Chapter I The History of Computer Games …9 [603488]

Contents
Introduction ………………………………………………………………………………………………………………………….6
Chapter I The History of Computer Games ……………………………………………………………….9
1.1 The Appearance of V ideo Games …………………………………………………………………….9
1.2 The Development Stages of C omputer Games ……………………………………….. 11
1.3 Types Of Computer Games ……………………………………………………………………………….. 16
1.4 The Game Producer …………………………………………………………………………………………….. 17
1.5 Game Generations ……………………………………………………………………………………………….. 18
1.6 Consoles ………………………………………………………………………………………………………………….. 18
1.6.1 First gene ration (1972 -1977) …………………………………………………………………………. 18
1.6.2 Second generation (1977 -1983) ……………………………………………………………………. 18
1.6.3 Third generation (1985 -1989) ………………………………………………………………………… 19
1.6.4 Fourth generation (1987 -1996) ……………………………………………………………………… 20
1.6.5 Fifth Generation (1994 -2002) …………………………………………………………………………. 20
1.6.6 Sixth generation (1998 -2005) ………………………………………………………………………… 21
1.6.7 Seventh Generation (2005) …………………………………………………………………………….. 23
1.6.8 Eighth Generation (2011 – present) ………………………………………………………………. 23
1.7 The Most Important Game Makers ………………………………………………………………… 29
1.8 Game Classifications …………………………………………………………………………………………… 30
1.8.1 Platform Games …………………………………………………………………………………………………. 30
1.8.2 Simulation Games …………………………………………………………………………………………….. 31
1.8.3 Adventure Games ……………………………………………………………………………………………… 32
1.8.4 Shooting Games ………………………………………………………………………………………………… 33
1.8.5 St rategy Games …………………………………………………………………………………………………. 34
1.8.6 Allowed Games Mix …………………………………………………………………………………………… 35
1.8.7 Online and Offline Games ………………………………………………………………………………… 36
1.9 First Computer Games ……………………………………………………………………………………….. 37
1.9.1 Tetris ……………………………………………………………………………………………………………………. 38
1.9.2 Pac -Man ………………………………………………………………………………………………………………. 39
1.9.3 Pong …………………………………………………………………………………………………………………….. 39
1.9.4 Super Mario ………………………………………………………………………………………………………… 40
1.9.5 Super Metroid …………………………………………………………………………………………………….. 41
1.9.6 Solitaire ……………………………………………………………………………………………………………….. 41

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Chapter II ………………………………………………………………………………………………………………………….. 43
Computer Game Psychology And Impact On Society. Advantages and
disadvantages ………………………………………………………………………………………………………………….. 43
2.1 Computer Game Psychology …………………………………………………………………………….. 43
2.2 A little action, but without violence ………………………………………………………………. 45
2.3 Consequences Of Addiction To Computer Games …………………………………….. 49
2.4 Effects On The Development Of Social Skills ……………………………………………… 51
2.5 Effects Of Computer Usage On Perceiving Reality …………………………………… 53
2.6 Computer Addiction – A double edged sword ? ………………………………………… 54
2.6.1 The characteristics of addiction ………………………………………………………………………. 55
2.6.2 Between reality and virtual ……………………………………………………………………………… 56
2.6.3 Research Studies ………………………………………………………………………………………………. 59
2.6.4 Statistics of extreme cases ……………………………………………………………………………… 61
Conclusion ………………………………………………………………………………………………………………………….. 66
Glossary of Terms …………………………………………………………………………………………………………… 68
Works Cite d ……………………………………………………………………………………………………………………….. 70
List of Images …………………………………………………………………………………………………………………… 74

5

Introduction

In the present paper, I have proposed to discuss two themes:
"The History of Video Games" and "Computer Game Psychology and Impact on Society. Advantages and Disadvantages" because one can
not only discuss one, they must be treated together. It is true that
technology has advanced so much that it is present everywhere in our
lives, and there is almost no place in the world where this trend of
computer games has not penetrated, which has become increasingly
important in recent centuries from their appearance until today.
Even if the technological advances in the field of games
were less known and used at the beginning, this technology is now in
our homes, it is part of our lives and has changed radically.
No one can imagine years ago that something in our lives
that will keep us connected with the technology, and no one can
imagine that within a few years, the computer game industry will take that magnitude and that will evolve more and more r apidly, invading
our lives.
It is true that this technology of computer games has
multiple advantages for mankind, but let's not forget that each
advantage can also become a disadvantage, because this industry is a double edged sword, which can be found in the two chapters of this
work.
The first chapter of the paper discusses the theme "The
History of Video Games", which we can say is a category of software
applications that is intended for entertainment.
Since their emergence in the world of computers, in the
1970s to the present day, their industry has evolved, so we can talk
about several gaming events such as: E3, CeBit Worldwide or CERF in
Romania, as well as several professional player organizations.
Game design is one of the essential stages in the
development of games that trigger a complex process and is divided
into several stages. These include: story, gameplay, mechanics and
level design. A general idea of the game can be created by th e

6

producer using his own imagination. Although imagination inspiration
is the most commonly used method for creating a general idea of a
game, it is not the only way to find this idea, so the producer can also draw inspiration from various existing theme s such as those in movies,
TV series, books such as Lord of the Rings or the Harry Potter series.
Thus, the present work shows that the contemporary man
can find himself in the game, allowing him the freedom of manifestation, but especially the possibility of having or touching those
objective values and particularities of life that are not satisfied in the
real world.
By this it is meant to have a status in a game that does not
exist in reality or the particularity of the accu mulation of wealth,
harder to achieve in everyday life.
Whether it's a game created by an independent developer or
a company, the development of such applications involves many
technologies that help and facilitate the process of creating a game.
We will notice that the most used software technologies are: Game
engines (And Engine or Unity); physics engines (BOX2D, Bullet, Phyz);
as well as level editors or resource converters.
Thus, the first chapter aims to describe step by step the emergence of computer games, their evolution from the beginning to
the present day, game types, game makers, generations of games,
consoles,categories of games and many more other interesting things
that can be discovered throughout the whole paper.
In the second chapter of the paper entitled "Computer
Games Psychology and Impact on Society, Advantages and
Disadvantages," I will discuss the positive and negative effects of this
technological process of computer games that must be seen f rom at
least two perspectives in order to have a picture as a whole, of all the
advantages and disadvantages of these technologies that have
invaded our lives.
It is true that technology and even some games help us to
be faster both in t he communication process and in the things we do,
but most of the times there are negative effects.
Computer game addiction correlates negatively with age,
meaning that older teenagers are less dependent on computer games,
and this can be explained by the fact that with age they also diversify
ways of spending free time .

7

Research has shown that male individuals are more
attracted to computer games and become much more dependent on
them than females. These people have a range of features such as
realistic behavior, hardness, practical spirit, insensitivity to others.
Another goal of this research has been to find gaming addiction motivations in an attempt to explain how the subjects
project in games. The followin g reasons have emerged from this
study:
– downloading aggressiveness;
– escape from the daily routine that dislikes some subjects;
– real -virtual dissociation;
– the prestige desire that is made much easier in virtual space through
the online gaming networ k than in reality.
These motivations mirror the personality particularities of each individual, characterized by the uniqueness of the need and the
anvils, which are found in the common element of being satisfied in
computer games.
We will notice that the gaming addict has a suspicious,
distrustful attitude around a certain group, therefore affects it in
establishing relations where it displays a rather reserved but friendly
attitude.
We ask one question: "Is the daily exposure to virtual reality,
which is built on computer game, a predisposition for the emergence
of delusional disorders?" The answer is particularly interesting in the studies conducted in the paper which are extremely ambitious and
where many answers to t his question can be found.
Man has to control technology, not technology has to control the man, but it will take a long time for most people to realize they do
not necessarily need a certain technology to do something.

