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Viewing entries from category: Timeline

Video Games Timeline 2000 to Present Day »

Rod Munday | Friday May 22, 2009

Categories: Games, Computer Games, Video Games, Timeline, Other Topics

2000

PlayStation 2 - Sony launches the PS2 in the US for $299.99 (£150). With a built-in DVD player and back compatibility with PS1 games, every one of the 500,000 consoles produced sells out on the first day.

PlayStation 2 would eventually become the most successful games console of all time with 127 million units sold worldwide. Famous games include the Gran Turismo series (Polyphony 2001-2005), Ratchet and Clank series (High Impact 2002-2007) and Pro Evolution Soccer...

[ read full article ] »

Video Games Timeline 1990s »

Rod Munday | Thursday May 21, 2009

Categories: Games, Computer Games, Video Games, Timeline, Other Topics

1990

Final Fantasy - A game created by Hironobu Sakaguchi, Final Fantasy (Square Enix) was released in the US in 1990.

It tells the story of four orphaned youths who find a crystal, that restores balance to the world.

The game spawned thirteen sequels (so far) making it the most successful role-playing series of all time.

The Final Fantasy series is also famous for its lushly-scored orchestral music composed by Nobuo Uematsu.

1991

Super NES - Nintendo’s upgrade of the...

[ read full article ] »

Video Games Timeline 1980s »

Rod Munday | Thursday May 21, 2009

Categories: Other Topics, Computer Games, Video Games, Timeline

1980

Pac Man - Toru Iwatani, a programmer at the Japanese company Namco created an arcade game that was so popular that it even spawned its own TV show in the US. The arcade version of Pac Man eventually sold 300,000 cabinets, becoming the best selling arcade game of all time.

 

Battlezone – Famous for being the first truly 3-D game, Battlezone (Atari) featured a virtual battlefield considered to be so realistic at the time that a version of the game was used by the US...

[ read full article ] »

Video Games Timeline 1970s »

Rod Munday | Thursday May 21, 2009

Categories: Games, Computer Games, Video Games, Timeline, Other Topics

1971

Computer Space – The co-inventor of Computer Space, Nolan Bushnell, saw the commercial potential of Space War when he played a version of it while a student at the University of Utah in the 1960s.

With his business partner, Ted Dabney, Bushnell built his own version in Dabney’s daughter’s bedroom (she had to sleep in the living room). Computer Space was not a great success, but Bushnell and Dabney would co-found the company Atari and go on to greater things.

1972...[ read full article ] »


Video Games Timeline 1949 to 1969 »

Rod Munday | Thursday May 21, 2009

Categories: Other Topics, Computer Games, Video Games, Timeline

1949

OXO - A single-player version of the pencil and paper game ‘noughts and crosses,’ written by Alexander Douglas for his PhD on human-computer interaction.

Douglas programmed the game on a proto-type computer known as EDSAC (Electronic Delay Storage Automatic Calculator).

Only one EDSAC machine was ever built, so few people knew of the game’s existence.

1958


Tennis for Two - A simple tennis game played on an oscilloscope which was hooked up to an analogue...

[ read full article ] »

Gaming Quiz »

Rob Miller | Wednesday February 20, 2013

Categories: GCSE, AQA GCSE, Games, Computer Games, Machinima, Video Games, Timeline, Hot Entries, Quizzes, Media Studies Quizzes

  1. Open Gaming Quiz
  2. Click on the back button to return to MediaEdu when you’ve finished using the quiz.



2014 AQA GCSE Media Studies 2-Year Gaming Scheme »

Rob Miller | Thursday January 24, 2013

Categories: GCSE, AQA GCSE, Games, Computer Games, Machinima, Video Games, Timeline, Key Concepts, Audience, Genre, Ideology, Institutions, Media Language, Narrative, Representation & Stereotyping, Hot Entries, New Media, Convergence, Digital Media, Integration, Internet, New Technologies, Synergy

Scheme

  • Unit 1: Investigating the Media (Promotion and Marketing of Video Games)
  • Unit 2: Understanding the Media (Controlled Assessment)
  • 2014 AQA GCSE Media Studies 2-Year Gaming Scheme.doc

Associated Resources

  • World of Warcraft: Mists of Pandaria Case Study
  • Minecraft Case Study
  • Halo 4 Case Study
  • Video Games Quiz
  • Understanding Video Games
  • An Introduction to Machinima
  • OCR AS G322 Section B The Games Industry Case Study
  • OCR AS G322 Section B The Games Industry Practice...
[ read full article ] »

Halo 4 Case Study »

Rob Miller | Tuesday January 08, 2013

Categories: GCSE, AQA GCSE, Games, Computer Games, Machinima, Video Games, Timeline, Key Concepts, Audience, Genre, Ideology, Institutions, Media Language, Narrative, Representation & Stereotyping, Hot Entries, New Media, Convergence, Digital Media, New Technologies, Synergy, Other Topics, Iconography

Production and Distribution

Halo is a commercially successful, science fiction FPS game that was first developed in November 2001 for Microsoft X Box. Versions were developed for Windows and MAC OS X but fundamentally it now remains exclusive to the X Box 360, the second console developed by Microsoft and as such, has received critical success for being one of the best first person shooters on a video game console. Some gamers prefer the format and mode to the successful COD...

