Game Changers 2016: Reinventing Storytelling Through Video Games Exhibit

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

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 Showcase
 

Audience

K-12, college level students, digital tech-centered businesses (IPZ and beyond), and art-lovers who support the Vancouver Arts District


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



 

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