ALS Wised Project
ALS Wised Project
2023-24
Done by
GOWTHAM.K
KIRAN BABU.K
Title
Certificate of completion
Acknowledgement
Objectives
Action plan
Material evidence
Rise of 3D gaming
What is Esports?
History of Esport
Conclusion
CERTIFICATE OF COMPLETION
This project titled ‘’ INSTIGATION OF VIDEO GAME ‘’ a documentation based ASL
project has been carried out by SRI VARSHAN S.P, KIRAN BABU K, GOWTHAM K, XI-A
under the guidance and instructions of Mr.JOMAN XAVIER PGT - English Velalar
Vidyalaya Senior Secondary School, Erode.
School Seal
ACKNOWLEDGEMENT
My heartful thanks to Mr.JOMAN XAVIER PGT – English for guiding and giving
valuable suggestion, thereby helping in successful completion of this project.
OBJECTIVES
Games provide players, users, and learners with opportunities and aspects for
interaction for them to engage and pursue a specific outcome. Sometimes those
outcomes are set by the players themselves. Especially, if they want something from
their experience.
The Objectives of the project is to know about the video games and Esport where the
young generations are marching towards. Video games has been a part of life in
every children, adolescence and adults. We also get know whether the video game
had a good impact or bad impact on mental health.
ACTION PLAN
The aim of the project is to know about video games where our generations are
drowning in it and also the impact on mental health and the origin of it. We adopted
documentation method to know about Esport and video game.
MATERIAL EVIDENCE
Website: Wikipedia
What is video game?
A video game, also known as a computer game, is an electronic game that can be
interacted with using an input device, such as a controller, keyboard, or joystick.
Video games can be used for entertainment and relaxation, but they can also be
used for competitions and for computer learning. Some video games are designed to
help improve fine motor skills and hand-eye co-ordination.
This crisis led to video game manufacturers and publishers being very careful about
what video games they produced, and during the 2000s, most video games were
being made by large companies. However, the rise of the internet allowed small
developers to start making their own games, which are referred to as Indie Games.
For many years video games were considered a hobby or a pastime, but in the late
2000s, electronic sports began to rise in popularity. Electronic sports, or Esports, are
competitions between professional video game players.
The first video games were created as far back as the 1950s, as computer scientists
created simple electronic games in order to see what computers could do. Very
simple games such as tic-tac-toe could be programmed into early computers, and
these were used as demonstrations to show how powerful the computers were. One
of the lesser-known facts about video games is that many early developers did not
think that they would be popular, and only used them for testing the computer's
capabilities.
The first video game to be distributed was developed during 1961-62, and was called
'Spacewar’. Using very simple graphics, two players could simulate a space battle. In
the 1970s, computer programmers created programming languages, which made it
easier for people to make programs, including video games. More and more
computer programmers began to develop their own games, as people began to see
the potential in video games.
This accelerated the speed at which video games were developing, and before long
the first arcade video game and the first home video game console were created and
distributed. Arcades had previously consisted of mechanical games such as claw
machines, but during this decade video games began to take over.
As news and facts about video games spread, and the industry grew larger and
larger, programmers in the UK, US, Russia, Japan and many other countries began to
make their own video games. Some programmers took the basic ideas of one game
and copied it, adding new elements. Others experimented with brand-new concepts,
some of which became popular hits. The table-tennis format of Pong was replicated
many times, but other types of games such as shooters and adventure games soon
became even more popular.
This led to a huge boom in video game production and sales during the 1970s
and early 1980s, which is referred to as the 'Golden Age' of arcade video games.
Some of the most iconic and popular video games were created during this era,
including Space Invaders, Pac-Man, Asteroids, Breakout, Galaga, and Donkey Kong.
With its technological superiority to the NES, clever marketing, and the 1991 release
of the Sonic the Hedgehog game, the Genesis made significant headway against its
older rival. In 1991, Nintendo released its 16-bit Super NES console in North America,
launching the first real “console war.”
The early- to mid-1990s saw the release of a wealth of popular games on both
consoles, including new franchises such as Street Fighter II and Mortal Kombat, a
fighting game that depicted blood and gore on the Genesis version of the game.
In response to the violent game (as well as congressional hearings about violent
video games), Sega created the Videogame Rating Council in 1993 to provide
descriptive labeling for every game sold on a Sega home console. The council later
gives rise to the industry-wide Entertainment Software Rating Board, which is still
used today to rate video games based on content.
In the mid-1990s, video games leaped to the Big Screen with the release of the Super
Mario Bros. live-action movie in 1993, followed by Street Fighter and Mortal
Kombat over the next two years. Numerous movies based on video games have been
released since.
With a much larger library of games, lower price point, and successful marketing, the
Genesis had leapfrogged ahead of the SNES in North America by this time. But Sega
was unable to find similar success in Japan.
In 1995, Sega released in North America its Saturn system, the first 32-bit console
that played games on CDs rather than cartridges, five months ahead of schedule. This
move was to beat Sony’s first foray into video games, the Playstation, which sold for
$100 less than the Saturn when it launched later that year. The following year,
Nintendo released its cartridge-based 64-bit system, the Nintendo 64.
One of the most important aspects of the video game market is innovation, as
people are more likely to buy a new game if it offers them something new. This has
caused video game hardware such as consoles to evolve very quickly. During the 50+
year history of video game consoles, there have been nine generations of hardware,
each one improving on the last.
In the early years of gaming, the home console market was very diverse, with lots of
companies competing with each other. Examples of these include Atari, Mattel,
and Fairchild. During the 1980s, several new companies became prominent that are
still popular today, such as Sega and Nintendo. Nintendo popularised the handheld
console, a game system that was small and portable.
