movie industry will be surely promoted. The launch of a low budget game console will start in the first case to target the local market, but eventually will become a big competitor on the international market, especially when the Chinese sign contracts to work together with the Koreans they will create a wider platform to produce technological high graded equipment.<br />
This will lead to more competitors on the market and will bring balance to the force. Game developers will diversify their games to target the different countries and game console manufacturers will be forced to build different game consoles for different regions to satisfy the needs and offer competitive products to the growing market, while trying to keep the quality at a stable level. <br />
The government has played a substantial role in helping the gaming industry to grow even more. But it also has contributed in a very different aspect in the gaming industry, namely the social aspects.<br />
<br />
While 10 years ago, almost no censorship was applied to video games, these days, every game that has been released must undergo a strict verification procedure controlled by the ministry for promotion of righteousness (MPR). In order to regulate video games which contain objectionable content such as explicit violent or sexual content, a variety of labeling and censorship schemes are applied. <br />
The government has an active role in preventing objectionable content in video games being exposed to children. The most influential role the government plays is the role of restricting game developers from creating games which contain questionable and objectionable content. Every game developing firm must first get the approval of the MPR before starting to develop a game. After the game has been developed, the MPR once again has to approve if the game has been developed according to the agreements. Once a game has been approved, it will get an “approved by the MPR” logo which will be displayed on the box. The retailers are allowed to only buy and sell games that have an MPR logo.<br />
Games that have been developed without the approval of the MPR and are set for sale in unregistered stores or internet site are considered as illegal and are therefore prohibited. The alliance between the ESA and the government is responsible for locating these games. <br />
Besides approving games, the MPR has to research for which age category a game is suitable and rate the game accordingly. This has led to segmentation of game ratings. Games that are rated for 16 years and older can not be sold to people under the age of 16. Every video games store has a separate area for games rated above 16 years, and only upon mandatory identification it is possible to enter the area.<br />
<br />
Compared to 10 years ago, the government does not only play an active role in protecting young citizens from exposure to objectionable games, but it also has an influential role in educating the gamers. Just about every game is flooded with messages throughout the game. Anti-smoking posters and commercials that will tell you to live healthier are just a few examples you will encounter when playing games today. Virtually every game starts with an infomercial that is based upon healthier living or other messages the government wants to tell you. This phenomenon shows us the tight cooperation of the government with the game developers. Incorporating governmental messages in games, results in additional funding for the game developers.<br />
This neo-propaganda approach is now a widespread technique used by many countries. China for example, uses military simulation games to recruit people for its army. In the game menus, you can find an option that will redirect you to the website of the People’s Republic army, where you can find information and application forms.</div>Kammihttps://www.scenariothinking.org/index.php?title=The_Future_of_Console_Based_Games_2010&diff=3863The Future of Console Based Games 20102005-03-29T08:54:45Z<p>Kammi: /* Scenarios */</p>
<hr />
<div>== Researchers ==<br />
Ender Atalay<br><br />
Shahid Butt<br><br />
Marnix Eedens<br><br />
Prewies Gaja<br><br />
Richard Gerding<br><br />
Kammi Heydari<br><br />
<br />
== Introduction ==<br />
[[Image:DuckHunt.jpg]]<br><br />
''Duck hunt- a Nintendo game''<br />
<br />
Remember the dusty yellow days of Duck Hunt, where ducks where flying on your screen while you were shooting with your gun. It was not long before Nintendo days soon gave way to Sega nights and eight bits became sixteen. Mario met Yoshi, Sonic met Tails, and gamers met the new generation of the console wars. The bits kept doubling and doubling, and the gaming industry kept on growing.<br />
<br />
<br />
Some may wonder what the new generation of consoles has to offer that was not available before. The incredible speeds of the new processors allow for amazingly lifelike graphics and wonderful special effects like realistic smoke, water, reflections, and animations. Giving game developers the tools to create any world imaginable brought gaming to new levels.<br><br />
<br />
<br />
Now, in 2005, three contenders the Nintendo GameCube, Sony PlayStation 2, and Microsoft Xbox are ready to battle it out to conquer the home console market. Nintendo, the long time champion of home entertainment, is back with a renewed version after their last system, the Nintendo 64. This video console did not meet sales expectations. About four years ago, Sony introduced the PlayStation 2, which was to be the bigger and older brother of the PlayStation, a console that made its way into one out of every five homes in America. New to the console market is Microsoft. Bill Gates and his partners has poured his resources into creating the Xbox, a high speed, powerful gaming machine.<br />
<br />
<br />
'''Topic Selection'''<br><br />
In the first case we made a top three of choices to research this included terrorism and internet dating. After discussing the topics we came to the conclusion that the gaming industry was the way to go for us, as we are all active gamers. In addtion, we as group are hungry to know how the future of console based games will look like in 2010.<br />
<br />
<br />
Some interesting links:<br />
*[http://www.theesa.com/index.php Entertainment Software Association (ESA)]<br />
*[http://bbc.co.uk/dna/h2g2/A996979 History of game console based games]<br />
*[http://www.psychology.iastate.edu/faculty/caa/abstracts/2000-2004/04CA.pdf Games and violance]<br />
<br />
== Uncertainties ==<br />
To be updated..pretty empty huh ;)<br />
<br />
== Research questions ==<br />
<br />
1. [[What are the expected technologies in next generation consoles?]]<br><br />
Researcher: '''Shahid'''<br />
<br><br><br />
2. [[How does the Interactive Entertainment Market look like in the future?]]<br><br />
3. [[Who are playing games and what are they playing?]]<br><br />
Researcher: '''Marnix'''<br />
<br><br><br />
4. [[What are the possibilities of security on the gaming console and the games? How can it be improved to prevent piracy in the next generation game consoles?]]<br><br />
Researcher: '''Ender''' <br />
<br><br><br />
5. Will there be a trend where more people focus on outdoor activities/sport? How does this influence the amount of time people spend on gaming?<br><br />
* Why is there an growing amount of overweight children and how does this relate to videogames?<br />
* Are videogames addictive?<br />
* Will the growing health trend effect the gaming industry?<br />
* What are the ongoing developments regarding 'active-games'?<br />
* Will sports and games be competitors or will they co-operate?<br />
Researcher: '''Richard'''<br />
<br><br><br />
6. What are the influences of the government and the media on the gaming console industry?<br><br />
* What is the role of the media in the gaming industry?<br />
* What are the concerns about computer games?<br />
* Why is there an increasing concern about computer games?<br />
* Which genres of games have the highest rate of prohibition?<br />
* Do computer games influence the social behaviour of gamers?<br />
* Do computer games have an effect on the health?<br />
* Are there other factors that may change the nature of games?<br />
* What are the Goverment policies on gaming? <br />
Researcher: '''Kammi'''<br />
<br><br><br />
7. [[What are the influences of possible economic recession on the gaming console market? What can be done to anticipate this?]]<br><br />
*What is the effect on the game market in case of a recession in Europe?<br />
*What is the effect on the game market in case of a recession in Japan/Asia?<br />
*What is the effect on the game market in case of a recession in the U.S.A?<br />
*How did the game industry response during previous recessions?<br />
Researcher: '''Prewies'''<br />
<br><br><br />
8. Which trends can be recognized in the development of games? (size, graphics, amount of programmers)?<br><br />
Researcher: '''None'''<br />
<br><br><br />
9. Which trends can be recognized in the different kinds of game play? What can be expected in the future?<br><br />
Researcher: '''None''' <br />
<br><br><br />
10. What new game experiences can be expected? (Virtual Reality)<br><br />
* What is virtual reality?<br />
* Does virtual reality have a different level of experience than playing a gami consule?<br />
* Is virtual reality a new phenomenon?<br />
* How "real" is virtual reality?<br />
* Which technological development are necessary to make virtual reality commercial attractive?<br />
* How can virtual reality benifit game consoles?<br />
* How can virtual reality become a substitute for the game console?<br><br />
Researcher: '''Prewies'''<br />
<br />
<br />
<br />
'''Other questions:'''<br><br />
1. How are games developed?<br><br />
* What is the influence of different cultures on gaming?<br><br />
* How will the shift in age of the ptm influence the gaming industry?<br><br />
* What kind of games will be HOT for the ptm in the future?<br> - retro games, online games, America vs china<br />
<br />
== Driving Forces ==<br />
Ender:<br />
* [[Preventing game piracy: Digital Rights Management]]<br />
* [[The increasing use of modchips and emulators]] <br />
<br />
Shahid:<br />
* [[Supercomputer on a chip]]<br />
* [[Technology Standards: letting the consumer decide?]]<br />