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Chapter I
The History o f Computer Games

1.1 The appearance of video games

If computer games are a creation of the last decades, then the
game as a free time, then we can say it is truly a millenary reality.
The development of modern computer technologies has led to the
emergence of the first computer programs focused on entertainment.
Thus, the road opened by technical and scientific conquests, the
modern evolution of human society, and the phenomenon of
globalization have created the premises for the development and
expansion of the entertainment industry through the emergence of
computer games on a planetary level.
Creating computer games is a complex process that can last from
a few days to a few years and may involve a single produc er or a
whole company.
The expression "game producer ," was first used by Hawk ins' Trip
that founded Electronic Arts. His ideal, influenced by his relationship
with Jerry Moss, was that the game makers would handle "artist and
repertoire," in the sa me way as in the music industry, and Hawkins
brought the A & M Records discographic producers to train their own manufacturers.
The first video games were created between 1950 and 1960 by
Jon Snell and were working on platforms such as t he oscilloscope, or
EDSAC computers. The oldest computer game, a rocket simulation,
was created in 1947 by Thomas T. Goldsmith Jr. and Estle Ray Mann.
An application for copyright was made on January 25, 1947 and
patented as U.S. Patent # 2,455,992 of December 14, 1948.
Later in 1952, a version of the X and 0 game called Noughts and Crosses was created by A. S. Douglas as part of the doctoral
dissertation at the University of Cambridge.

9

The game runs on a university computer called the Electronic
Delay Storage Automatic Calculator (EDSAC). In 1958, William
Higinbotham – who helped build the first atomic bomb – created Tennis
For Two in Brookhaven's national laboratories, located in Upton, New
York, to entertain the laboratory visitors. In 1962, Steve Russel
created the spacewar game, a space simulation game.
T he program runs on a PDP -1 DEC and is considered by many
specialists both the first computer game and the most importan t ones
ever made. The game has spread rapidly to universities and research
laboratories across the country.
In 1968, Ralph Baer, who will later be known as the Video
Games Father, patented a version of a gaming console called the
Television Gam ing and Training Apparatus. In 1967, Baer created a
ping-pong game for the console that looked like Tennis for Two (and
the future Pong arcade game).
He worked with Magnavox and created in 1972 the first
console called Magnavox Odyssey. ( Wolf:2007:4)

(Image 1)
In 1980, game graphics began to become very important.
Adventure, designed by Will Crowther in 1976 and upgraded by Don
Woods in 1977, was the beginning of complex game. The development
of modern computer technologies has led to the emergence of first
computer programs focused on entertainment. If computer game is a
creation of the last decades, playing as a free-time form is pleasantly a
truly millenary reality.
The road opened by technical and scientific conquests, the
modern evolution of human society, the phenomenon of globalization

10

have created the premises for the development and expansion of the
entertainment industry on a global scale. Contemporary man needs a
space of manifestation centered on forms of daily repression. The
game generates an individual action formula, beyond concrete social
barriers, but the main effect is the a ct of entertainment offered by
various categories of this kind.
Contemporary man finds himself in the game, in other words, a
game allows freedom of expression but especially the possibility of
having or attaining those values, goals and particularities of life that
are not satisfied in the real world. We understand this by having a
status in a game that does not exist in reality or the particularity of
the accumulation of wealth that is harder to achieve in everyday life.
(Wolf:2007:3-7 )
In 1980, games were becoming hobbies. Computer Gaming World appears, where computer users were reviewing games and
exchanging information. Microchess, a chess game, has amazed
everyone with its sales: over 50,000 copies bought around the world.
Since then, the field has been fantastic. Doom, the first game that
needed a powerful computer to run, is now only loved by nostalgics. In
the 1980s, those who wanted to play it needed a processor at the 7
MHz frequency. Now Need For Speed Most Wanted 2012 requires a
minimum of 3 GHz . ( William s:2017)

1.2 The development stages of computer games

a) The Archaic Stage ( 1889 – 1970 )
Beginning in 1889 and ending in the early 1970s with the first
attestation of the modern game concept, it is of course mechanical
games by creating Marufuku Company which will become in 1951 the
Nintendo Playing Carol Company, one of the top three major ga me
manufacturers. The year 1961 brings a first invention in the field,
namely the first interactive computer game, based on an invention by
the National Brookhamen Laboratory in New York, where the first
tennis table was created in the form of a 15 -inch display.(
Donovan :2010)
At the time, this was an avant -garde technology, unknown to
the general public. In 1967, Roth Beer developed the new technology
as an order for a private Sanders Associates company, making the

11

first game to play on a television screen. It is a tennis game, the
invention is patented in 1968 and is in fact the first technologi cally
recognized computer game.
From this moment, a new reality was born: computer game.
We have to say that it was an electronic projection used by a single
participant, the possibility of practicing this game in a group, and the
following years brought major changes in technology of this type. (RavenGlasses: 2017)
b) The Beginning Stage ( 1970 – 1978 )
This period begins in 1970 and ends in 1978, representing the glory of this technology. The computer gaming industry is beginning
to develop and becomes a capturer of public interest. People get
acquainted with new technological toys and switch to serial
production. In 1971, Nutting produces the first computerized
machines on 13 -inch screens. The next year, 1972, is marked by the
creation of the Odyssey system, manufactured by the Magnoux
corporation. (Kent:2001)
The product is based on a slightly simpler but more competitive
design, the sales of this electronic machine exceed 100,000 units,
such as sports games such as tennis, ping -pong, etc. The interest in
producing these types of games is determined by the active
participation of the public at sporting events, with large corporations, mainly American and Japanese, having a strictly economic strategic
goal of attracting customers. (
RavenGlasses,September,2017 )
c) The Golden Stage ( 1977 – 1983 )
The year 1978 is a reference for the computer gaming industry ,
as the Nintendo Corporation creates the "Otello" or "Arcade" gaming
model, these adapted projections were console- based, making it more
practical for the players. In 1980, the first nonsportive games
screening, Atari creates the first science-fiction gam e "Space
Invaders".
This game is well sold in the United States, over 80,000 units
are purchased in one year. Beyond the ocean in Europe in the same year Mattel Electronics introduced Intellivision, which is in fact a game
console assembled into personal components, a very practical,
upgraded peripheral equipment that will expand on a massive scale in
the video game market.(
RavenGlasses:2017)

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d) The Stage of The Big Crash ( 1985 – 1989 )
This period of the early 1980s is characterized by the struggle
between the major companies in the gaming industry. It was a period
of regression in the expansion of the electronic gaming industry. The
struggle to create a market monopoly in the field between Magnoux
and Atari has no influence on the production of electronic games.
There is not a spectacular evolution of technology in the field, the
games are resized, become more reliable and miniaturized, and at the
level of the big competitors are emerging new companies such as
Midway, the future producing number one on the American market in
the 1980s and 1990s. Nintendo's Nintendo Entertainment System
(NES) console arrived in North America in 1985 and alone ha s brought
home the home market.( RavenGlasses:2017)
Sega immediately released its own console called Sega Master
System, but this system is not able to reach the popularity level of the
NES. Nintendo continued and created some of the most famous
characters in games like Mario Bros. or Wario and other franchises,
many of which still retain their popularity even today. One of the major factors of notoriety was that Nintendo restricted third -party
support, limiting the number of games they could produce (only 5 games a year). Nintendo has creat ed a Seal of Approval to help
players choose games that meet the Nintendo standard.
The last two decades of video game history have been marked by separate markets for console, PC and portable console games. In
1989, Nintendo launched Game Boy, the first portable console, and
distributed the Tetris puzzle game together with the system, because
Nintendo thought a puzzle game would bring more consumers. Almost
at the same time, other portable consoles, including Sega Game Gear
and Atari Lynx, even though they were performing better, had shorter
battery life and fewer games than Game Boy. While the production of other handheld systems remained active until the mid-1990s, Game
Boy remained in the top of sales throughout its lifetime.(

RavenGlasses :2017 )
e) The Comeback Stage ( 1985 – 1996 )
After the big crash produced in the early 1980s, the market is
showing signs of rebound, big companies in the past like Nintendo and
Apple are the holders of power in the global electronic gaming
industry. The year 1986 is important in creating the first l ogical

