Friday, September 26, 2008

Olympic Games

The Olympics" redirects here. For other uses, see Olympics (disambiguation).
The five Olympic rings were designed in 1913, adopted in 1914 and debuted at the Games at Antwerp, 1920.

The five Olympic rings were designed in 1913, adopted in 1914 and debuted at the Games at Antwerp, 1920.

The Olympic Games is an international multi-sport event established for both summer and winter games. There have been two generations of the Olympic Games; the first were the Ancient Olympic Games (Greek: Ολυμπιακοί Αγώνες; [Olympiakoi Agones] held at Olympia, Greece. The second, known as the Modern Olympic Movement, were first held in 1896, in Athens, Greece. The modern Olympics feature the Summer Games and Winter Games. The Paralympic and Youth Olympic Games are variations on the Modern Olympic Movement.

The International Olympic Committee (IOC) was founded in 1894 on the initiative of a French nobleman, Pierre Frédy, Baron de Coubertin. His vision was to bring together amateur athletes from around the world to compete in a variety of events. The IOC has become the governing body of the "Olympic Movement," a conglomeration of sporting federations that are responsible for the organization of the Games. The evolution of the Olympic Movement has forced the IOC to change Coubertin's time–honored ideals. The original vision of the pure amateur athlete had to change under the pressure of corporate sponsorships and political regimes intent on the creation of sports "dynasties".

Participation in the Games has increased to the point that nearly every nation on earth is represented. This growth has created numerous challenges; including political boycotts, the use of performance enhancing drugs, bribery of officials, and terrorism. While the Olympic Movement is forced to address issues never before conceived by Coubertin, the Olympics continue to grow in the face of these challenges. The Games encompass many rituals and symbols that were established during their infancy in the late 19th and early 20th centuries. Most of these traditions are displayed in the opening and closing ceremonies, and the medal presentations. Despite the complexity of the current modern Games, the focus remains on the Olympic motto: Citius Altius Fortius - Faster, Higher, Stronger.

Gaming for Money: Trading Game Assets

One of the most interesting and unexpected things to arise from online gaming is the birth of real-world economies based on the value of persistent world game characters and items. When Ultima Online and EverQuest characters started appearing on eBay, a lot of people found it hard to believe that anyone was willing to exchange actual money for game items that are, after all, largely imaginary. Nevertheless, trade in these digital goods continues to grow, and it has already gone from being a pastime pursued only by a handful of hard-core gamers to being a fledgling industry in its own right.

Time is Money
We've all heard it said that time is money. This is no less true when it comes to persistent world online games. Under normal circumstances, it can take months or even years to work a character into the upper ranks of a game like EverQuest, or acquire some rare item that only drops on, say, the Plane of Complete Annihilation. I guess it should come as no surprize that many people are willing to spend a little extra to get there faster. In fact, since you're paying by the month to play in most cases anyway, purchasing what you need to get straight to the end game may even be cost effective for some people.

Enter eBay
For those who are serious about trading in game economies, the epicenter of activity is Category 1654, Internet Games, on eBay. While not every item in the category is a game item (lately I've noticed quite a few manuals on how to make big money trading game items), it remains the most popular auction for virtual marketeers. Dr. Edward Castronova, an economics professor at California State University, has been compiling statistics related to the category, and in 2004 it racked up over $22 million in total sales. Several entrepeneurs have taken notice of this and started other auctions and currency exchanges that specialize in virtual game property.

Players and Publishers React
To be sure, not all online game publishers, or players, for that matter, are happy with the real-world trade in game assets. Sony has been quite firm on this issue, and they've successfully had SOE game items removed from eBay. Blizzard has sternly reminded World of Warcraft players that it is against their policy as well, and that anyone caught doing it will be banned. Naturally, the trade in gear for these games continues through other auctions, and it seems unlikely that either company has the power to eradicate it completely. Other game companies have taken a more hands-off approach, condoning and sometimes even facilitating the exchange of cyber goods.