<br />
Marnix:<br />
* [[The rise of home entertainment systems]]<br />
* [[Embedded Systems]]<br><br />
<br />
Kammi:<br />
* [[Violence in computer games]]<br />
* [[computer games and health issues]]<br />
<br />
Prewies:<br />
*[[A growing market during a recession]]<br />
*[[How violence spoils your child]]<br />
<br />
Richard:<br />
* [[The growing population of overweight people]]<br />
* [[The change of children playing sports to children playing videogames]]<br />
<br />
== Scenarios ==<br />
[[Scenario 3: Big Brother, new chances]]<br />
<br />
----<br />
<br />
[http://scenariothinking.org/wiki/index.php/LIACS_ICT_in_Business_2005 >>Back>>]</div>Kammihttps://www.scenariothinking.org/index.php?title=Violence_in_computer_games&diff=12867Violence in computer games2005-03-16T14:15:48Z<p>Kammi: /* Web Resources: */</p>
<hr />
<div>Here is a template to upload driving forces. <br />
<br />
==Description:==<br />
<br />
Violence in videogames is an issue that arises on a frequent basis in news media around the world. Many critics of computer games state there are links between violent videogames and subsequent agressive and antisocial behaviour in players. Yet the opposite group states that computer games enhance the eye-hand skills of player. It even stimulates their intelligence. Just think of the numerous puzzle games. But unfortunately, we can't get around the numerous cases where computer players caused themselves or others injuries. Directly or indirectly caused by computer games. <br />
The ever increasing quality of graphics and the realness of computer games has therefore raised the concerns of not only the parents, but also the government of many countries and even the society as a whole.<br />
<br />
==Enablers:==<br />
<br />
1. Lack of governmental/parental control <br><br />
2. Lack of outdoor activities <br><br />
3. Increasing aggresiveness in society and media <br><br />
4. Popularity for aggresive games<br />
5. Improving graphics and realness in computer games<br />
<br />
==Inhibitors:==<br />
<br />
1. Governmental/parental control <br><br />
2. Increase in social activities <br><br />
3. Media promotion for outdoor activities <br><br />
4. Prohibition for game developers <br><br />
<br />
==Paradigms:==<br />
<br />
The way we used to look at computer games has been entirely changed. While computer games were mainly for children, where the aim was to get from point A to point B (Mario), or eat as many dots as you could (PacMan), the purpose and target group has shifted to adults.<br />
The increasing improvements of graphics and reality of games have changed the way we look at games today. No more are they innocent harmless computer games were all family could join. Most sellling games these days have either violence or sex. And in some cases an explosive amount of both. Where many thought that games could educate and enhance intelligence, its been shown that it also can increase aggresive behaviour. In many cases this aggresave behaviour was just expressed towards the tv screen, but unfortunately, there were cases were gamers injured themselves and other people because of the games they played. <br />
This has raised a growing concern in scociety and has changed the way we think about computer games.<br />
<br />
==Experts:==<br />
<br />
Dorman, Steve (1997) Video and computer games: Effect on children and implications for health education. <br><br />
<br />
Goldstein, J. (2001) Does Playing Violent Games Cause Aggressive Behaviour?<br />
<br />
==Timing:==<br />
<br />
Mature-rated games are now the fastest growing segment of the video game industry (Knight-Ridder Newspapers, 1/5/03). About one-third of video games now purchased are rated "M," the marketing firm NPD Funworld reports. <br><br />
<br />
About 40 percent of those who play Mature-rated games are under 18, according to the Federal Trade Commission. But children under 18 comprise less than 20 percent of the U.S. population, according to the US Census Bureau. <br><br />
<br />
45 percent of all video game players are under the age of 18, according to a Wall Street Journal survey (10/14/02). That means that of the 146 million gamers in the United States, 65.7 million are children and teens. 20 million video game players are 12 and under. <br><br />
<br />
The best-selling game of 2002 was M-rated: Grand Theft Auto III.<br />
<br />
78 percent of unaccompanied children ages 13–16 were able to buy Mature-rated games at retail stores, according to a secret shopper survey conducted by the Federal Trade Commission in 2001. Even among several of those retail stores with programs in place to restrict sales, 73 percent of unaccompanied children were able to buy violent, Mature-rated games. <br> <br />
<br />
95 percent of teenage boys play video games each month according to a survey conducted by Jupiter Research in April 2003. <br> <br />
<br />
Children are leaving traditional toys and play at younger and younger ages in favor of electronic entertainment. Toy sales were stagnant in 2001; video game sales were up 43 percent over 2000. (The Washington Post, 2/17/02) <br><br />
<br />
==Web Resources:==<br />
<br />
<http://elspa.co.uk/about/pr/pr.asp?mode=view&t=1&id=405&ref=home>; <br><br />
http://www.media-awareness.ca/english/issues/violence/business_media_violence.cfm <br><br />
http://www.lionlamb.org/media_violence_video_games.htm <br><br />
http://www.apa.org/releases/videogames.html <br><br />
http://www.mediascope.org/pubs/ibriefs/vgv.htm <br></div>Kammihttps://www.scenariothinking.org/index.php?title=Violence_in_computer_games&diff=3071Violence in computer games2005-03-16T14:14:57Z<p>Kammi: /* Web Resources: */</p>
<hr />
<div>Here is a template to upload driving forces. <br />
<br />
==Description:==<br />
<br />
Violence in videogames is an issue that arises on a frequent basis in news media around the world. Many critics of computer games state there are links between violent videogames and subsequent agressive and antisocial behaviour in players. Yet the opposite group states that computer games enhance the eye-hand skills of player. It even stimulates their intelligence. Just think of the numerous puzzle games. But unfortunately, we can't get around the numerous cases where computer players caused themselves or others injuries. Directly or indirectly caused by computer games. <br />
The ever increasing quality of graphics and the realness of computer games has therefore raised the concerns of not only the parents, but also the government of many countries and even the society as a whole.<br />
<br />
==Enablers:==<br />
<br />
1. Lack of governmental/parental control <br><br />
2. Lack of outdoor activities <br><br />
3. Increasing aggresiveness in society and media <br><br />
4. Popularity for aggresive games<br />
5. Improving graphics and realness in computer games<br />
<br />
==Inhibitors:==<br />
<br />
1. Governmental/parental control <br><br />
2. Increase in social activities <br><br />
3. Media promotion for outdoor activities <br><br />
4. Prohibition for game developers <br><br />
<br />
==Paradigms:==<br />
<br />
The way we used to look at computer games has been entirely changed. While computer games were mainly for children, where the aim was to get from point A to point B (Mario), or eat as many dots as you could (PacMan), the purpose and target group has shifted to adults.<br />
The increasing improvements of graphics and reality of games have changed the way we look at games today. No more are they innocent harmless computer games were all family could join. Most sellling games these days have either violence or sex. And in some cases an explosive amount of both. Where many thought that games could educate and enhance intelligence, its been shown that it also can increase aggresive behaviour. In many cases this aggresave behaviour was just expressed towards the tv screen, but unfortunately, there were cases were gamers injured themselves and other people because of the games they played. <br />
This has raised a growing concern in scociety and has changed the way we think about computer games.<br />
<br />
==Experts:==<br />
<br />
Dorman, Steve (1997) Video and computer games: Effect on children and implications for health education. <br><br />
<br />
Goldstein, J. (2001) Does Playing Violent Games Cause Aggressive Behaviour?<br />
<br />
==Timing:==<br />
<br />
Mature-rated games are now the fastest growing segment of the video game industry (Knight-Ridder Newspapers, 1/5/03). About one-third of video games now purchased are rated "M," the marketing firm NPD Funworld reports. <br><br />
<br />
About 40 percent of those who play Mature-rated games are under 18, according to the Federal Trade Commission. But children under 18 comprise less than 20 percent of the U.S. population, according to the US Census Bureau. <br><br />
<br />
45 percent of all video game players are under the age of 18, according to a Wall Street Journal survey (10/14/02). That means that of the 146 million gamers in the United States, 65.7 million are children and teens. 20 million video game players are 12 and under. <br><br />
<br />
The best-selling game of 2002 was M-rated: Grand Theft Auto III.<br />
<br />
78 percent of unaccompanied children ages 13–16 were able to buy Mature-rated games at retail stores, according to a secret shopper survey conducted by the Federal Trade Commission in 2001. Even among several of those retail stores with programs in place to restrict sales, 73 percent of unaccompanied children were able to buy violent, Mature-rated games. <br> <br />
<br />
95 percent of teenage boys play video games each month according to a survey conducted by Jupiter Research in April 2003. <br> <br />
<br />
Children are leaving traditional toys and play at younger and younger ages in favor of electronic entertainment. Toy sales were stagnant in 2001; video game sales were up 43 percent over 2000. (The Washington Post, 2/17/02) <br><br />
<br />
==Web Resources:==<br />
<br />
<http://elspa.co.uk/about/pr/pr.asp?mode=view&t=1&id=405&ref=home>; <br><br />
http://www.media-awareness.ca/english/issues/violence/business_media_violence.cfm <br><br />