13

games, Alex Pojitnov realizes the first "Tetris" game, this being the
beginning of the series of puzzle games. (DeMaria:2003:12)
In 1988, we witnessed the deployment of the first anti –
monopoly process in the history of the video gaming industry between
two great giants: Atari Games and Nintendo, with the stakes being
the monopoly on the field. The North American market was dominated
by Sega Genesis right after its debut in 1989. The SNES system has proven to be a very powerful rival since its emergence in 1991. NEC's
TurboGrafx 16 was the first 16 -bit system marketed in North America
, but due to the lack of a wide range of English games and the
excellent marketing strategy of Sega, it has not been successful with
the American audience.
In Japan, the exact opposite happened, Turbografx 16 (in Japan
the console was called PC Engine) was more successful than Famicom
(SNES) or as Mega Drive (Genesis) .PC Engine lost in the end the
leading position in front of Super Famicom, but thanks to the large
number of loyal users, producers continued to launch games by the
end of the 90's. CD-ROM drives first appeared for this generation of
consoles and then for Mega Drive in 1991. 3D graphics first appeared
on these consoles and was only possibl e with the help of additional
processors in the game boxes.
Neo -Geo was the most expensive console for its release in
1990. Its strength was a very good sound rendition and high- quality
2D graphics much more advanced than its competitors, due to
hardware which was the same as that found in SNK's arcade games.
f) The Expansion Stage of Home Games ( 1989 – 1996 )
This period is the most beneficial in terms of the expansion of
the global gaming industry. The home computer game industry
market s are experiencing an unprecedented evolution in history,
characterized by the diversification of various categories of electronic
games due to the development of the personal computer industry. In
terms of market value, Nintendo is the leading developer o f computer
games, the 1990s are the most productive in this point of view In
1994-1995, Sega launched Sega Saturn and Sony debuted on the
PlayStation video game scene. Both consoles used 32 -bit technology;
the 3D games door was open. (Kent:2000)
After many delays, Nintendo launched its 64 -bit console,
Nintendo 64 in 1996, selling more than 1.5 million units in just three
months. Super Mario 64 has become a defining platform for 3D

14

games. In 1996, PaRappa the Rapper, making his debut on
PlayStati on, made popular a new genre of games in Japan, the
musical video games, Dance Dance Revolution and Beatmania, following them and becoming ubiquitous attractions in the Japanese
arcades. They were known as Bemani games, a name derived from
Beatmania .(Kent: 2000) )
Other memorable games of the era include: GoldenEye 007
(1997) on Nintendo 64, which has been acclaimed by critics for the
innovations and because it was the first successful First Person
Shooter (FPS) for a console. The Legend of Zelda se ries from 2D to
3D was made through The Legend of Zelda: Ocarina of Time (1998),
considered one of the best games ever. One of the popular games on
PlayStation was Metal Gear Solid (1998), which laid the foundations
for stealth games. By the late 1990s, So ny had become a feared
competitor in the video game market.
g) The Modern Stage ( 1998 – 2005 )
The advancement of the IT industry is visible, WORD operating
systems become universal, technological developments enabling
industry producers to create increasingly sophisticated electronic
games, depending on the strategic interests of the market. The players want faster and more affordable products in terms of
reliability, and the various companies active in the field are interested in the needs and desires of the consumer. In 1998, the Katoma
system, a computer game software running is implemented in th e
European Community.The games become interactive and it is the
moment of the first massively multiplayer MMORPGs, with the
expansion of the Internet globally. The real explosion of PC -gaming
phenomenon occurred in the 1990s with the development of three-
dimensional graphics. In this way, games become a transfiguration of
everyday reality, in other words, situations from everyday life are
taken over.
h) The New Era Stage ( 2006 – Present )
The new era of computer games began in 2000 with the emergence of DVD systems. At the same time, Play Station 2 systems
have emerged, different from those of the 1990s, which reach sales of over one million copies in just two days. The period of recent years is
characterized by the development of FPS and MMORPG inter active

15

gaming systems under the conditions of Internet expansion. (
Hendricks:2011)

1.3 Types Of Computer Games

Games have always been easier to classify by gender, due to the
technical constraints of different platforms. With the passage of years
and rising money for video game production, commercial value has
risen and demand for creative talent has forced compani es to bring
artists from outside the industry. The reuse of certain genres is best
seen in trying to establish "franchises", which usually use the same
characters, situations, conflicts and themes throughout the sequels.
Because of this, although many games are a combination of several
genres, there are very few that are out of print and can not be
classified. (Barton:2007)
As a result, although many games are a combination of
several genres, there are very few that do not fit into the usual
patterns, which when successful are usually defining a new genre. A
game that launches a new genre may not be the first of that type, but may be the first to have commercial success so many other
companies try to reproduce that success. Examples like Super Mari o
64 that launched the console platform or Doom platform game that
launched the First -person PC shooter.

RTS (Real Time Strategy )
RTT (Real Time Tactics)
RPG (Role Playing Game)
TBS (Turn Based Strategy)
Simulators
Action
Adventure
FPS (First Person Shooter)
TPS (Third Person Shooter)
MMO (Massive Multiplayer Online Game)
Arcade
Board/Card Games
Flash/Online
There are also combinations of genres such as massively multiplayer online role-playing games (MMORPGs).

16

For some types of games, you can add the "MMO" prefix, which
means "Massively Multiplayer Online", representing a playable online
game where hundreds of thousands of players play at the same time
in the same world. Most MMOs are MMORPGs.
Game design is one of the essent ial steps in developing games,
especially vid eo games. Being a complex process , it is divided into
several stages. These stages include: Gameplay, story, game
mechanics, level design, and more.
A general idea of the game can be created by the designer
using his imagination. Although inspiration from imagination is the
most commonly used method for creating a general idea about the
game, it is not the only way to find it, so the designer can also inspire
from different existing universes, such a s movies, TV series, or books.
For example, games such as Lord of the Rings: Online or the Harry Potter series are inspired by franchises that first appeared on another
medium (Barton:2007)

1.4 The Game Producer

A video game maker is a person responsible for supervising the
development of a video game or computer. The word producer in the
field of games was first used by Trip Hawkins, who established his
position when he founded Electronic Arts in 1982.
His ideal, influenced by his relationship with Jerry Moss, was for the
producers to deal with artists and repertoire in the same way as in the
music industry, and Hawkins brought discography producers from A &
M Records to train their own producers.
Although the term is a standard today, at its time has been rejected
as a "Hollywood imitation" by many in the video game industry and by
the press. The role of a video game manufacturer has been defined in
many ways by companies and different teams, and there is a variety of positions for the producer.
There are very few stars in the production of video games because,
contrary to the cinema industry, these producers do not have their own independent companies .(McKay:2010)

17

1.5 Game Generations

The term computer game or "game on PC" refers to a game that is
played on a PC, where the monitor is the main means of feedback and
which uses a control device for an entry peripheral, usually a joystick
button (arcade- ), a keyboard & mouse / trackball combination or a
controller, or a combination of the above. Computer games are also
referred to as text games or games that use other methods that
include sound or vibration as the primary means of feedback, but
currently there are too few new games that fall into these categories.
The term "console game" refers to a game that is played on a system
specifically designed for it, a system that can be connected to a
television or a monitor. The name "video game" can also be used to
describe software for other devices: mobile phones, PDAs, state-of –
the-art scientific computers, electronic clocks, digital video cameras,
digital cameras, MP3 players. (Patterson:2008)

1.6 Consoles

1.6.1 First generation (1972 -1977)
In the 1970s, the first game console was launched. Baer's Magnavox Odyssey patent was granted in 1972 and beat the way the
next consoles will follow. For a while, companies with similar products
(including Atari) were forced to pay a license. With the emergence of PONG's home -based version (initially under the aegis of Sears Tele-
Games), around Christmas 1975 , the popularity of video games has
increased. The success of PONG has made hundreds of clones,
including Coleco Telstar. (Patterson:2008)
1.6.2 Second generation (1977 -1983)
At the first consoles, the machine code for one or more games
was made using discrete logic and was coded directly into microchips,
so other additional games could not be played. In the 1970s, the
games began to be distributed with the help of tapes. The programs
were stored on ROM chips that were mounted in plastic boxes, which
could be inserted into the slots on the consoles. When the boxes were inserted, the microprocessors in the consoles read from the cassette
memory then run the stored program.