[ read full article ] »

Minecraft Case Study »

Rob Miller | Monday December 31, 2012

Categories: GCSE, AQA GCSE, Games, Computer Games, Video Games, Timeline, Key Concepts, Audience, Genre, Ideology, Institutions, Ownership, Media Language, Narrative, Representation & Stereotyping, Hot Entries, New Media, New Technologies, Synergy, We Media

click on images to enlarge

Production and Distribution

Minecraft is a massively commercially successful and critically acclaimed multi-platform ‘Open World’ game. In terms of genre (see ‘Genre’ below) it is a Sandbox Indie Game although key focus is on building, strategy and to a lesser extent survival. It was created by Markus ‘Notch’ Persson, a Swedish Computer Programmer who is not a traditional Games Developer which may account for its mathematical,...

[ read full article ] »

World of Warcraft: Mists of Pandaria Case Study »

Rob Miller | Friday December 28, 2012

Categories: GCSE, AQA GCSE, Advertising, Marketing, Viral Advertising, Games, Computer Games, Video Games, Timeline, Key Concepts, Audience, Genre, Ideology, Institutions, Ownership, Media Language, Narrative, Representation & Stereotyping, Hot Entries, Other Topics, Iconography, Nostalgia

Production and Distribution

World of Warcraft is an immensely popular, established RPG that was released in 1994. Several game sets and expansions later it has 10 million subscribers with the fourth expansion Mists of Pandaria released on September 25th 2012 (the date was eagerly awaited and much promoted in the same way an Event Movie is marketed). It is the world’s most subscribed MMORPG (see below).

Technically WoW is described as a MMORPG (Massively multiplayer online...

[ read full article ] »

OCR AS G322 Section B The Games Industry Case Study »

Huw Davies | Tuesday August 24, 2010

Categories: A Level, OCR A Level, OCR AS, Games, Computer Games, Video Games, Timeline

Download a PowerPoint version of this resource.

OCR_AS_G322_Section_B_Games_Case_Study_Call_of_Duty_Modern_Warfare_2.ppt

What the spec requires:

“A study of the production, distribution and marketing of a specific game within one or across various gaming platforms, along with its reception by a variety of (British) audiences.”

Robert Kotick (CEO, Activision Blizzard – Call of Duty: Modern Warfare’s publisher)

“In just five days of sell through Call of Duty:...

[ read full article ] »

OCR AS G322 Section B The Games Industry Practice Questions »

Huw Davies | Tuesday August 24, 2010

Categories: A Level, OCR A Level, OCR AS, Games, Computer Games, Video Games, Timeline

Download a Word version of this resource.

OCR_AS_G322_Section_B_Games_Industry_Exam_Practice_Questions.doc

1. Explain how the industry you have studied is exploiting new technology in the areas of production, marketing and exchange

2. Account for recent changes in consumption and production in the industry you have studied.

3. To what extent are media audiences the agents, beneficiaries or victims of change?

4. Explain the significance cross media convergence and...

[ read full article ] »

OCR AS G322 Section B The Games Industry Call of Duty Modern Warfare 2 Case Study Research Questions »

Huw Davies | Tuesday August 24, 2010

Categories: A Level, OCR A Level, OCR AS, Games, Computer Games, Video Games, Timeline

Download a Word version of this resource.

OCR_AS_G322_Section_B_Student_Research_Questions_Games_Case_Study.doc

What is the best selling game ever in the UK?

Why do you think it has sold more than action adventure games such as Call of Duty Modern Warfare 2?

Why did the BBFC give Call of Duty Modern Warfare 2 its 18 rating?

http://www.bbfc.co.uk/

How much does it cost to produce a typical Hollywood blockbuster?

For which films has Hans Zimmer made the music?

Which...

[ read full article ] »

OCR AS G322 Section B The Games Industry Teacher Notes and Revision Handout »

Huw Davies | Tuesday August 24, 2010

Categories: A Level, OCR A Level, OCR AS, Games, Computer Games, Video Games, Timeline

Download a Word version of this resource.

OCR AS G322 Section B The Games Industry Teacher Notes and Revision Handout.doc

What the spec says:

Section B: Institutions and Audiences

A study of the production, distribution and marketing of a specific game within one or across various gaming platforms, along with its reception by a variety of (British) audiences.

This should be accompanied by study of the impact of next generation capabilities (HD, Blu-Ray, online services...

[ read full article ] »