http://www.lionlamb.org/media_violence_video_games.htm <br></div>Kammihttps://www.scenariothinking.org/index.php?title=Violence_in_computer_games&diff=3069Violence in computer games2005-03-16T14:14:01Z<p>Kammi: /* Timing: */</p>
<hr />
<div>Here is a template to upload driving forces. <br />
<br />
==Description:==<br />
<br />
Violence in videogames is an issue that arises on a frequent basis in news media around the world. Many critics of computer games state there are links between violent videogames and subsequent agressive and antisocial behaviour in players. Yet the opposite group states that computer games enhance the eye-hand skills of player. It even stimulates their intelligence. Just think of the numerous puzzle games. But unfortunately, we can't get around the numerous cases where computer players caused themselves or others injuries. Directly or indirectly caused by computer games. <br />
The ever increasing quality of graphics and the realness of computer games has therefore raised the concerns of not only the parents, but also the government of many countries and even the society as a whole.<br />
<br />
==Enablers:==<br />
<br />
1. Lack of governmental/parental control <br><br />
2. Lack of outdoor activities <br><br />
3. Increasing aggresiveness in society and media <br><br />
4. Popularity for aggresive games<br />
5. Improving graphics and realness in computer games<br />
<br />
==Inhibitors:==<br />
<br />
1. Governmental/parental control <br><br />
2. Increase in social activities <br><br />
3. Media promotion for outdoor activities <br><br />
4. Prohibition for game developers <br><br />
<br />
==Paradigms:==<br />
<br />
The way we used to look at computer games has been entirely changed. While computer games were mainly for children, where the aim was to get from point A to point B (Mario), or eat as many dots as you could (PacMan), the purpose and target group has shifted to adults.<br />
The increasing improvements of graphics and reality of games have changed the way we look at games today. No more are they innocent harmless computer games were all family could join. Most sellling games these days have either violence or sex. And in some cases an explosive amount of both. Where many thought that games could educate and enhance intelligence, its been shown that it also can increase aggresive behaviour. In many cases this aggresave behaviour was just expressed towards the tv screen, but unfortunately, there were cases were gamers injured themselves and other people because of the games they played. <br />
This has raised a growing concern in scociety and has changed the way we think about computer games.<br />
<br />
==Experts:==<br />
<br />
Dorman, Steve (1997) Video and computer games: Effect on children and implications for health education. <br><br />
<br />
Goldstein, J. (2001) Does Playing Violent Games Cause Aggressive Behaviour?<br />
<br />
==Timing:==<br />
<br />
Mature-rated games are now the fastest growing segment of the video game industry (Knight-Ridder Newspapers, 1/5/03). About one-third of video games now purchased are rated "M," the marketing firm NPD Funworld reports. <br><br />
<br />
About 40 percent of those who play Mature-rated games are under 18, according to the Federal Trade Commission. But children under 18 comprise less than 20 percent of the U.S. population, according to the US Census Bureau. <br><br />
<br />
45 percent of all video game players are under the age of 18, according to a Wall Street Journal survey (10/14/02). That means that of the 146 million gamers in the United States, 65.7 million are children and teens. 20 million video game players are 12 and under. <br><br />
<br />
The best-selling game of 2002 was M-rated: Grand Theft Auto III.<br />
<br />
78 percent of unaccompanied children ages 13–16 were able to buy Mature-rated games at retail stores, according to a secret shopper survey conducted by the Federal Trade Commission in 2001. Even among several of those retail stores with programs in place to restrict sales, 73 percent of unaccompanied children were able to buy violent, Mature-rated games. <br> <br />
<br />
95 percent of teenage boys play video games each month according to a survey conducted by Jupiter Research in April 2003. <br> <br />
<br />
Children are leaving traditional toys and play at younger and younger ages in favor of electronic entertainment. Toy sales were stagnant in 2001; video game sales were up 43 percent over 2000. (The Washington Post, 2/17/02) <br><br />
<br />
==Web Resources:==<br />
<br />
<http://elspa.co.uk/about/pr/pr.asp?mode=view&t=1&id=405&ref=home>; <br><br />
http://www.media-awareness.ca/english/issues/violence/business_media_violence.cfm <br></div>Kammihttps://www.scenariothinking.org/index.php?title=Violence_in_computer_games&diff=3068Violence in computer games2005-03-16T14:11:27Z<p>Kammi: /* Web Resources: */</p>
<hr />
<div>Here is a template to upload driving forces. <br />
<br />
==Description:==<br />
<br />
Violence in videogames is an issue that arises on a frequent basis in news media around the world. Many critics of computer games state there are links between violent videogames and subsequent agressive and antisocial behaviour in players. Yet the opposite group states that computer games enhance the eye-hand skills of player. It even stimulates their intelligence. Just think of the numerous puzzle games. But unfortunately, we can't get around the numerous cases where computer players caused themselves or others injuries. Directly or indirectly caused by computer games. <br />
The ever increasing quality of graphics and the realness of computer games has therefore raised the concerns of not only the parents, but also the government of many countries and even the society as a whole.<br />
<br />
==Enablers:==<br />
<br />
1. Lack of governmental/parental control <br><br />
2. Lack of outdoor activities <br><br />
3. Increasing aggresiveness in society and media <br><br />
4. Popularity for aggresive games<br />
5. Improving graphics and realness in computer games<br />
<br />
==Inhibitors:==<br />
<br />
1. Governmental/parental control <br><br />
2. Increase in social activities <br><br />
3. Media promotion for outdoor activities <br><br />
4. Prohibition for game developers <br><br />
<br />
==Paradigms:==<br />
<br />
The way we used to look at computer games has been entirely changed. While computer games were mainly for children, where the aim was to get from point A to point B (Mario), or eat as many dots as you could (PacMan), the purpose and target group has shifted to adults.<br />
The increasing improvements of graphics and reality of games have changed the way we look at games today. No more are they innocent harmless computer games were all family could join. Most sellling games these days have either violence or sex. And in some cases an explosive amount of both. Where many thought that games could educate and enhance intelligence, its been shown that it also can increase aggresive behaviour. In many cases this aggresave behaviour was just expressed towards the tv screen, but unfortunately, there were cases were gamers injured themselves and other people because of the games they played. <br />
This has raised a growing concern in scociety and has changed the way we think about computer games.<br />
<br />
==Experts:==<br />
<br />
Dorman, Steve (1997) Video and computer games: Effect on children and implications for health education. <br><br />
<br />
Goldstein, J. (2001) Does Playing Violent Games Cause Aggressive Behaviour?<br />
<br />
==Timing:==<br />
<br />
==Web Resources:==<br />
<br />
<http://elspa.co.uk/about/pr/pr.asp?mode=view&t=1&id=405&ref=home>; <br><br />
http://www.media-awareness.ca/english/issues/violence/business_media_violence.cfm <br></div>Kammihttps://www.scenariothinking.org/index.php?title=Violence_in_computer_games&diff=3067Violence in computer games2005-03-16T14:07:45Z<p>Kammi: /* Experts: */</p>
<hr />
<div>Here is a template to upload driving forces. <br />
<br />
==Description:==<br />
<br />
Violence in videogames is an issue that arises on a frequent basis in news media around the world. Many critics of computer games state there are links between violent videogames and subsequent agressive and antisocial behaviour in players. Yet the opposite group states that computer games enhance the eye-hand skills of player. It even stimulates their intelligence. Just think of the numerous puzzle games. But unfortunately, we can't get around the numerous cases where computer players caused themselves or others injuries. Directly or indirectly caused by computer games. <br />
The ever increasing quality of graphics and the realness of computer games has therefore raised the concerns of not only the parents, but also the government of many countries and even the society as a whole.<br />
<br />
==Enablers:==<br />
<br />
1. Lack of governmental/parental control <br><br />
2. Lack of outdoor activities <br><br />
3. Increasing aggresiveness in society and media <br><br />
4. Popularity for aggresive games<br />
5. Improving graphics and realness in computer games<br />
<br />
==Inhibitors:==<br />
<br />
1. Governmental/parental control <br><br />
2. Increase in social activities <br><br />
3. Media promotion for outdoor activities <br><br />
4. Prohibition for game developers <br><br />
<br />
==Paradigms:==<br />
<br />
The way we used to look at computer games has been entirely changed. While computer games were mainly for children, where the aim was to get from point A to point B (Mario), or eat as many dots as you could (PacMan), the purpose and target group has shifted to adults.<br />
The increasing improvements of graphics and reality of games have changed the way we look at games today. No more are they innocent harmless computer games were all family could join. Most sellling games these days have either violence or sex. And in some cases an explosive amount of both. Where many thought that games could educate and enhance intelligence, its been shown that it also can increase aggresive behaviour. In many cases this aggresave behaviour was just expressed towards the tv screen, but unfortunately, there were cases were gamers injured themselves and other people because of the games they played. <br />
This has raised a growing concern in scociety and has changed the way we think about computer games.<br />