18

Three systems dominated the era of second- generation consoles in
North Ameri ca, with sales much higher than those of rival products:
• In 1977, Atari released the Video Computer System (VCS),
later called the Atari 2600. Nine games were launched for the holiday
season, and thanks to them it became one of the most popular
console of the first generation. (Patterson:2008)
• Intellivision, of Mattel, launched in 1980. Although
chronologically part of what is called 8 bits, Intellivison had a single
processor with 10 -bit instructions (with the increase in bit number it
reached an increased speed and there is a larger variety of
instructions) and 16 -bit registers. The system had superior graphics
to the Atari console, helping Intellivion to become very popular.
• Colecovision, an even stronger console than the rest o f the
available systems, appeared on the market in 1982. System sales
have increased, but due to the presence of three large consoles on
the market and the emergence of a multitude of low-quality games to
fill up the store shelves, the market will collapse only one year after
launch.
In 1979, Activision was created by former Atari programmers, dissatisfied with the company's policy. He was the first game
developer.
In 1983 there was a sudden decline in the popularity of games called
the 1983 video game crash that was caused by over -saturation of the
market due to the very poor quality of games offered by third parties,
especially those for Atari systems.
1.6.3 Third generation (1985 -1989)
Nintendo's Nintendo Entertainment System (NES) co nsole
arrived in North America in 1985 and alone brought the home market
to the forefront. Sega immediately launched its own console called
Sega Master System, but this system is not able to reach the popularity level of the NES. Nintendo continued and created some of
the most famous characters in games like Mario Bros. or Wario and
other franchises, many of which still retain their popularity even
today. One of the major factors of notoriety was that Nintendo
restricted third- party support, limiting the nu mber of games they
could produce (only 5 games a year). Nintendo has created a Seal of
Approval to help players choose games that meet the standard set by
Nintendo. (Patterson:2008)

19

The last two decades of video game history have been marked by
separate ma rkets for console, PC and portable console games.
In 1989, Nintendo launched Game Boy, the first portable console, and distributed the Tetris puzzle game together with the
system, because Nintendo believed that a puzzle game would bring
more co nsumers . Along the same time, other portable consoles,
including Sega Game Gear and Atari Lynx, appeared to have a shorter
battery life an d fewer games than Game Boy . While the production of
other handheld systems remained active until the mid-1990s, Game Boy remained in the top of sales throughout its lifetime.
1.6.4 Fourth generation (1987 -1996)
The North American market was dominated by Sega Genesis
right after its debut in 1989. The SNES system has proven to be a
very powerful rival since its emergence in 1991. NEC's TurboGrafx 16 was the first 16 -bit system marketed in North America , but due to
the lack of a wide range of English games and the excellent marketing
strategy of Sega, it has not been successful with the American
audience. In Japan, exactly the opposite, Turbografx 16 (in Japan the
console was called PC Engine) was more successful than Famicom
(SNES) or as Mega Drive (Genesis). PC Engine final ly lost its lead in
front of Super Famicom, but thanks to the large number of loyal
users, the manufacturers continued to launch games until the late
1990s. (Patterson:2008)
CD-ROM drives first appeared for this generation of consoles and then
for Mega Dri ve in 1991. 3D graphics first appeared on these consoles
and was only possible with the help of additional processors in the
game boxes.
Neo-Geo was the most expensive console for its release in 1990. Its
strength was a very good sound rendition and high -quality 2D
graphics much more advanced than its competitors, due to hardware
which was the same as that found in SNK's arcade games.
1.6.5 Fifth Generation (1994 -2002)
In 1994-1995, Sega launched Sega Saturn, and Sony debuted
on the PlayStation video game scene. Both consoles used 32 -bit
technology; the 3D games door was open. After many delays, Nintendo launched the 64 -bit console, Nintendo 64 in 1996, selling
more than 1.5 million units in just three months. Super Mario 64 has become a defining platform for 3D games. In 1996 PlayStation's

20

debut, PaRappa the Rapper made popular a new genre of games in
Japan, the music video games, Dance Dance Revolution and
Beatmania, following them and becoming ubiquitous attractions in the
Japanese arcades. They were known as Bemani games, a name
derived from Beatmania. (Dybwad:2005)
Other memorable games of the era include: GoldenEye 007
(1997) from Nintendo 64, which has been acclaimed by critics for the innovations and because it was the first success ful First Person
Shooter (FPS) for a console. The Legend of Zelda series from 2D to 3D was made through The Legend of Zelda: Ocarina of Time (1998),
considered one of the best games ever. One of the popular games on
PlayStation was Metal Gear Solid (1998), which laid the foundation for
stealth games. By the late 1990s, Sony had become a feared
competitor in the video game market.
1.6.6 Sixth generation (1998 -2005)
Sega Dreamcast launched in 1998 was successful in Japan but had disappointing sales in North America, forcing Sega to withdraw
from the console market. The PlayStation 2, which was released in 2000, was the second console of the 128 -bit generation that was
launched then followed in 2001 by the Nintendo GameCube and
Microsoft Xbox. This co nsole generation has been noted for its major
controversy over games of high sex, crime, violence, drug use, social
propaganda and divergent topics such as religion, politics, feminism,
and the economy. (Dybwad:2005)
1998
• Sega launches Dreamcast in Japan . It arrives in the USA in 1999
• Dance Dance Revolution is released in Japan.
• Nintendo launches Game Boy Color.
• Connectix Corporation launches Virtual Game Station, a PlayStation emulator. Sony lost the lawsuit against Connectix. Bleem launches Bleem !, another PlayStation emulator.
2000
• Sony launches PlayStation 2.
• The Sims was released. It was an instant hit and became the best –
selling computer game of all time, surpassing Myst.
2001
• Nintendo launches GameCube and Game Boy Color succes sor, Game
Boy Advance handheld.

21

Xbox, Microsoft's entry ticket to the console market.
• Microsoft joins the video game industry launching the Xbox console.
The top game, Halo, is available at the launch of the system.
• Sega announces that they will no longer manufacture hardware and
discontinue the Dreamcast console. Still, Dreamcast continued to
release games for hardcore gamers like arcade shooters, graphic
adventures, or homebrew software.
• Grand Theft Auto III is released.
2002 • Sega becomes a third- party developer and launches games for all
other consoles and PCs.
2003 • Infogrames, the company that owned Intel's intellectual property,
changed its name to Atari.
• Nintendo launches the much improved Game Boy Advance SP in
March.
• Nokia is entering the handheld console market with the N -Gage
console hybrid phone on October 7th.
• PS2 Linux Kit is released
2004 • Halo 2 becomes the best -selling game on the Xbox console.
2005
• Resident Evil 4 for the Nintendo GameCube is considered by critics
the best game of the year
2006
• Sony announces the shutdown of PlayStation in March.
• Reggie Fils-Aime becomes president of Nintendo of America on May 25, 2006.
• PlayStation becomes the first console to sell in 103 million copies.
The Sims is a strategy game of life simulation for the computer
developed by Maxis and published by Electronic Arts. The game was
created by Will Wright, known for creating the SimCity game. The
game simulates the daily activities of the life of one or more virtual
characters ("Sims") in a suburb near SimCity.
Inspired partly by the Little Computer People game released in 1985
by Activision, The Sims was first released on February 4, 2000. By
March 22, 2002, The Sims sold more than 6.3 million copies
worldwide, this is the best -selling video game in history, and until
February 7, 2005, the game sold 16 million copies worldwide. Since