By the late 1990s, many of the older video game companies had gone out of business
or moved on to other markets and new companies moved in to take their place.
During the 2000s, the main video game companies were Sony with the PlayStation,
Microsoft with the Xbox, and Nintendo with the DS and the Wii. These three
companies remain the biggest video game producers to this day.
Puzzle Games
Adventure Games
First-Person Games
Strategy Games
Sports Games
Role-playing Games
Racing Games
Esports are competitions that use video games. These are often
organised tournaments between professional players, with large prize pools. The
type of video game that is used for Esports varies, as there are Esports tournaments
for first-person shooter games, fighting games, card games, real-time strategy games
and multiplayer online battle arena games.
Just like real sports, Esports requires a lot of dedication and training in order to
compete at a professional level. Many of the most successful Esports competitors
train as a full-time job, making money through streaming and sponsorships.
History of Esport
Esports as we know it today is relatively new, however, competitive gaming has been
around since the days of Pong. Esports traces its origins back to 1972, when home
consoles first became common. In 1980, the first nationwide Space Invaders
competition was held with 10,000 participants. A year later, gamers competed in the
surprisingly cutthroat, inaugural Donkey Kong tournament. In the early 1990’s, Street
Fighter and Mortal Kombat competitions and tournaments grew in popularity
followed by GoldenEye and other first-person shooters later that decade, which
paved the way for the Starcraft, Warcraft, Overwatch, Call of Duty and Halo series.
Fast forward to 1998, the legendary Starcraft 2 tournament on PC boasted more than
50 million online viewers, 17 million of those participating via Twitch.
As the 2000’s rolled around, Esports gained serious momentum. Tournament hosts
such as the World Cyber Games and the Electronic Sports World Cup debuted,
followed by the launch of Major League Gaming (MLG) in 2002. Today, MLG is
considered one of the world’s most prominent hosts in Esports.
The first televised Esports event happened in 2006, Halo 2 on the USA Network.
Broadcasting Esports didn’t prove fruitful until the inception of Twitch in 2011, when
players could actively engage with their audiences. In 2014, Amazon bought Twitch
and League of Legends became one of the most popular Esports games ever which
remains true today). In 2011, League of Legends had its first World Championship
and in 2013, the event sold out the Staples Center in Los Angeles within minutes of
tickets going on sale.
First-person shooter (FPS) events like Call of Duty, Apex Legends and Halo
Multiplayer online battle arena (MOBA) events like League of Legends and Dota 2
Fighter game events like Mortal Kombat and Super Smash Bros
Sports game events like Madden and NBA2K
Other events like card games and real-time strategies
There are lots of ways in which video games can be used to assist in learning and
education. Most video games involve some form of problem-solving or strategic
thinking. The use of input controls such as a controller or a keyboard can help to
improve fine motor skills and hand-eye co-ordination.
Some video games are designed specifically for educational purposes, these teach
players as they play the game. Topics such as history, geography, science, music, and
art can be taught through interactive games in much the same way as they are
taught using documentaries or informational videos.
Impact on Mental Health
There is a growing body of research that reflects the benefits of gaming including but
not limited to socialization, improvement in focus, multitasking, working memory,
cognition, and emotional regulation, among other benefits. Gaming has even been
found to be beneficial for mental health. A 2021 study published in the journal JMIR
Serious Games found that there may be mental health benefits to playing video
games that address symptoms of depression and anxiety. Researchers of this study
concluded that video games can serve as a promising resource to mitigate depressive
and anxiolytic symptoms in the absence of, or in addition to, traditional therapy.
A more recent 2022 study conducted by the University of Oxford found that gaming
does not have a significant impact on mental wellbeing, positive or negative. Data
from this study suggests that the amount of time spent gaming has a negligible effect
on mental health, and that only when participants of the study played 10-hours or
more than they typically would in a day were there noticeable negative changes to
their mental health.
A 2019 study published in Frontiers in Psychology found that excessive video gaming
coincided with mental health symptoms including depression, anxiety and hostility.
The study also found a relation between problematic gaming and maladaptive coping
strategies, negative affectivity, low self-esteem, a preference for solitude, and poor
school performance. These findings are in line with other research that has shown a
connection between video game addiction and poor psychological health.
The key differences in the aforementioned study and others like it that demonstrate
the negative impact of video games on mental health are that these studies looked
at excessive gamers, whereas other studies that found mental health benefits of
gaming looked at moderate gamers. In other words, the phrase, “everything in
moderation” appears to play a role when it comes to the impact that video games
have on mental health according to many studies in this space. So, while those who
engage in moderate gaming may experience mental health benefits or a negligible
impact at worst, those who game excessively may experience a detriment to their
mental wellbeing. The problem arises when video games are not used in moderation
and when not balanced with self-care, work, school, relationships or other important
life areas.
Conclusion
Video games are a multifaceted phenomenon that has significantly influenced our
culture and society. Despite criticisms, their popularity continues to rise, indicating
their enduring appeal and potential for future growth. Video games are a form of
media that is often associated with negative health consequences. However, when
games are played in moderation and with mindfulness, they are a viable source of
stress relief as well as a catalyst for mental health improvement and development of
social skills.
PAIR REFLECTIONS
Video games are a form of media that is often associated with negative health
consequences. However, when games are played in moderation and with
mindfulness, they are a viable source of stress relief as well as a catalyst for mental
health improvement and development of social skills.
We carried out this project by referring journals, websites and books relating video
games and Esport. We also enquired the students and children around us that how
they saw video games and how they use it.
We learned how the video games flooded across the market and it’s origin. Also we
learned the impacts on mental health. We also learned that how video games
created for fun as turned into sport.
BIBLIOGRAPHY
Wikipedia: History.com
Wikipedia.com
Universityxp.com
PHOTOGRAPHS