<br />
==Experts:==<br />
<br />
Dorman, Steve (1997) Video and computer games: Effect on children and implications for health education. <br><br />
<br />
Goldstein, J. (2001) Does Playing Violent Games Cause Aggressive Behaviour?<br />
<br />
==Timing:==<br />
<br />
==Web Resources:==</div>Kammihttps://www.scenariothinking.org/index.php?title=Violence_in_computer_games&diff=3066Violence in computer games2005-03-16T14:04:52Z<p>Kammi: /* Paradigms: */</p>
<hr />
<div>Here is a template to upload driving forces. <br />
<br />
==Description:==<br />
<br />
Violence in videogames is an issue that arises on a frequent basis in news media around the world. Many critics of computer games state there are links between violent videogames and subsequent agressive and antisocial behaviour in players. Yet the opposite group states that computer games enhance the eye-hand skills of player. It even stimulates their intelligence. Just think of the numerous puzzle games. But unfortunately, we can't get around the numerous cases where computer players caused themselves or others injuries. Directly or indirectly caused by computer games. <br />
The ever increasing quality of graphics and the realness of computer games has therefore raised the concerns of not only the parents, but also the government of many countries and even the society as a whole.<br />
<br />
==Enablers:==<br />
<br />
1. Lack of governmental/parental control <br><br />
2. Lack of outdoor activities <br><br />
3. Increasing aggresiveness in society and media <br><br />
4. Popularity for aggresive games<br />
5. Improving graphics and realness in computer games<br />
<br />
==Inhibitors:==<br />
<br />
1. Governmental/parental control <br><br />
2. Increase in social activities <br><br />
3. Media promotion for outdoor activities <br><br />
4. Prohibition for game developers <br><br />
<br />
==Paradigms:==<br />
<br />
The way we used to look at computer games has been entirely changed. While computer games were mainly for children, where the aim was to get from point A to point B (Mario), or eat as many dots as you could (PacMan), the purpose and target group has shifted to adults.<br />
The increasing improvements of graphics and reality of games have changed the way we look at games today. No more are they innocent harmless computer games were all family could join. Most sellling games these days have either violence or sex. And in some cases an explosive amount of both. Where many thought that games could educate and enhance intelligence, its been shown that it also can increase aggresive behaviour. In many cases this aggresave behaviour was just expressed towards the tv screen, but unfortunately, there were cases were gamers injured themselves and other people because of the games they played. <br />
This has raised a growing concern in scociety and has changed the way we think about computer games.<br />
<br />
==Experts:==<br />
<br />
<br />
==Timing:==<br />
<br />
==Web Resources:==</div>Kammihttps://www.scenariothinking.org/index.php?title=Violence_in_computer_games&diff=3065Violence in computer games2005-03-16T13:47:46Z<p>Kammi: /* Inhibitors: */</p>
<hr />
<div>Here is a template to upload driving forces. <br />
<br />
==Description:==<br />
<br />
Violence in videogames is an issue that arises on a frequent basis in news media around the world. Many critics of computer games state there are links between violent videogames and subsequent agressive and antisocial behaviour in players. Yet the opposite group states that computer games enhance the eye-hand skills of player. It even stimulates their intelligence. Just think of the numerous puzzle games. But unfortunately, we can't get around the numerous cases where computer players caused themselves or others injuries. Directly or indirectly caused by computer games. <br />
The ever increasing quality of graphics and the realness of computer games has therefore raised the concerns of not only the parents, but also the government of many countries and even the society as a whole.<br />
<br />
==Enablers:==<br />
<br />
1. Lack of governmental/parental control <br><br />
2. Lack of outdoor activities <br><br />
3. Increasing aggresiveness in society and media <br><br />
4. Popularity for aggresive games<br />
5. Improving graphics and realness in computer games<br />
<br />
==Inhibitors:==<br />
<br />
1. Governmental/parental control <br><br />
2. Increase in social activities <br><br />
3. Media promotion for outdoor activities <br><br />
4. Prohibition for game developers <br><br />
<br />
==Paradigms:==<br />
<br />
==Experts:==<br />
<br />
<br />
==Timing:==<br />
<br />
==Web Resources:==</div>Kammihttps://www.scenariothinking.org/index.php?title=Violence_in_computer_games&diff=3057Violence in computer games2005-03-16T13:47:26Z<p>Kammi: /* Inhibitors: */</p>
<hr />
<div>Here is a template to upload driving forces. <br />
<br />
==Description:==<br />
<br />
Violence in videogames is an issue that arises on a frequent basis in news media around the world. Many critics of computer games state there are links between violent videogames and subsequent agressive and antisocial behaviour in players. Yet the opposite group states that computer games enhance the eye-hand skills of player. It even stimulates their intelligence. Just think of the numerous puzzle games. But unfortunately, we can't get around the numerous cases where computer players caused themselves or others injuries. Directly or indirectly caused by computer games. <br />
The ever increasing quality of graphics and the realness of computer games has therefore raised the concerns of not only the parents, but also the government of many countries and even the society as a whole.<br />
<br />
==Enablers:==<br />
<br />
1. Lack of governmental/parental control <br><br />
2. Lack of outdoor activities <br><br />
3. Increasing aggresiveness in society and media <br><br />
4. Popularity for aggresive games<br />
5. Improving graphics and realness in computer games<br />
<br />
==Inhibitors:==<br />
<br />
1. Governmental/parental control<br />
2. Increase in social activities<br />
3. Media promotion for outdoor activities<br />
4. Prohibition for game developers<br />
<br />
==Paradigms:==<br />
<br />
==Experts:==<br />
<br />
<br />
==Timing:==<br />
<br />
==Web Resources:==</div>Kammihttps://www.scenariothinking.org/index.php?title=Violence_in_computer_games&diff=3056Violence in computer games2005-03-16T13:45:41Z<p>Kammi: /* Enablers: */</p>
<hr />
<div>Here is a template to upload driving forces. <br />
<br />
==Description:==<br />
<br />
Violence in videogames is an issue that arises on a frequent basis in news media around the world. Many critics of computer games state there are links between violent videogames and subsequent agressive and antisocial behaviour in players. Yet the opposite group states that computer games enhance the eye-hand skills of player. It even stimulates their intelligence. Just think of the numerous puzzle games. But unfortunately, we can't get around the numerous cases where computer players caused themselves or others injuries. Directly or indirectly caused by computer games. <br />
The ever increasing quality of graphics and the realness of computer games has therefore raised the concerns of not only the parents, but also the government of many countries and even the society as a whole.<br />
<br />
==Enablers:==<br />
<br />
1. Lack of governmental/parental control <br><br />
2. Lack of outdoor activities <br><br />
3. Increasing aggresiveness in society and media <br><br />
4. Popularity for aggresive games<br />
5. Improving graphics and realness in computer games<br />
<br />
==Inhibitors:==<br />
<br />
==Paradigms:==<br />
<br />
==Experts:==<br />
<br />
<br />
==Timing:==<br />
<br />
==Web Resources:==</div>Kammihttps://www.scenariothinking.org/index.php?title=Violence_in_computer_games&diff=3055Violence in computer games2005-03-16T13:40:53Z<p>Kammi: /* Description: */</p>
<hr />
<div>Here is a template to upload driving forces. <br />
<br />
==Description:==<br />
<br />
Violence in videogames is an issue that arises on a frequent basis in news media around the world. Many critics of computer games state there are links between violent videogames and subsequent agressive and antisocial behaviour in players. Yet the opposite group states that computer games enhance the eye-hand skills of player. It even stimulates their intelligence. Just think of the numerous puzzle games. But unfortunately, we can't get around the numerous cases where computer players caused themselves or others injuries. Directly or indirectly caused by computer games. <br />
The ever increasing quality of graphics and the realness of computer games has therefore raised the concerns of not only the parents, but also the government of many countries and even the society as a whole.<br />
<br />
==Enablers:==<br />
<br />
<br />
==Inhibitors:==<br />
<br />
==Paradigms:==<br />
<br />
==Experts:==<br />
<br />
<br />
==Timing:==<br />
<br />
==Web Resources:==</div>Kammihttps://www.scenariothinking.org/index.php?title=Computer_games_and_health_issues&diff=3151Computer games and health issues2005-03-16T13:17:01Z<p>Kammi: /* Web Resources: */</p>
<hr />
<div>Here is a template to upload driving forces. <br />
<br />
==Description:==<br />
Computer games have assumed a major role in today’s culture and society around the world. Given the strong influential role, it is likely that video games may positively or negatively affect the health of game players. Health issues linked computer games are extensive and thus have resulted in large amounts of research on the topic. The underlaying fact is that there is evidence of both negative and positive effects on ones health as a result from excessive playing computer games.<br />
<br />
==Enablers:==<br />
<br />
1. Individualization <br><br />
2. Lack of physical activity <br><br />
3. Junkfood <br><br />
4. Addictiveness <br><br />
5. Violence in society <br><br />
<br />
==Inhibitors:==<br />
<br />
1. Media <br><br />
2. Parental control <br><br />
3. Outdoor activities (with friends) <br><br />
2. In-game information <br><br />
3. Healty games with more hand-eye coordination <br><br />
<br />
==Paradigms:==<br />
