History of Game Changers
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, GarageGames
Focus
Goal
Audience
Exhibit Games
Game | 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 |