Game Changers: Business, video games & Southwest Washington
1 2016-02-27T09:49:24-08:00 Madeleine Philbrook 793490c7e41f4e0efe523b50970c1632a02f214b 7871 1 plain 2016-02-27T09:49:24-08:00 Madeleine Philbrook 793490c7e41f4e0efe523b50970c1632a02f214bThis page is referenced by:
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History of Game Changers
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Video Game Exhibition at
Nouspace Gallery & Media Lounge
March 6-28, 2015
Opening March 6 at 5 p.m.
Website: http://dtc-wsuv.org/projects/gamechangers2015/
Faculty Advisor: Dene Grigar
Curator: Kate Palermini
Curatorial Committee: Alyssa Korinke, Promotions, CMDC Student Amalia Vacca, Outreach, CMDC Graduate Madeleine Brookman, CMDC Student Alan McGinnis, CMDC Student Connor Goglin, CMDC Student Suhaily Erkkila, CMDC Student John Loveridge, CMDC Student Neita Hopkins, CMDC Student Jonathan Johnson, CMDC Student Greg Philbrook, Tech Support
Advisory Committee: Dene Grigar, WSUV Mike Bomar, CREDC Max Ault, CREDC Eric Preisz, GarageGames Sandra Towne, IPZ Trevor Dodge, faculty, Clackamas CC and PNCA
Sponsors: The Creative Media & Digital Culture Program, Washington State University Vancouver, The Columbia River Economic Development Council, Innovation Partnership Zone, GarageGamesFocus
This exhibit explores some of the technological innovations that have occurred in the 40-year development of video games, starting with the first commercially successful game, Pong, to the emergence of 3D game environments like Oculus Rift.Goal
Inspire an interest in digital technology — from its development, to design, to cultural impact — as a field of study for K-16 students of Vancouver ShowcaseAudience
K-12, college level students, digital tech-centered businesses (IPZ and beyond), and art-lovers who support the Vancouver Arts District
Exhibit GamesGame
Company/Environment
Year
Impact
Pong
Atari, Console
1976
participatory, collaborative, provided basic forward thinking foundational concepts of gaming environments
Pacman
Ipad (ICade), Namco
1980/2003
nostalgia for material objects in the time of cloud computing, making it possible to emulate any game
Donkey Kong
arcade game, Nintendo
1981
immersion, 2D movement across a defined space
Tetris
Commodore 64, Spectrum Holobyte
1984
broader notion of space that was limitless
The Secret of Monkey Island
Ipad, LucasFilm Game
1990/2010
emulation of previous game; HD
Sonic the Hedgehog
Sega Game Gear, Sonic Team/Sega
1991
one of the most popular to introduce color into mobile gaming environment
Myst
CD for home computer, Cyan (now Cyan Worlds) / Brøderbund, Apple G3 iMac
1993
problem solving, multimedia, intellectual, exploration
Super Mario 64
Nintendo 64, Nintendo
1996
made 3D accessible and ubiquitous
Pokemon
Game Boy, Game Freak/Creatures Inc.
1996
first of the mobile, social games; built affective quality into gaming
Tomb Raider II: Gold Edition
Computer, Core Design
1998
introduced female lead into gaming; subverted the notion of the male gaze
Brain Age
Nintendo DS, Nintendo
2005
one of the first education games
Wii Sports
Wii, Nintendo
2006
physical simulation
Portal
iMac flatscreen, Valve Corporation
2007
illusion of movement across multiple planes
The Carrier
Ipad, Evan Young/Stopwatch Media
2007
first geo-locative game for phone environments
Mass Effect
Playstation3/X-Box360, Bioware
2007
narrative choice, users choices impact the outcome of the game narrative
Dance Dance Revolution
Wii, Konami
1999/2010
physical movement as competition
Skyward Sword (Zelda)
Wii, Nintendo
2011
physical simulation, simulation allows user to experience realistic character movements
Strange Rain
Ipad, Opertoon--Erik Loyer
2013
one of first immersive, multimedia mobile games
Oculus Rift
Oculus Rift
2013
3D VR gaming
Out There
Ipad, Mi-Clos Studio
2014
demonstrates the potential for mobile storytelling