Reported cases relating to injuries caused by the overuse of playing computer games has resulted in the "tendonitis phenomenon", or in other words ‘Nintendinitis’. The increase in popularity of game consoles has led to an increase in locomotor problems in the tissues of the hand. While once computer games were considered harmless and even favourable, because it kept kids from hanging on streets, it is now considered as an increasing problem factor. Not only has it caused health problems, but in many cases improved aggresive behavior and has decreased the social behavior.<br />
<br />
==Experts:==<br />
<br />
Dorman, Steve (1997) Video and computer games: Effect on children and implications for health education. <br><br />
<br />
Goldstein, J. (2001) Does Playing Violent Games Cause Aggressive Behaviour?<br />
<br />
==Timing:==<br />
<br />
Young people are spending a lot of time playing computer games. Seventy-nine percent of American children play computer games on a regular basis. On a daily basis, children who own computer games spend on average 1.5 hours playing them. On average, young people between the ages of 7 and 17 play video or computer games eight hours a week. It is expected that this rate will increase with the upcoming new consoles by Sony and Microsoft.<br />
<br />
==Web Resources:==<br />
<br />
http://www.knowledge.hut.fi/projects/games/gamelinks.html <br><br />
http://www.psychology.iastate.edu/faculty/caa/Video_Game_FAQs.html <br><br />
http://news.uns.purdue.edu/html4ever/9906.Sherry.video.html</div>Kammihttps://www.scenariothinking.org/index.php?title=Computer_games_and_health_issues&diff=3047Computer games and health issues2005-03-16T13:13:29Z<p>Kammi: /* Timing: */</p>
<hr />
<div>Here is a template to upload driving forces. <br />
<br />
==Description:==<br />
Computer games have assumed a major role in today’s culture and society around the world. Given the strong influential role, it is likely that video games may positively or negatively affect the health of game players. Health issues linked computer games are extensive and thus have resulted in large amounts of research on the topic. The underlaying fact is that there is evidence of both negative and positive effects on ones health as a result from excessive playing computer games.<br />
<br />
==Enablers:==<br />
<br />
1. Individualization <br><br />
2. Lack of physical activity <br><br />
3. Junkfood <br><br />
4. Addictiveness <br><br />
5. Violence in society <br><br />
<br />
==Inhibitors:==<br />
<br />
1. Media <br><br />
2. Parental control <br><br />
3. Outdoor activities (with friends) <br><br />
2. In-game information <br><br />
3. Healty games with more hand-eye coordination <br><br />
<br />
==Paradigms:==<br />
Reported cases relating to injuries caused by the overuse of playing computer games has resulted in the "tendonitis phenomenon", or in other words ‘Nintendinitis’. The increase in popularity of game consoles has led to an increase in locomotor problems in the tissues of the hand. While once computer games were considered harmless and even favourable, because it kept kids from hanging on streets, it is now considered as an increasing problem factor. Not only has it caused health problems, but in many cases improved aggresive behavior and has decreased the social behavior.<br />
<br />
==Experts:==<br />
<br />
Dorman, Steve (1997) Video and computer games: Effect on children and implications for health education. <br><br />
<br />
Goldstein, J. (2001) Does Playing Violent Games Cause Aggressive Behaviour?<br />
<br />
==Timing:==<br />
<br />
Young people are spending a lot of time playing computer games. Seventy-nine percent of American children play computer games on a regular basis. On a daily basis, children who own computer games spend on average 1.5 hours playing them. On average, young people between the ages of 7 and 17 play video or computer games eight hours a week. It is expected that this rate will increase with the upcoming new consoles by Sony and Microsoft.<br />
<br />
==Web Resources:==</div>Kammihttps://www.scenariothinking.org/index.php?title=Computer_games_and_health_issues&diff=3046Computer games and health issues2005-03-16T13:07:31Z<p>Kammi: /* Experts: */</p>
<hr />
<div>Here is a template to upload driving forces. <br />
<br />
==Description:==<br />
Computer games have assumed a major role in today’s culture and society around the world. Given the strong influential role, it is likely that video games may positively or negatively affect the health of game players. Health issues linked computer games are extensive and thus have resulted in large amounts of research on the topic. The underlaying fact is that there is evidence of both negative and positive effects on ones health as a result from excessive playing computer games.<br />
<br />
==Enablers:==<br />
<br />
1. Individualization <br><br />
2. Lack of physical activity <br><br />
3. Junkfood <br><br />
4. Addictiveness <br><br />
5. Violence in society <br><br />
<br />
==Inhibitors:==<br />
<br />
1. Media <br><br />
2. Parental control <br><br />
3. Outdoor activities (with friends) <br><br />
2. In-game information <br><br />
3. Healty games with more hand-eye coordination <br><br />
<br />
==Paradigms:==<br />
Reported cases relating to injuries caused by the overuse of playing computer games has resulted in the "tendonitis phenomenon", or in other words ‘Nintendinitis’. The increase in popularity of game consoles has led to an increase in locomotor problems in the tissues of the hand. While once computer games were considered harmless and even favourable, because it kept kids from hanging on streets, it is now considered as an increasing problem factor. Not only has it caused health problems, but in many cases improved aggresive behavior and has decreased the social behavior.<br />
<br />
==Experts:==<br />
<br />
Dorman, Steve (1997) Video and computer games: Effect on children and implications for health education. <br><br />
<br />
Goldstein, J. (2001) Does Playing Violent Games Cause Aggressive Behaviour?<br />
<br />
==Timing:==<br />
<br />
==Web Resources:==</div>Kammihttps://www.scenariothinking.org/index.php?title=Computer_games_and_health_issues&diff=3045Computer games and health issues2005-03-16T13:05:25Z<p>Kammi: /* Paradigms: */</p>
<hr />
<div>Here is a template to upload driving forces. <br />
<br />
==Description:==<br />
Computer games have assumed a major role in today’s culture and society around the world. Given the strong influential role, it is likely that video games may positively or negatively affect the health of game players. Health issues linked computer games are extensive and thus have resulted in large amounts of research on the topic. The underlaying fact is that there is evidence of both negative and positive effects on ones health as a result from excessive playing computer games.<br />
<br />
==Enablers:==<br />
<br />
1. Individualization <br><br />
2. Lack of physical activity <br><br />
3. Junkfood <br><br />
4. Addictiveness <br><br />
5. Violence in society <br><br />
<br />
==Inhibitors:==<br />
<br />
1. Media <br><br />
2. Parental control <br><br />
3. Outdoor activities (with friends) <br><br />
2. In-game information <br><br />
3. Healty games with more hand-eye coordination <br><br />
<br />
==Paradigms:==<br />
Reported cases relating to injuries caused by the overuse of playing computer games has resulted in the "tendonitis phenomenon", or in other words ‘Nintendinitis’. The increase in popularity of game consoles has led to an increase in locomotor problems in the tissues of the hand. While once computer games were considered harmless and even favourable, because it kept kids from hanging on streets, it is now considered as an increasing problem factor. Not only has it caused health problems, but in many cases improved aggresive behavior and has decreased the social behavior.<br />
<br />
==Experts:==<br />
<br />
<br />
==Timing:==<br />
<br />
==Web Resources:==</div>Kammihttps://www.scenariothinking.org/index.php?title=Computer_games_and_health_issues&diff=3044Computer games and health issues2005-03-16T13:00:20Z<p>Kammi: /* Inhibitors: */</p>
<hr />
<div>Here is a template to upload driving forces. <br />
<br />
==Description:==<br />
Computer games have assumed a major role in today’s culture and society around the world. Given the strong influential role, it is likely that video games may positively or negatively affect the health of game players. Health issues linked computer games are extensive and thus have resulted in large amounts of research on the topic. The underlaying fact is that there is evidence of both negative and positive effects on ones health as a result from excessive playing computer games.<br />
<br />
==Enablers:==<br />
<br />
1. Individualization <br><br />
2. Lack of physical activity <br><br />
3. Junkfood <br><br />
4. Addictiveness <br><br />
5. Violence in society <br><br />
<br />
==Inhibitors:==<br />
<br />
1. Media <br><br />
2. Parental control <br><br />
3. Outdoor activities (with friends) <br><br />
2. In-game information <br><br />
3. Healty games with more hand-eye coordination <br><br />
<br />
==Paradigms:==<br />
<br />
==Experts:==<br />
<br />
<br />
==Timing:==<br />
<br />
==Web Resources:==</div>Kammihttps://www.scenariothinking.org/index.php?title=Computer_games_and_health_issues&diff=3042Computer games and health issues2005-03-16T12:56:30Z<p>Kammi: /* Enablers: */</p>
<hr />
<div>Here is a template to upload driving forces. <br />
<br />
==Description:==<br />
Computer games have assumed a major role in today’s culture and society around the world. Given the strong influential role, it is likely that video games may positively or negatively affect the health of game players. Health issues linked computer games are extensive and thus have resulted in large amounts of research on the topic. The underlaying fact is that there is evidence of both negative and positive effects on ones health as a result from excessive playing computer games.<br />
<br />
==Enablers:==<br />
<br />
1. Individualization <br><br />
2. Lack of physical activity <br><br />
3. Junkfood <br><br />
4. Addictiveness <br><br />
5. Violence in society <br><br />
<br />
==Inhibitors:==<br />
<br />
==Paradigms:==<br />
<br />
==Experts:==<br />
<br />