22

its initial release, seven expansion and sequel packages, The Sims 2
(with its own expansion packages). Another, The Sims 3, was
released on June 2, 2009. The Si ms has won numerous awards,
including GameSpot "Game of the Year Award" for 2000.
1.6.7 Seventh Generation (2005)
The first place in the top sales of the current generation of
consoles is the Nintendo Wii, which revolutionized gaming due to the
unusual controller in the form of a remote but equipped with motion
sensors. The new Sony PlayStation 3 console has a valuable attribute
by installing a Linux distribution as an operating system, and this is
being exploited by the gamer community by making i t much easier to
emulate older consoles. The Xbox360, the Microsoft -made console,
has the advantage of being launched before the above, thus
possessing a wider range of games. After the Nintendo DS, Sony
responded with PSP (PlayStation Portable) and contin ued with PSP Go.
Microsoft has created the new "Xbox Kinnect" where there is
absolutely no controller model, and for PS3 PS Move has been
released. PSP games have come up with massive cashing. (Prince of
Persia, Assassin's Creed, God of War). MMORPG games like World of
Warcraft and multiplayer platforms such as Steam are becoming more
and more popular.
1.6.8 Eighth Generation (2011 – present)
The eighth generation starts with Wii U, with Playstation 4 and
Xbox One in October 2013, with Microsoft investing over $ 1 billion in
new games, while Sony announces many indie games for PS4. On the
portable side are launched Nintendo 3DS, which brings for the first
time 3D games on the small screen, and PlaySt ation Vita, which
implements the touchscreen and the back of the console. There are also Android- based consoles, mainly used for smartphones such as
Ouya and Nvidia Shield. (Sarju:2011)
Wii U, released at E3 2011, is the second newest gaming
conso le produced by the Japanese Nintendo company, Wii's successor.
This opens the eighth generation of consoles alongside the PlayStation
Vita. He appeared on November 18, 2012. His name was "Project
Cafe" before. It has a portable touchscreen controller, HD, and is
compatible with Wii Remote and Wii Balance Board.
PlayStation 4 (abbreviated PS4) is a game console created by Sony Computer Entertainment and released on February 20, 2013.

23

The console was launched on November 15, 2013 in the United Stat es
and on November 29 in Europe, South America and Australia. This is
competing with the Xbox One and Wii U consoles that are produced by
Microsoft and Nintendo.
Console reception at launch was largely positive, critics
acclaiming creators for t he ideas that consumers enjoyed. Sales were
also excellent consoles selling 1 million copies in just 24 hours from
launching in the United States. Starting May 22, 2016, 40 million
consoles have been sold.
Xbox One is a line of video game consol es developed by
Microsoft. Announced in May 2013, it is the successor of the Xbox 360
and the third console of the Xbox family. It was first launched in North
America, Europe, Australia and Brazil in November 2013 and in Japan,
China and other European countries in September 2014. It is the first
Xbox game console to be launched in China, Shanghai Free-Trade
areas. (Sarju:2011)
Microsoft marketed the device as a multifunctional
entertainment system. The Xbox One line competes mainly against
conso les such as Sony PlayStation 4 and Nintendo Wii U as part of the
eighth generation of video game console.
Exceeding its predecessor's PowerPC architecture, Xbox One
marks a return to the x86 architecture used in the original Xbox; It
has an AMD A ccelerated Processing Unit (APU) built around the x86 –
64 instruction set. The Xbox One controller has been redesigned and
improved considerably over the Xbox 360 controller. The console
places a strong emphasis on cloud computing as well as social
networki ng features and the ability to record and share video clips or
screen shots from gameplay or live- stream streaming services
directly, such as Mixer and Twitch. Games can also be played off –
console via a local network on supported Windows 10 devices. The
console can play the Blu-ray Disc and overlay live TV programs from
an existing set -top box or a digital tuner for digital terrestrial TV with
an enhanced program guide. The console has optionally included a
redesigned Kinect sensor, marketed as "Kinect 2.0 ", which offers
improved motion tracking and voice recognition for use in the GUI and
games. (Sarju:2011)
Nintendo 3DS is the first Nintendo console to be part of the eighth generation of game consoles. One of the features that
differentiates it from the Nintendo DS is its screen, which allows you

24

to view games, pictures, etc. in 3D without the use of special glasses.
It was officially launched at E3 2010 on June 15th.
At a press conference on September 29, 2010, it was announced tha t 3DS will be on sale in Japan on February 26, 2011 at
a price of 25,000 yen. In Europe, it was launched on March 25, 2011, at the price of 259 €, and in America on March 27, at a price of 250
USD. Since August 12, the console price has been reduced by abo ut a
third, while the price of games is between 40 and 50 €. In order to
compensate those who bought Nintendo 3DS at their original full
price, Nintendo created a special program, called the Loyalty Program,
which offered 20 games for NES and GBA to be dow nloaded for free.
On April 14, 2010, during an interview, Nintendo of America President
Reggie Fils-Aime confirmed that 3DS would be the new Nintendo
portable console to open the eighth generation of video game
consoles. During a conference on June 22, 201 2, Nintendo launched
the Nintendo 3DS XL, a larger version of the console.
Playstation Vita, also known as PS Vita or PSV, is a portable
gaming console under the development of Sony Computer
Entertainment. It is the successor of the PSP (Portable PlayStation) as
part of the entertainment family. The launch is announced in late
2011 in Japan and some parts of Asia and in early 2012 for North
America and Europe (the general manager said it plans to launch the
console by the end of the Japanese gov ernment financial year and
March 31 respectively).
The console contains 2 analog stick buttons (unlike its
predecessor holding one), a 5 -inch (12.7 cm) multi -touch OLED
screen, and Bluetooth, Wi -Fi and optional 3G. The internal has a 4
core AR M Cortex -A9 core processor and a SGX543MP4 + graphics
card.
From the press conferences, PSV will be based on socialization, both among users of the console with pre-installed applications (PSN
Message, friends) and via social networks (facebook, twitter) a nd
Foursquare location-based social networking).
Year 2017 was a fantastic one for computer game lovers. New highly anticipated new titles have been released, as well as the continuation
of older franchises. The most anticipated games of this year were:

25

Wolfenstein 2: The New Colossus

(Image 2)
A title that no longer requires any presentation for FPS enthusiasts,
Wolfenstein is already a legendary name in the field of gaming. Things
have changed a lot since the '90s, when it was the first 3D game
released on the market, but fans' expectations are no lower. Known
as an innovator in the field, Wolfenstein 2 will bring a story tied, as
usual, by Nazis who conquer the world with weapons almost
impossible to imagine and one man who can stand in their way, our hero BJ Blazkowicz. Launch is scheduled for late October this year.
Assasins Creed: Origins
(Image 3)
Another name that does not need any presentations anymore, the new Assasins Creed will take us this time in Egypt. Ubisoft seems
to have made a lot of changes in the game mechanics so he can get
rid of the shame of the previous titles, and it looks like this works,
with Origins being applauded at E3. Let's also say that you will have
an eagle as a companion during the game an d we are sure that the

26

expectations are already high. Launch is also s cheduled at the end of
October.
Middle Earth: Shadow of War

(Image 4)
Following a remarkably good game, Middle Earth Shadow of
War brings even more changes to game mechanics, as well as a
system that instantly reacts to every decision you make. You will conquer your hero with orcs and you will even control the dragons
and yo ur own army. Now the action is no longer just in Mordor and
the landscapes are more colorful than ever. So far, there is no clear
date for launching the game, but it will certainly be in 2017.
Call of Duty: WWII

(Image 5)
The legendary Call of Duty returns to its origins, and the
launch in early November is more than ever expected by genre lovers.
With extraordinary graphics, as usual, Call Of Duty: WWII will carry
us on the beaches of Normandy to the heart of Nazi Germany.