One can easily imagine the assortment of potential problems this trend creates for game developers and gamers alike. Many people equate it with cheating, and consider it unfair that a player can buy their way into game status that would otherwise take many game hours to achieve. For the developer, it can escalate into a customer service nightmare. Support staff will find themselves on the receiving end of complaints about bad transactions and rip-offs, while cheaters are provided with an economic incentive to hack and exploit the game.

History of video games

History of video games
Tennis for Two, an early analog computer game that used an oscilloscope for a display.

Tennis for Two, an early analog computer game that used an oscilloscope for a display.

The formative years of video games consist of basic games that made use of interactive electronic devices with various display formats. The earliest example was in 1947, where the idea for a "Cathode Ray Tube Amusement Device" was conceived by Thomas T. Goldsmith Jr. and Estle Ray Mann. The two filed for a patent on January 25, 1947, which was issued on December 14, 1948 as U.S. Patent 2455992. Inspired by radar displays, it consisted of an analog device that allowed a user to control a vector drawn dot on the screen to simulate a missile being fired at targets represented by drawings fixed to the screen. Other examples included the NIMROD computer at the 1951 Festival of Britain, Alexander S. Douglas's OXO for the EDSAC in 1952, William Higinbotham's interactive game called Tennis for Two in 1958, and MIT students Martin Graetz, Steve Russell, and Wayne Wiitanen's Spacewar! on a DEC PDP-1 computer in 1961. Each game used different means of display: NIMROD used a panel of lights to play the game of Nim, OXO used a graphical display to play tic-tac-toe, Tennis for Two used an oscilloscope to display a side view of a tennis court, and Spacewar! used the DEC PDP-1's vector display to have two spaceships battle each other.

In 1971, Computer Space, created by Nolan Bushnell and Ted Dabney, was the first commercially sold, coin-operated video game. For its display it used a black-and-white television and the computer system was a state machine made of 74 series TTL chips. The game was featured in the 1973 science fiction film Soylent Green. Computer Space was followed in 1972 by the Magnavox Odyssey, the first home console. Modeled after a late 1960s prototype console developed by Ralph H. Baer called the "Brown Box", it also used a standard television and game generated video signal. These systems were followed by two versions of Atari's Pong; an arcade version in 1972 and a home version in 1975. The commercial success of Pong led other companies to develop numerous Pong-clones and their own systems, spawning the video game industry.

Information Transmission and its Distortions: A Study of Cheap-Talk Games

Abstract: Lies as distorters of information transmission are examined in this paper. A survey of research conducted on games featuring costless information transmission leads to a characterization of several types of lies. The relevant type of lie depends on the shape of players? strategy sets. Individuals? perception of different types of lies varies. Active misrepresentation is viewed as the most serious violation and thus individuals experience substantial lie aversion when confronted with such an alternative. For active misrepresentation to succeed additional characteristics such as differing player knowledge or non detectable lies are often required. When multiple players are present on either the sender or receiver side lying becomes more difficult in general, although there are situations where the opposite is true. The characterization of distortions in information transmission can help make policy decisions aimed at increasing truthful revelation more effective since different lies are prevented by dissimilar strategies.

CARD GAMES

Alphabetical index to rules of traditional card and tile games for two or more players, giving the number of players required.
Another index to traditional card and tile games, classified by mechanism and by objective, and including a list of children's games.
Index of games arranged by country where they are played, and the types of cards they are played with.
Section for traditional games played with tiles: Chinese and Western Dominoes, Rummy tiles, etc.
Links to sources of card games software, places to play cards online, other collections of card game rules, information about playing-cards, sources of cards and equipment, card game books, discussion groups, tournaments and meetings, gambling and casinos, resources for game designers, playing-card bitmaps and fonts and information on card tricks.
A selection of games requiring a special proprietary pack of cards from a particular maker.
A collection of links to information about Solitaire (Patience) Games
Readers' contributions of newly created games and variations which can be played with existing cards or tiles.
Some basic rules, procedures and strategies that apply to most or all card games

Friday, September 19, 2008

Mobile game

A mobile game is a video game played on a mobile phone, smartphone, PDA or handheld computer. This does not include games played on handheld video game systems such as PlayStation Portable or Nintendo DS.

The first game that was pre-installed onto a mobile phone was Snake on selected Nokia models in 1997. Snake and its variants have since become the most-played videogame on the planet, with over a billion people having played the game.