<br />
==Timing:==<br />
<br />
==Web Resources:==</div>Kammihttps://www.scenariothinking.org/index.php?title=Computer_games_and_health_issues&diff=3041Computer games and health issues2005-03-16T12:54:55Z<p>Kammi: /* Enablers: */</p>
<hr />
<div>Here is a template to upload driving forces. <br />
<br />
==Description:==<br />
Computer games have assumed a major role in today’s culture and society around the world. Given the strong influential role, it is likely that video games may positively or negatively affect the health of game players. Health issues linked computer games are extensive and thus have resulted in large amounts of research on the topic. The underlaying fact is that there is evidence of both negative and positive effects on ones health as a result from excessive playing computer games.<br />
<br />
==Enablers:==<br />
<br />
1. Individualization<br />
2. Lack of physical activity<br />
3. Junkfood<br />
4. Addictiveness<br />
5. Violence in society<br />
<br />
==Inhibitors:==<br />
<br />
==Paradigms:==<br />
<br />
==Experts:==<br />
<br />
<br />
==Timing:==<br />
<br />
==Web Resources:==</div>Kammihttps://www.scenariothinking.org/index.php?title=Computer_games_and_health_issues&diff=3040Computer games and health issues2005-03-16T12:47:48Z<p>Kammi: /* Description: */</p>
<hr />
<div>Here is a template to upload driving forces. <br />
<br />
==Description:==<br />
Computer games have assumed a major role in today’s culture and society around the world. Given the strong influential role, it is likely that video games may positively or negatively affect the health of game players. Health issues linked computer games are extensive and thus have resulted in large amounts of research on the topic. The underlaying fact is that there is evidence of both negative and positive effects on ones health as a result from excessive playing computer games.<br />
<br />
==Enablers:==<br />
<br />
<br />
==Inhibitors:==<br />
<br />
==Paradigms:==<br />
<br />
==Experts:==<br />
<br />
<br />
==Timing:==<br />
<br />
==Web Resources:==</div>Kammihttps://www.scenariothinking.org/index.php?title=Societal_Driving_Forces&diff=3114Societal Driving Forces2005-03-16T12:41:09Z<p>Kammi: </p>
<hr />
<div>[[Urbanization and Social Status]]<br />
<br />
[[Digital Literacy]]<br />
<br />
[[Virtual Integration]]<br />
<br />
[[Growing privacy and security concerns]]<br />
<br />
[[My job is not the only thing in my life ANYMORE!!!!]]<br />
<br />
[[Access of Technology and IT applications in Developing countries]]<br />
<br />
[[Change of personal traits]]<br />
<br />
[[Aging population]]<br />
<br />
[[The Globalization of Culture (or Cultural Globalization)]]<br />
<br />
[[Worldwide and higher lifelong education]]<br />
<br />
[[Decreasing attention for software development]]<br />
<br />
[[Pornography]]<br />
<br />
[[Medium for Dissidence]]<br />
<br />
[[Need for Information On Demand]]<br />
<br />
[[Consumer health informatics in the information age]]<br />
<br />
[[Future Value of an MBA]]<br />
<br />
[[Religion]]<br />
<br />
[[Buying preferences]]<br />
<br />
[[Segmentation]]<br />
<br />
[[ Power of Information-anywhere, everywhere ]]<br />
<br />
[[Islamic Fundamentalism]]<br />
<br />
[[Suicide Bombings in Israel]]<br />
<br />
[[Wire is not safe]]<br />
<br />
[[Medicine]]<br />
<br />
[[Chinese people's increasing leisure time]]<br />
<br />
[[How violence spoils your child]]<br />
<br />
[[People's need for communication and information]]<br />
<br />
[[Increasing social isolation]]<br />
<br />
[[Emergence of new Technology Related Diseases]]<br />
<br />
[[Violence in computer games]]<br />
<br />
[[Computer games and health issues]]<br />
[http://scenariothinking.org/wiki/index.php/Driving_Forces?PHPSESSID=f452a4c7c27325dcd9f66460440d3a55 >>Back>>]</div>Kammihttps://www.scenariothinking.org/index.php?title=Societal_Driving_Forces&diff=3036Societal Driving Forces2005-03-16T12:40:30Z<p>Kammi: </p>
<hr />
<div>[[Urbanization and Social Status]]<br />
<br />
[[Digital Literacy]]<br />
<br />
[[Virtual Integration]]<br />
<br />
[[Growing privacy and security concerns]]<br />
<br />
[[My job is not the only thing in my life ANYMORE!!!!]]<br />
<br />
[[Access of Technology and IT applications in Developing countries]]<br />
<br />
[[Change of personal traits]]<br />
<br />
[[Aging population]]<br />
<br />
[[The Globalization of Culture (or Cultural Globalization)]]<br />
<br />
[[Worldwide and higher lifelong education]]<br />
<br />
[[Decreasing attention for software development]]<br />
<br />
[[Pornography]]<br />
<br />
[[Medium for Dissidence]]<br />
<br />
[[Need for Information On Demand]]<br />
<br />
[[Consumer health informatics in the information age]]<br />
<br />
[[Future Value of an MBA]]<br />
<br />
[[Religion]]<br />
<br />
[[Buying preferences]]<br />
<br />
[[Segmentation]]<br />
<br />
[[ Power of Information-anywhere, everywhere ]]<br />
<br />
[[Islamic Fundamentalism]]<br />
<br />
[[Suicide Bombings in Israel]]<br />
<br />
[[Wire is not safe]]<br />
<br />
[[Medicine]]<br />
<br />
[[Chinese people's increasing leisure time]]<br />
<br />
[[How violence spoils your child]]<br />
<br />
[[People's need for communication and information]]<br />
<br />
[[Increasing social isolation]]<br />
<br />
[[Emergence of new Technology Related Diseases]]<br />
<br />
[[Violence in computer games]]<br />
<br />
[http://scenariothinking.org/wiki/index.php/Driving_Forces?PHPSESSID=f452a4c7c27325dcd9f66460440d3a55 >>Back>>]</div>Kammihttps://www.scenariothinking.org/index.php?title=Computer_games_and_health_issues&diff=3037Computer games and health issues2005-03-16T12:33:27Z<p>Kammi: </p>
<hr />
<div>Here is a template to upload driving forces. <br />
<br />
==Description:==<br />
<br />
<br />
==Enablers:==<br />
<br />
<br />
==Inhibitors:==<br />
<br />
==Paradigms:==<br />
<br />
==Experts:==<br />
<br />
<br />
==Timing:==<br />
<br />
==Web Resources:==</div>Kammihttps://www.scenariothinking.org/index.php?title=Violence_in_computer_games&diff=3054Violence in computer games2005-03-16T12:33:13Z<p>Kammi: </p>
<hr />
<div>Here is a template to upload driving forces. <br />
<br />
==Description:==<br />
<br />
<br />
==Enablers:==<br />
<br />
<br />
==Inhibitors:==<br />
<br />
==Paradigms:==<br />
<br />
==Experts:==<br />
<br />
<br />
==Timing:==<br />
<br />
==Web Resources:==</div>Kammihttps://www.scenariothinking.org/index.php?title=The_Future_of_Console_Based_Games_2010&diff=3161The Future of Console Based Games 20102005-03-16T12:14:12Z<p>Kammi: /* Driving Forces */</p>
<hr />
<div>== Researchers ==<br />
Ender Atalay<br><br />
Shahid Butt<br><br />
Marnix Eedens<br><br />
Prewies Gaja<br><br />
Richard Gerding<br><br />
Kammi Heydari<br><br />
<br />
== Introduction ==<br />
[[Image:DuckHunt.jpg]]<br><br />
''Duck hunt- a Nintendo game''<br />
<br />
Remember the dusty yellow days of Duck Hunt, where ducks where flying on your screen while you were shooting with your gun. It was not long before Nintendo days soon gave way to Sega nights and eight bits became sixteen. Mario met Yoshi, Sonic met Tails, and gamers met the new generation of the console wars. The bits kept doubling and doubling, and the gaming industry kept on growing.<br />
<br />
<br />
Some may wonder what the new generation of consoles has to offer that was not available before. The incredible speeds of the new processors allow for amazingly lifelike graphics and wonderful special effects like realistic smoke, water, reflections, and animations. Giving game developers the tools to create any world imaginable brought gaming to new levels.<br><br />
<br />
<br />
Now, in 2005, three contenders the Nintendo GameCube, Sony PlayStation 2, and Microsoft Xbox are ready to battle it out to conquer the home console market. Nintendo, the long time champion of home entertainment, is back with a renewed version after their last system, the Nintendo 64. This video console did not meet sales expectations. About four years ago, Sony introduced the PlayStation 2, which was to be the bigger and older brother of the PlayStation, a console that made its way into one out of every five homes in America. New to the console market is Microsoft. Bill Gates and his partners has poured his resources into creating the Xbox, a high speed, powerful gaming machine.<br />
<br />
<br />
'''Topic Selection'''<br><br />
In the first case we made a top three of choices to research this included terrorism and internet dating. After discussing the topics we came to the conclusion that the gaming industry was the way to go for us, as we are all active gamers. In addtion, we as group are hungry to know how the future of console based games will look like in 2010.<br />
<br />
<br />
Some interesting links:<br />
<br />
*[http://bbc.co.uk/dna/h2g2/A996979 History of game console based games]<br />
*[http://www.psychology.iastate.edu/faculty/caa/abstracts/2000-2004/04CA.pdf Games and violance]<br />
<br />
Interesting links concerning business prospects:<br />
<br />
*[http://www.tomshardware.com/hardnews/20050202_173201.html Online gaming till 2008]<br />
*[http://www.ruhr-uni-bochum.de/oaw/poa/pdf/TEA%20S8.pdf Japan and the gaming industry]<br />
*[http://www.gignews.com/mb1201report.htm Sales U.S.A during recession]<br />
*[http://www.gignews.com/2002andbeyond.htm Possible reason why gaming market is growing: cyclical growth]<br />
<br />
== Uncertainties ==<br />
To be updated<br />
<br />
== Research questions ==<br />
<br />
1. What are the expected technologies in next generation consoles?<br><br />
* What are the expansion possibilities using new media?<br />
* How well is the computing power keeping up with gaming?<br />
* What are new technologies that will enable new kinds of gameplay? (Virtual reality)<br />
* Who is the biggest technology player in the game console industry?<br />
* At the moment can technology increase the realism of the games?<br />
* What technologies are going to be introduced soon?<br />
* Is technology more important or the quality of games?<br />
<br />
Researcher: '''Shahid'''<br />
<br><br><br />
2. How does the Interactive Entertainment Market look like in the future?<br><br />
* Who are the main players in the console market today?<br />
* What are the advantages & disadvantages of a game console?<br />