27

Activision has announced that they will introduce the famous
paratroopers troops and new missions such as escorting a vehicle or
planting a bomb.
Lawbreakers

(Image 6)
A new FPS multiplayer, Lawbreakers has already captured the attention of gender buffs. From the first pictures released online, the
game looks spectacular. You will have a choice between several
classes, but the creators claim that the new title will be highly
differentiated by Overwatch, a giant of the genre.
The first public tests will take place in July, and the launch will take
place in August.
Sea of Thieves

(Image 7)
Have you ever wanted to be a pirate, to explore exotic seas
and to return with a treasure boat? That's what the creators of Sea of
Thieves, the newest MMO on the market, thought. During the game
you will be able to control your own ship with your friends a nd explore
unknown islands in search of long lost treasures.

28

But be careful to guard your ship, because the seas you
navigate are filled with other pirates who want to leave you with
nothing. The best part is that the game is not very serious, so you will
have an unforgettable adventure. Launch is scheduled in just a few
months.

1.7 The M ost Important G ame M akers

Sigheru Miiamoto ( 宮本茂, Miyamoto Shigeru, November 16,
1952) is a Japanese video game creator. He is responsible for creating
Mario, Donkey Kong, The Legend of Zelda, Star Fox, F -Zero, Wave
Race and Pikmin video games consoles from Nintendo.
Miyamoto was born in Kyoto, Japan, a nd in 1980 he was hired to
Nintendo by Hiroshi Yamauchi. The first game he played was Donkey
Kong on the arcade, a game that enjoyed a great success. The game
also marked the first appearance of the character Mario (named
Jumpman in Donkey Kong), which has become the mask of the
company. This was only the first of Miyamoto's successful games,
making it perhaps the most famous video game creator.

( Image 8 )
John Alfonso Romero (born October 28, 1967) (Colorado Springs, Colorado) is a well -known video game creator and is
considered the first -person shooter. He is co -founder of ID Software,
creator of Quake, Doom, and Wolfenstein 3D. In 1996 John Romero
left ID Software and became co -founder of Ion Storm. After Ion Sorm

29

John Romero sets up the com pany DAIKATANA where he is still
present. He is married to Raluca Alexandra Pleșca. He has two
children with his wife (Kelly) from the previous marriage Michael and
Patrik Romero. Before Kelly was married to Elisabeth with a daughter
named Lillia Antoinett e.
• John's Favorite Game is Chono Trigger
• He likes to listen to Heavy Metal music
• In Doom II, at the very ending level when John's head appears:
"To win the game you must kill me, John Romero!"

( Image 9 )

1.8 Game Classifications

1.8.1 Platform Games
Whether online or offline, video games are shared across
multiple families. If we know them, we understand them better. Let's
start with the first, which appeared in the 80's, the platform games.
The basic principle is identical in all games of this family. A small
character jumps from one platform to another. At each level he has to
overcome an obstacle, fight with an enemy, get rid of an evil object,
and if he fails, he lose points and falls on the lower platform. When he
wins or manages to catch a precious object, he gains points and
progresses. These games favor in particular rapidity and skill.

30

The best known example is Mario, which is played on Game
Boy. This character, which has become a real icon since the first
appearance in the '80s, is easily recognizable due to the blue cover
and the red casket. A craftsman, he moves from one tube to another
to save princess Peach from the terrible Bowser’s claws .
Other, more recent platform games are more elaborate and
more aest hetic. It's the case of Prince of Persia, becoming famo us
among amateurs because of the story. Designed in the manner of a
film inspired by One thousand and One Nights, the game tells the
story of a Persian princes who has to release a princess closed by a
visionary on the top floor of his palace. The player cannot kill the
monsters he encounters without a magic sword. And once killed,
these ruthless creatures turn into sand.

(Image 10 – Mario ) (Image 11– Prince of Persia)
1.8.2 Simulation Games
In this family of games, we are often invited to ride cars and
planes. Just like Tintin who was driving a war plane as well as driving
his jeep. These simulations have nothing fantastic, for most of the
time they are playful appl ications of programs used to train
professional drivers. Some games are focused on speed and adrenaline: you have to drive at the highest speed, avoiding collisions
with other vehicles. Others privilege a realism pushed to paroxysm: for example, to fly a B oeing from Paris to New York in real time, following
a true air route.(Hopper,Bell:1999)
In the field of simulation games, the recent Wii console opens
up incredible insights as it allows to reproduce the true gestures of

31

many sports. Handles are appropriate to the player's movements. So
we could make penalties by stitching into a ball that we only see on
the screen or to try the force of the lapel, imagining that we are about
the tennis court without ever having to put on a tennis racket. We
were playing with our whole body. The feeling of immersion is intense.
And with the Wii fit accessory, it is even possible to practice a
gymnastic exercise in front of a virtual coach and even lose weight by
having fun. (Hopper,Bell:1999)
Simulation g ames include Euro Truck Simulator, where the
player acts as a truck driver and Guitar Hero, in which the player has a
five-piece plastic guitar to be tanned.

(Image 12 – Euro Truck Simulator ) (Image 13 – Guitar Hero )
1.8.3 Adventure Games
The third family is adventure games. They often have the particularity of proposing an initiating journey into a fantastic universe
in which realistic characters and fairy-tale characters communicate. As
the main character embodied by the player crosses th e trials, he builds
his personality, discovers new skills and new powers. And generally, at the end of the game, he becomes the owner of a kingdom and marries
a beautiful princess. Let's take two beautiful games, Ico and Fable,
that address to children bet ween 10 and 12 years old.
If adventure games are often built as stories, it is important to note that the imagination present in this type of games does not resemble the one developed in our traditional stories. We are more
concerned with an Oriental culture, coming from Japan, or a Celtic,

32

pre-Christian inspiration. The difference? Communication between the
dead and the living is not forbidden, on the contrary.
In Japanese and Korean, as in Celtic legends, there is a total
permeability between the dead and the living world. We were evolving
through the ghosts and among the shadows of the dead. Many kids get acquainted with them by reading manga cartoons, collecting
"Magic" cards or playing Warhammers, playing with those soldiers that
the player assembles and color them to align them for big bat tles on
specially designed boards .

(Image 14 – Ico ) (Image 15 – Warhammer)
1.8.4 Shooting Games
I t is the fourth family of games, no doubt the least seen by
parents: shooting games. They are also called first person shooter, or
subjective games: the player has the feeling that he sees the action through the eyes of the character he embodies on the screen as if he
had entered the game himself. The main action is limited to shootings
or direct struggles.(Lindley:2003)
These games leave an impression of violence, but do not
necessarily violate moral rules. Thus, in the Medals of Honor war, the
player can embody an American soldier fighting against Nazi barbarity.

33

Shooting games are the first to be targeted and indexed by
family associations all over the world. We'll talk about it later. The
issue of violence is as legitimate as possible, but it often makes us
forget that video games are not just about that. (Kastner:2014)

(Image 16 – Medal of Honor)
1.8.5 Strategy Games
The games of this fifth family are generally like d more by the
parents, more than the ones in the first four categories, or, in any
case, worry less.
Th at's because their followers are often adults themselves. The
player must create a nation, a city, an enterprise, an army, a holiday
camp, or a whole planet, facing all sorts of problems. For this virtual
manager, the problem is to make the right decisions to maintain order
in his or her organization. Sim City is a very popular example for this type of game. The
player plays the role of a mayor who needs to build his own city. It has the possibility to build buildings, make streets, electrical installations
and other indispensable infrastructures. He sets taxes, education
budget, police, etc. The fictitious mayor has to do everything for his
town to please the inhabitants. In short, he has everything he needs to be a perfect administrator.
Some of these games take place in the Roman era, such as
Caesar, and others are of great complexity because it forces you to
take into a ccount many parameters such as Imperial Total War or
Medieval Total War. Some are finally fanciful, like Age of Empires, and

34

others are proposing a rigorous historical context like Company of
Heroes. (Kastner:2014)

(Image 17 – Sim City) (Image 18 – Age of Empires)
1.8.6 Allowed Games Mix
If this division into five families is useful to guide us, it
should be known that many recent games associate various
components of each. So Far Cry is primarily an adventure game
where you have to fight bandits and monsters, but fights are
conducted in a subjective vision, and the player can at any time
navigate a boat or drive a car, just like in a simulation game.
Another very significant example: World of Warcraft. It's also
an adventure game in which we build a character, a strategy game
where we decide what career we'll have, a first person game where
we see each other while we kill creatures and especially a dating
game because of the network playing. We then have a choice between
joining a guild, talking to other players about the game or talking
about private life and about more or less intimate issues. Borders
between the different types of games are no longer tight and will
probably be less and less likely in the future.
Finally, this typology of games would be incomplete if we did
not remember those that create a real economic space where real
business can be done in a virtual world. It is the case of Second Life, which was widely presented by the press in 2 007. In this virtual

35

universe, the user can live a kind of "second life". It can simulate all
of the real life event.