Mobile games are played using the technologies present on the device itself. For networked games, there are various technologies in common use. Examples include text message (SMS), multimedia message (MMS) or GPRS location identification.

However, there are non networked applications, that simply use the device platform to run the game software. The games may be installed over the air, they may be side loaded onto the handset with a cable, or they may be embedded on the handheld devices by the OEM or by the mobile operator.

Mobile games are usually downloaded via the mobile operator's radio network, but in some cases are also loaded into the mobile handsets when purchased, or via infrared connection, Bluetooth or memory card.

Common limitations of mobile games

Mobile games tend to be small in scope and often rely on good gameplay over flashy graphics, due to the lack of processing power of the client devices. One major problem for developers and publishers of mobile games is describing a game in such detail that it gives the customer enough information to make a purchasing decision. Currently, Mobile Games are mainly sold through Network Carriers / Operators portals and this means there are only a few lines of text and perhaps a screenshot of the game to excite the customer. Two strategies are followed by developers and publishers to combat this lack of purchasing information, firstly there is a reliance on powerful brands and licences that impart a suggestion of quality to the game such as Tomb Raider or Colin McRae and secondly there is the use of well known and established play patterns (game play mechanics that are instantly recognisable) such as Tetris, Space Invaders or Poker. Both these strategies are used to decrease the perceived level of risk that the customer feels when choosing a game to download from the carrier’s deck.

Recent innovations in mobile games include Singleplayer, Multiplayer and 3D graphics. Virtual love games belong to both of singleplayer and multiplayer games. Multiplayer games are quickly finding an audience, as developers take advantage of the ability to play against other people, a natural extension of the mobile phone’s connectivity. With the recent internet gambling boom various companies are taking advantage of the mobile market to attract customers, Ongame the founders of PokerRoom developed in 2005 a working mobile version of its poker software available in both play money and real money. The player can play the game in a singleplayer or multiplayer mode for real or play money. As well, the MMORPG boom seems to hit the world of mobile games. According to their website CipSoft has developed the first MMORPG for mobile phones, called TibiaME. SmartCell Technology, a mobile applications developer, is in development of the first cross-platform MMORPG called Shadow of Legend. Shadow of Legend will have the ability to play on both a PC and a mobile device.

Handheld video game

A handheld video game is a video game designed for a handheld device. In the past, this primarily meant handheld game consoles such as Nintendo's Game Boy line. In more recent history, mobile games have become popular in calculators, personal digital assistants (PDA), mobile phones, mp3 players, and other similar portable gadgets.

In the past decade, handheld video games currently have become a major sector of the video game market. In 2004 sales of portable software titles exceeded $1 billion in the United States for the first time, an 11% increase from the previous year.

For dedicated handheld games that do not have interchangeable cartridges, disks, etc., or are not reprogrammable, see handheld electronic games. For games on mobile phones, see mobile games.

History

Handheld video games grew out of handheld electronic games that were popular from the 1970s through the mid 1990s. The key factors in contributing to the advance of handheld video games were the increase in processing power, technological advances in liquid crystal displays (LCDs), and the reduction of power requirements. Handheld video games grew immensely in popularity, thanks to the Game Boy released in 1989. Tetris was considered the "killer app" for the console, and popularized the action puzzle genre.

Popular genres

Due to the portable nature of the platform, the game genres that are popular on video game consoles are not necessarily the same genres that are popular on handhelds. This is partly due to a constant game of technological catchup for handhelds; they are usually about 1-2 generations behind in terms of graphic capabilities than their AC-powered brethren. In addition, there is a demand to keep the device small, so there are much fewer controls on handhelds than on other systems; this results in games that cannot be as complex. Typically due to the limited time that most users have when on the go, the average gametime duration is much shorter. Hence games that are quick to play, such as sidescrolling platformers and action puzzle games are very popular. It is important to note that there is solid-state storage for handheld titles, whether it be in the form of a memory card, or EEPROM. On the whole, even with the capability to save games, consumers prefer less time-consuming titles. More complex game types, such as adventure or first person shooters, are less popular.