* How will each game consoles brand develop in the future?<br />
* Who are the secondary competitors or substitutes for the next generation game consoles?<br />
* What are the advantages and disadvantages of the secondary competitors?<br />
* What are consumers looking for in the future? (integrated, portable or separate game console)<br />
* How do consumers choose for a game device? <br />
Researcher: '''Marnix'''<br />
<br><br><br />
3. What are the possibilities of security on the gaming console and the games? How can it be improved?<br><br />
* What are the existing technologies available in the game consoles for preventing "illegal copying"?<br />
* What are the advantages and disadvantages of these technologies? <br />
* How does the present situation of game piracy look like (=trends)? <br />
* How will the various game consoles try to prevent game piracy in the future. What is DRM and how can DRM effectively be used in preventing copying?<br />
* Who is BIG and what is their main purpose?<br><br />
Researcher: '''Ender''' <br />
<br><br><br />
4. Will there be a trend where more people focus on outdoor activities/sport? How does this influence the amount of time people spend on gaming?<br><br />
Researcher: '''Richard'''<br />
<br><br><br />
5. What are the influences of the government and the media on the gaming console industry?<br><br />
* What is the role of the media in the gaming industry?<br />
* What are the concerns about computer games?<br />
* Why is there an increasing concern about computer games?<br />
* Which genres of games have the highest rate of prohibition?<br />
* Do computer games influence the social behaviour of gamers?<br />
* Do computer games have an effect on the health?<br />
* Are there other factors that may change the nature of games?<br />
Researcher: '''Kammi'''<br />
<br><br><br />
6. What are the influences of possible economic recession on the gaming console market? What can be done to anticipate this?<br><br />
*What is the effect on the game market in case of a recession in Europe?<br />
*What is the effect on the game market in case of a recession in Japan/Asia?<br />
*What is the effect on the game market in case of a recession in the U.S.A?<br />
*How did the game industry response during previous recessions?<br />
Researcher: '''Prewies'''<br />
<br><br><br />
7. Which trends can be recognized in the development of games? (size, graphics, amount of programmers)?<br><br />
Researcher: '''None'''<br />
<br><br><br />
8. Which trends can be recognized in the different kinds of game play? What can be expected in the future?<br><br />
Researcher: '''None''' <br />
<br><br><br />
9. What new game experiences can be expected? (Virtual Reality)<br><br />
* What is virtual reality?<br />
* Does virtual reality have a different level of experience than playing a gami consule?<br />
* Is virtual reality a new phenomenon?<br />
* How "real" is virtual reality?<br />
* Which technological development are necessary to make virtual reality commercial attractive?<br />
* How can virtual reality benifit game consoles?<br />
* How can virtual reality become a substitute for the game console?<br><br />
Researcher: '''Prewies'''<br />
<br />
== Driving Forces ==<br />
Ender:<br />
* [[Preventing game piracy: Digital Rights Management]]<br />
* [[The increasing use of modchips and emulators]] <br />
<br />
Shahid:<br />
* Supercomputer on a chip<br />
* Technology Standards: letting the consumer decide<br />
<br />
Marnix:<br />
* [[The rise of home entertainment systems]]<br />
* [[Embedded Systems]]<br><br />
<br />
Kammi:<br />
* [[Violence in computer games]]<br />
* [[computer games and health issues]]<br />
<br />
Prewies:<br />
*[[A growing market during a recession]]<br />
*[[How violence spoils your child]]<br />
<br />
Richard:<br />
*<br />
*</div>Kammihttps://www.scenariothinking.org/index.php?title=LIACS_2005_Class_Groups&diff=3240LIACS 2005 Class Groups2005-03-16T12:12:09Z<p>Kammi: /* The Future of Console Based Games Group */</p>
<hr />
<div>Add the names of each person in the group below the group<br />
<br />
==The Future of WiFi Group==<br />
* [mailto:a.sharma@umail.leidenuniv.nl Alok Sharma]<br />
- Antje Pfüller -->>>[[antje]]<br /><br />
* [mailto:f.mayasari@umail.leidenuniv.nl Francisca Mayasari] -->>>[[fmayasari]]<br /><br />
- Michael Davies<br /><br />
<br />
==The Future of GRID computing Group:==<br />
* [mailto:acomley@gmail.com Alastair Comley]<br />
* [mailto:t.tesselaar@gmail.com Tjeerd Tesselaar]<br />
* [mailto:rvelden@gmail.com Richard Velden]<br />
* [mailto:memoryofyou@gmail.com Jing Wu]<br />
<br />
<br />
==The Future of the Global Village in 2020 Group==<br />
* [mailto:ariadi@gmail.com Ariadi Nugroho] @ [[ariadi_nugroho]]<br><br />
* Lianzhuang Qu<br /><br />
* Tao Ma<br /><br />
* Lei Tao<br /><br />
<br />
==The Future of Software Development Group==<br />
- Jurjen Borst<br /><br />
- Jelmer Cormont<br /><br />
- Harro van Doorn<br /><br />
- Glenn van der Meijden<br /><br />
- Sanjay Ramautar<br /><br />
<br />
<br />
==The Future of the Internet in China Group==<br />
- [mailto:dicky_dx@hotmail.com Xiang Ding]<br><br />
- Chong Gao<br><br />
- Junfeng Liang<br><br />
<br />
==The Future of Console Based Games Group==<br />
*Prewies Gaja<br><br />
* [mailto:m.eedens@gmail.com Marnix Eedens]<br><br />
* [mailto:atalayender@hotmail.com Ender Atalay]<br><br />
*Richard Gerding<br><br />
*Shahid Butt<br><br />
* [mailto:kammi@heydari.nl Kammi Heydari]<br><br />
<br />
<br />
OpenScenario Wiki Gods:<br />
please add your name and e-mail address</div>Kammihttps://www.scenariothinking.org/index.php?title=The_Future_of_Console_Based_Games_2010&diff=3032The Future of Console Based Games 20102005-03-16T11:36:47Z<p>Kammi: /* Research questions */</p>
<hr />
<div>== Researchers ==<br />
Ender Atalay<br><br />
Shahid Butt<br><br />
Marnix Eedens<br><br />
Prewies Gaja<br><br />
Richard Gerding<br><br />
Kammi Heydari<br><br />
<br />
== Introduction ==<br />
[[Image:DuckHunt.jpg]]<br><br />
''Duck hunt- a Nintendo game''<br />
<br />
Remember the dusty yellow days of Duck Hunt, where ducks where flying on your screen while you were shooting with your gun. It was not long before Nintendo days soon gave way to Sega nights and eight bits became sixteen. Mario met Yoshi, Sonic met Tails, and gamers met the new generation of the console wars. The bits kept doubling and doubling, and the gaming industry kept on growing.<br />
<br />
<br />
Some may wonder what the new generation of consoles has to offer that was not available before. The incredible speeds of the new processors allow for amazingly lifelike graphics and wonderful special effects like realistic smoke, water, reflections, and animations. Giving game developers the tools to create any world imaginable brought gaming to new levels.<br><br />
<br />
<br />
Now, in 2005, three contenders the Nintendo GameCube, Sony PlayStation 2, and Microsoft Xbox are ready to battle it out to conquer the home console market. Nintendo, the long time champion of home entertainment, is back with a renewed version after their last system, the Nintendo 64. This video console did not meet sales expectations. About four years ago, Sony introduced the PlayStation 2, which was to be the bigger and older brother of the PlayStation, a console that made its way into one out of every five homes in America. New to the console market is Microsoft. Bill Gates and his partners has poured his resources into creating the Xbox, a high speed, powerful gaming machine.<br />
<br />
<br />
'''Topic Selection'''<br><br />
In the first case we made a top three of choices to research this included terrorism and internet dating. After discussing the topics we came to the conclusion that the gaming industry was the way to go for us, as we are all active gamers. In addtion, we as group are hungry to know how the future of console based games will look like in 2010.<br />
<br />
<br />
Some interesting links:<br />
<br />
*[http://bbc.co.uk/dna/h2g2/A996979 History of game console based games]<br />
*[http://www.psychology.iastate.edu/faculty/caa/abstracts/2000-2004/04CA.pdf Games and violance]<br />
<br />
Interesting links concerning business prospects:<br />
<br />
*[http://www.tomshardware.com/hardnews/20050202_173201.html Online gaming till 2008]<br />
*[http://www.ruhr-uni-bochum.de/oaw/poa/pdf/TEA%20S8.pdf Japan and the gaming industry]<br />
*[http://www.gignews.com/mb1201report.htm Sales U.S.A during recession]<br />
*[http://www.gignews.com/2002andbeyond.htm Possible reason why gaming market is growing: cyclical growth]<br />
<br />
== Uncertainties ==<br />
To be updated<br />
<br />
== Research questions ==<br />
<br />
1. What are the expected technologies in next generation consoles?<br><br />
* What are the expansion possibilities using new media?<br />
* How well is the computing power keeping up with gaming?<br />
* What are new technologies that will enable new kinds of gameplay? (Virtual reality)<br />
* Who is the biggest technology player in the game console industry?<br />
* At the moment can technology increase the realism of the games?<br />
* What technologies are going to be introduced soon?<br />
* Is technology more important or the quality of games?<br />
<br />
Researcher: '''Shahid'''<br />
<br><br><br />
2. How does the Interactive Entertainment Market look like in the future?<br><br />
* Who are the main players in the console market today?<br />
* What are the advantages & disadvantages of a game console?<br />
* How will each game consoles brand develop in the future?<br />
* Who are the secondary competitors or substitutes for the next generation game consoles?<br />
* What are the advantages and disadvantages of the secondary competitors?<br />
* What are consumers looking for in the future? (integrated, portable or separate game console)<br />
* How do consumers choose for a game device? <br />
Researcher: '''Marnix'''<br />
<br><br><br />
3. What are the possibilities of security on the gaming console and the games? How can it be improved?<br><br />
* What are the existing technologies available in the game consoles for preventing "illegal copying"?<br />
* What are the advantages and disadvantages of these technologies? <br />