(Image 19 – World of Warcraft) (Image 20 – Second Life)
1.8.7 Online and Offline Games
Usually and not only, in most ca ses, when we see MMORPG we
wonder what it means. Well these are defined as "Massively
Multiplayer Online Role Playing Game". I t includes the world of video
games, which is the most complex universe .
Thus, the first thing to know is that the video game can be
played on different devices: on the mobile phone, on the electronic
agenda, but especially on the computer and on the console. The
player who chooses the computer is in front of the screen and controls
the game with the mouse and the keyboard. T he consoles are either
portable or can be connected to the TV. The first consoles appeared in France in the 1980s, like the
Game Boy. Over time, Nintendo's DS or Double Screen support came
in; or PSP from Sony (PlayStation Portable), which also offers the
possibility of connecting to the internet. The best known are PlayStation and Xbox. The latest generation of fixed console is the Wii console, with which the player can perform various gestures , playing
tennis, golf, scarf, etc.
So what d oes it mean online? Online means with an internet
connection the network in which players from all over the world can communicate or play together a particular game. And those that do not require internet connection are called offline.

36

1.9 First Computer Games

The first computer game was launched more than sixty years
ago and has boosted an industry worth over $ 90 billion today.
In 2012, it was said about the video game industry that it could cost
more than $ 100 billion in 2015. Last year it ma y not have been the
best for video game manufacturers, but total revenue has indeed
gone beyond , the figure of 90 billion.
The foundation of this industry was put by student Alexander S.
Douglas in 1952 when he created what is now seen as the first
comput er game. Douglas was to get his Ph.D. in that year at
Cambridge University, his subject being the interaction between people and computers. To support his work and demonstrate the point
of view, the young student needed a program. (Donovan:2010)

(Image 2 1- X and 0 )
Douglas was lucky, the prestigious university hosting at that
time one of the first computers, called EDSAC (Electronic Delay Storage Automatic Calculator). Shortly, the student realized that the
best solution is to create a program wh ere a player competes with the
computer, eventually opting for the Noughts and Crosses game (or "X
and 0").
At that time, there were no disks or CDs on which the game could be
played, which was why the perforated card, a technology in the past

37

for musical machines and looms of tissue, was used. The positioning
of holes and their number was read as a code by EDSAC, and the
signal transposed on a screen. (Donovan:2010)
EDSAC was equipped with a disc similar to those found on
most phones of that time . With this, players entered the data
necessary to make a move. Alexander S. Douglas's play has become
an immediate success, being at the same time the first true demonstration of the potential of artificial intelligence. This was not
mentioned until after 1958, when the term was first used.
Exploring the first Pentium computer in the late 1990s meant
more than anything to discover video games. Today, the video game
industry has reached impressive levels in terms of imagination,
strategy and technology, but nevertheless, the most memorable
games remain those that have given us the first experiences of the
debut gamers.
The most famous video games that fascinated us with the first computers:
1.9.1 Tetris
Who would have thought the laying of squares could be so fun?
Tetris is probably the most famous game of all time that has created incredible global dependence.
Although the whole strategy of the game was to place some colorful cubes, it was only with a lot of perseverance that someone managed
to reach level 10, out of the 100 levels available on Nintendo's console games. Alexei Pajitnov created in 1985 the most popular game in
Eastern European countries in the 90s. The first version of Tetris was
in black and white and without sound.

( Image 22 – Tetris )

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1.9.2 Pac-Man
Designed by Namco, Pac Man was a hit and became a true
cultural phenomenon 30 years ago.
Pac Man was a yellow disk you had to walk along a labyrinth and
make him eat as many balls as possible, trying not to be caught by
ghosts or monsters.
For bonuses, the fruits that appear may also be eaten. When
Pac-Man swallows a white ball, ghost s get blue and can also be
swallowed.
Even if the game has 256 stages, the top level can not be
completed due to a problem when creating the game, according to the
online wikipedia encyclopedia.
The game launched a cartoon and pop songs, becoming one of the
most copied games of all time.

(Image 23 – Pac-Man)
1.9.3 Pong
Pong is synonymous with the modest beginnings of video games,
being the first arcade game released on the market, created in 1972
and available to the public three years later.
The idea of the game, however, came much earlier, by its
creators, Thomas T. Goldsmith and Estle Ray Mann, inspired by the devices used to track missiles used in the war, creating a rocket
simulation game on a cathode ray tube.

39

(Image 24 – Pong)
1.9.4 Super Mario
The tiny, plump and mustard installer, trying in vain to save Peach
princess from the clutches of the Shadow Mario monster, is one of the
most famous characters in the history of video games.
The famous character, as well as all t he other in series like Bowser,
Toad, Wario, Donkey Kong and Yoshi, were created by the famous
Japanese designer Shigeru Miyamoto.

(Image 25 – Super Mario)
Super Mario was launched in Europe in 1992 and demonstrated the technical performance of the Nintendo Entertainment System
(NES) console.

40

1.9.5 Super Metroid
Metroid was launched by Nintendo in early 1986 on the
legendary NES console.
The player plays in the role of Samus Aran, exploring a new world of
impressive size. Metroid combines several gaming elements, including
Jump n Run, Adventure and Egoshooter.

(Image 26 – Super Metroid)
1.9.6 Solitaire
Solitaire , also called patience or cabale , family of card games
played by one person. Solitaire was originally called (in various
spellings) either patience, as it still is in England, Poland, and
Germany, or cabale, as it still is in Scandinavian countries.
The terms patience and solitaire have been applied to indicate
any one -player card-related activity, including building card houses,
flipping cards into a hat, and arranging them into mathematical “ magic
squares .”
However, the vast majority of card solitaires, reflecting the most
usual understanding of the word, denote an activity whereby the
player starts with a shuffled pack and attempts, by following a more –
or-less complicated series of maneuvers specified by the rules, to get
all the cards arranged in numerical order, often also separated into
their component suits. Some games of this type, such as spite
and malice , racing demon, and spit, a re played competitively by two or
more players, thus calling into question the suitability of the
term solitaire .

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(Image 27 – Solitaire)
Video games could very well reunite families in front of the same
screen. The success of the Wii console in the third age and the
growing number of adults who continue to play after becoming
parents pleads for this conclusion. Computer games are one of the
most popular and growing areas of interactive entertainment.