* How does the present situation of game piracy look like (=trends)? <br />
* How will the various game consoles try to prevent game piracy in the future. What is DRM and how can DRM effectively be used in preventing copying?<br />
* Who is BIG and what is their main purpose?<br><br />
Researcher: '''Ender''' <br />
<br><br><br />
4. Will there be a trend where more people focus on outdoor activities/sport? How does this influence the amount of time people spend on gaming?<br><br />
Researcher: '''Richard'''<br />
<br><br><br />
5. What are the influences of the government and the media on the gaming console industry?<br><br />
* What is the role of the media in the gaming industry?<br />
* What are the concerns about computer games?<br />
* Why is there an increasing concern about computer games?<br />
* Which genres of games have the highest rate of prohibition?<br />
* Do computer games influence the social behaviour of gamers?<br />
* Do computer games have an effect on the health?<br />
* Are there other factors that may change the nature of games?<br />
Researcher: '''Kammi'''<br />
<br><br><br />
6. What are the influences of possible economic recession on the gaming console market? What can be done to anticipate this?<br><br />
*What is the effect on the game market in case of a recession in Europe?<br />
*What is the effect on the game market in case of a recession in Japan/Asia?<br />
*What is the effect on the game market in case of a recession in the U.S.A?<br />
*How did the game industry response during previous recessions?<br />
Researcher: '''Prewies'''<br />
<br><br><br />
7. Which trends can be recognized in the development of games? (size, graphics, amount of programmers)?<br><br />
Researcher: '''None'''<br />
<br><br><br />
8. Which trends can be recognized in the different kinds of game play? What can be expected in the future?<br><br />
Researcher: '''None''' <br />
<br><br><br />
9. What new game experiences can be expected? (Virtual Reality)<br><br />
* What is virtual reality?<br />
* Does virtual reality have a different level of experience than playing a gami consule?<br />
* Is virtual reality a new phenomenon?<br />
* How "real" is virtual reality?<br />
* Which technological development are necessary to make virtual reality commercial attractive?<br />
* How can virtual reality benifit game consoles?<br />
* How can virtual reality become a substitute for the game console?<br><br />
Researcher: '''Prewies'''<br />
<br />
== Driving Forces ==<br />
Ender:<br />
* [[Preventing game piracy: Digital Rights Management]]<br />
* [[The increasing use of modchips and emulators]] <br />
<br />
Shahid:<br />
* Supercomputer on a chip<br />
* Technology Standards: letting the consumer decide<br />
<br />
Marnix:<br />
* [[The rise of home entertainment systems]]<br />
* [[Embedded Systems]]<br><br />
<br />
Kammi:<br />
*<br />
*<br />
<br />
Prewies:<br />
*[[A growing market during a recession]]<br />
*[[How violence spoils your child]]<br />
<br />
Richard:<br />
*<br />
*</div>Kammihttps://www.scenariothinking.org/index.php?title=The_Future_of_Console_Based_Games_2010&diff=3026The Future of Console Based Games 20102005-03-16T11:33:17Z<p>Kammi: /* Research questions */</p>
<hr />
<div>== Researchers ==<br />
Ender Atalay<br><br />
Shahid Butt<br><br />
Marnix Eedens<br><br />
Prewies Gaja<br><br />
Richard Gerding<br><br />
Kammi Heydari<br><br />
<br />
== Introduction ==<br />
[[Image:DuckHunt.jpg]]<br><br />
''Duck hunt- a Nintendo game''<br />
<br />
Remember the dusty yellow days of Duck Hunt, where ducks where flying on your screen while you were shooting with your gun. It was not long before Nintendo days soon gave way to Sega nights and eight bits became sixteen. Mario met Yoshi, Sonic met Tails, and gamers met the new generation of the console wars. The bits kept doubling and doubling, and the gaming industry kept on growing.<br />
<br />
<br />
Some may wonder what the new generation of consoles has to offer that was not available before. The incredible speeds of the new processors allow for amazingly lifelike graphics and wonderful special effects like realistic smoke, water, reflections, and animations. Giving game developers the tools to create any world imaginable brought gaming to new levels.<br><br />
<br />
<br />
Now, in 2005, three contenders the Nintendo GameCube, Sony PlayStation 2, and Microsoft Xbox are ready to battle it out to conquer the home console market. Nintendo, the long time champion of home entertainment, is back with a renewed version after their last system, the Nintendo 64. This video console did not meet sales expectations. About four years ago, Sony introduced the PlayStation 2, which was to be the bigger and older brother of the PlayStation, a console that made its way into one out of every five homes in America. New to the console market is Microsoft. Bill Gates and his partners has poured his resources into creating the Xbox, a high speed, powerful gaming machine.<br />
<br />
<br />
'''Topic Selection'''<br><br />
In the first case we made a top three of choices to research this included terrorism and internet dating. After discussing the topics we came to the conclusion that the gaming industry was the way to go for us, as we are all active gamers. In addtion, we as group are hungry to know how the future of console based games will look like in 2010.<br />
<br />
<br />
Some interesting links:<br />
<br />
*[http://bbc.co.uk/dna/h2g2/A996979 History of game console based games]<br />
*[http://www.psychology.iastate.edu/faculty/caa/abstracts/2000-2004/04CA.pdf Games and violance]<br />
<br />
Interesting links concerning business prospects:<br />
<br />
*[http://www.tomshardware.com/hardnews/20050202_173201.html Online gaming till 2008]<br />
*[http://www.ruhr-uni-bochum.de/oaw/poa/pdf/TEA%20S8.pdf Japan and the gaming industry]<br />
*[http://www.gignews.com/mb1201report.htm Sales U.S.A during recession]<br />
*[http://www.gignews.com/2002andbeyond.htm Possible reason why gaming market is growing: cyclical growth]<br />
<br />
== Uncertainties ==<br />
To be updated<br />
<br />
== Research questions ==<br />
<br />
1. What are the expected technologies in next generation consoles?<br><br />
* What are the expansion possibilities using new media?<br />
* How well is the computing power keeping up with gaming?<br />
* What are new technologies that will enable new kinds of gameplay? (Virtual reality)<br />
* Who is the biggest technology player in the game console industry?<br />
* At the moment can technology increase the realism of the games?<br />
* What technologies are going to be introduced soon?<br />
* Is technology more important or the quality of games?<br />
<br />
Researcher: '''Shahid'''<br />
<br><br><br />
2. How does the Interactive Entertainment Market look like in the future?<br><br />
* Who are the main players in the console market today?<br />
* What are the advantages & disadvantages of a game console?<br />
* How will each game consoles brand develop in the future?<br />
* Who are the secondary competitors or substitutes for the next generation game consoles?<br />
* What are the advantages and disadvantages of the secondary competitors?<br />
* What are consumers looking for in the future? (integrated, portable or separate game console)<br />
* How do consumers choose for a game device? <br />
Researcher: '''Marnix'''<br />
<br><br><br />
3. What are the possibilities of security on the gaming console and the games? How can it be improved?<br><br />
* What are the existing technologies available in the game consoles for preventing "illegal copying"?<br />
* What are the advantages and disadvantages of these technologies? <br />
* How does the present situation of game piracy look like (=trends)? <br />
* How will the various game consoles try to prevent game piracy in the future. What is DRM and how can DRM effectively be used in preventing copying?<br />
* Who is BIG and what is their main purpose?<br><br />
Researcher: '''Ender''' <br />
<br><br><br />
4. Will there be a trend where more people focus on outdoor activities/sport? How does this influence the amount of time people spend on gaming?<br><br />
Researcher: '''Richard'''<br />
<br><br><br />
5. What are the influences of the government and the media on the gaming console industry?<br><br />
Researcher: '''Kammi'''<br />
<br><br><br />
6. What are the influences of possible economic recession on the gaming console market? What can be done to anticipate this?<br><br />
*What is the effect on the game market in case of a recession in Europe?<br />
*What is the effect on the game market in case of a recession in Japan/Asia?<br />
*What is the effect on the game market in case of a recession in the U.S.A?<br />
*How did the game industry response during previous recessions?<br />
Researcher: '''Prewies'''<br />
<br><br><br />
7. Which trends can be recognized in the development of games? (size, graphics, amount of programmers)?<br><br />
Researcher: '''None'''<br />
<br><br><br />
8. Which trends can be recognized in the different kinds of game play? What can be expected in the future?<br><br />
Researcher: '''None''' <br />
<br><br><br />
9. What new game experiences can be expected? (Virtual Reality)<br><br />
* What is virtual reality?<br />
* Does virtual reality have a different level of experience than playing a gami consule?<br />
* Is virtual reality a new phenomenon?<br />
* How "real" is virtual reality?<br />
* Which technological development are necessary to make virtual reality commercial attractive?<br />
* How can virtual reality benifit game consoles?<br />
* How can virtual reality become a substitute for the game console?<br><br />
Researcher: '''Prewies'''<br />
<br />
== Driving Forces ==<br />
Ender:<br />
* [[Preventing game piracy: Digital Rights Management]]<br />
* [[The increasing use of modchips and emulators]] <br />
<br />
Shahid:<br />
* Supercomputer on a chip<br />
* Technology Standards: letting the consumer decide<br />
<br />
Marnix:<br />
* [[The rise of home entertainment systems]]<br />
* [[Embedded Systems]]<br><br />
<br />
Kammi:<br />
*<br />
*<br />
<br />
Prewies:<br />
*[[A growing market during a recession]]<br />
*[[How violence spoils your child]]<br />
<br />
Richard:<br />
*<br />
*</div>Kammi