(Image 28 – Games Collage)

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Chapter II
Comput er Game Psychology And Impact On
Society. Advantages and disadvantages

2.1 Computer Game Psychology

(Image 29 – Addiction)
Psychology deals with computer games almost from when they
occurred. In the 1990s, a lot of studies said computer games were
mostly harmful, making children into violent people. But more recent
research also says something else. (Tarasov:2007)
Computer games are a particular phenomenon that is viewed
by parents and teachers with a certain passive hostility, that is, a more
tolerable and offensive pederer than going to a renowned club in the
city. Starcraft, C ounter Strike or World of Warcraft are no longer just
familiar names to broad -field connoisseurs, but true phenomena by
the number of fans they enjoy and the obsessive manner in which they
are played.
Even though we are not talking about generalized panic, it is
probably not a hazar d to say that parents of adolescent are
undoubtedly concerned about the immersion in the virtual and internet

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world with which their children are used to their early childhood and
who are increasingly appealing to them frequently.
Let's just tak e the World of Warcraft case. The parents of those
who are passionate about this game (or I might say so touched by this
stigma) may rightly ask themselves, after a few minutes of watching
the computer monitor: what is so exciting to walk with all kinds of
long- short legs, through parallel universes, looking for creeping rings
and swarming pigs? Why is my child so eager to take her every night
at the end? It's repetitive, it's violent, it's useless, and, worst of all,
seems to develop an inexplicable addic tion. (Tarasov:2007)
The renowned psychiatrist and video game enthusiast, Serge
Tisseron, highlights the virtues of computer games and responds to
the possible concerns of the parents. Among these, it can be
highlighted that they are proving t o be temporarily calmed for the
anxieties and insecurities in which children are exposed in the contemporary world, the fact that they are able to experience great
adventures in the age of adolescence (risk taking and fulfillment of
passing rituals) , the fact that it actively participates in the building of
identity (by acquiring skills in virtual universes – skills that you will be
surprised to learn that they can be transferred to real life), being a
method of learning, improving the general culture, mai ntaining of
intellectual agility (you are always challenged to find a new solution to
an unpredictable problem). But also about the big controversies and
arguments expressed against this form of entertainment: the idea that they depersonalize (by the fact that any player acts through another
character, an avatar risking to become obsessively attached) that they
are violent (so, desensitizes and encourages imitation) causes
addiction.
He explains all these prejudices from the following finding: th e
problem in formulating this objection is not about computer games as a player. In order to avoid the negative phenomena of computer
games, Serge Tisseron, in his psychology work, proposes responsible
use of games where parents can play an active and impo rtant role to
ensure the desirable situation where pleasure play (with all the
advantages and particular satisfactions) to prolong in a pleasure to
talk about all of this and not into a trap of isolation and addiction. In
this regard, the French psychiatri st also proposes some practical
approaches for any parent who wants a healthy relationship between
his child and the virtual universe.

44

The so -called computer gaming addiction is most often a kind of
drug retreat that many teenagers call to ease their transition through
a difficult age (and you will notice in fact how many psychological
difficulties solve the games) and give up in large part, after they have
overcome their problems, of course, that any medicine can prove both
remedy and poison.
The issue of the impact of video games is also interesting for
adult audiences, 25 -year -olds (some with families) who choose (or
not?), Even without a history of gamers behind to spend days and nights in the face of the computer, sacrificing everyda y existence for
virtual successes. (Tarasov:2007)
Many parents are trying to keep their children as long as they can away from the computer, because they would add to them in time.
But the temptation of the games is too great, so that the chil dren will
resist them. This does not mean, however, that all games are harmful to children. Therefore, the wisest thing is to make sure that games are
instructive games designed to help them better focus, develop their
thinking or creativity. We can put them in a chess, logic or strategy
game and teach their rules, even play with them , to catch the taste. If
we can play the same games in real life, we should not hesitate to show them from time to time , what's the difference between playing in
the virtual world and in the real world.

2.2 A little action, but without violence

Action games get stronger among the little ones, maybe
because they do not just have to do with automatisms. They a re
surprised by the story and even live it. But in addition to developing
dexterity, responsiveness, increased attention and detail observation,
action -packed games can create addiction. If they are seasoned with
beatings, shooting, wars, urges violence and aggression, unwanted attributes at any age of childhood. Therefore, when the child insists
that he wants to spend more time on the computer to play, do not forbid that, but choose the right game according to age and
temperament. If he likes action, choose a game where the child can
set up his own car, or opt for the route he will drive. Gaming and
shooting games can awaken negative emotions, which in time
translate into everyday life. If he's patient, shy, choose a jigsaw puzzle

45

or DIY game. Strategy game s are exciting and fun, so take them, but
those that are not violent. (Bruner:2005)

(Image 30 – Video Games)
Role plays are provocative to the ninja because they can
become the heroes of that game or they can choose which character
they want and they can control as they please. The danger that
appears is to capture the child in the game, and if he plays too much
and too often, he may have problems in correctly distinguishing
between the virtual world and the real world. Generally, stolen from any game, the little one could spend hours with the phone or tablet in
hand or on the computer, so he sets a very clear playing time by
mutual agreement. Even when he's a teenager and spends more time
alone, the temptation to play with the endless friends is strong. It
could easily jump over tables, themes and other age- specific activities,
so do not get rid of it! Statistics are worrying, about 90% of adolescents around the world play computer games, and 15% of them
are addicted to this activity.
As the saying goes, "What's too much, it hurts …" the boundary
between normal and excessive consumption is very fine, and the
addiction to computer games is another step. Therefore, parents have
to follow the child's habits with look at how to play. If comp uter games
are not their main way to spend their free time, it can stop at any time
from this job, and it does not play all the time anyway, but from time
to time, parents have nothing to worry about. If the child is playing
regularly on the computer, he r eally enjoys spending a few hours

46

relaxing, but he can withstand even without a few days, he can break
out of the game at any time and play no more than playing with the
computer , we can stand still because it means that it has a normal
behavior.
Concerns, rightly grounded, should have pa rents when the
child-player can not live without playing. He has no control over time,
he is totally neglected, stays nonstop in front of the computer and has
uncontrolled, aggressive reactions even when someone interrupts him
from playing. Dependence on computer games is a psychological
disorder characterized by an irresistible and obsessive need to play
such a game. (Bruner:2005)
Affects relationships with family, friends, school, with
negative consequences on the psychological, psychological, and social
development of the child. From the pleasure of playing to living in a
world of games where the child can acquire autonomy, he can choose
his social, physical and environmental condition to be some distance.
Parents can, however, contribute that this distance does not diminish,
becoming a danger, on the contrary, it plays on the computer to
remain just as fun as any other.
A 2013 article states that action games like Halo 4 or Grand Theft Auto IV require attention and do it faster than other activities,
help with faster visual processing and develop cognitive skills. Strategy
games develop problem -solving skills and raise the level of creativity.
Games like Angry Birds or Bejewled II make the guy relaxed and drive
away anxiety.
The same metastudio affirms that the player's online profile
does not display a solitary man and broken by the world; on the
contrary, those who play World of Warcraft or Farmville are more
socially prepared. The psychological explanation lies in the fact that in these typ es of online games you have to make quick decisions: who
you are allying, how to lead a gro up of players and who to trust.
But what about the violent games? It seems that even these
can bring benefits to the person. Another study quoted in the above
article states that when you play group games violently, that helps to
reduce your feelings of hostility. Games where you have to co -operate
with others reduce aggressive cognitions and players of these types of
games behave pro -social ly outside of the playing time.
A study written by a psychologist sought to see if there is a
link between violence among 12 -17 year olds and computer games of

47

the past two decades. The study concluded that the rate of violence
among young people has fallen with the incr ease in computer game
violence. (Bruner:2005)
But not everything is pink in the world of computer games.
Other studies have found that there is still a link between violence and
aggressive video games. A 2012 study of Call of Duty 4, Condemned 2
and Dirt 2 players found that there was a higher level of aggression
among those who played these titles, a level of aggression that caused
stress. A 2011 study involving Left 4 Dead 2, Fuel and Conan found
that not violence itself makes th e players more aggressive than the
competition they enter with other players.

(Image 31 – Call of Duty 4)
There are advantages and disadvantages to letting children play on the computer. Advantages involve a way of analytical thinking,
reducing anxiety in certain games, better cooperation skills.

Disadvantages involve an increased level of stress and hostility in
certain games and dependence on the well -impressed state of time
spent in front of the computer. Which red uces the problem with the
type of game chosen for our child and the interaction it has with other
players on the Internet. (Bruner:2005)

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2.3 Consequences O f Addiction T o Computer Games

(Image 32 – Extra Lives)
Using computer, especially children, more than two hours a
day may lead to specific problems, including: headache; disturbance of
attention; feeling tired eyes; blurred vision, diplopia (electrostatic field
around the screen and low frequency electromagnetic radiation (30
Hz-300 Hz) emitted by it are studied as possible etiologies);
Approximately 80% of those working in front of a monitor each day
are likely t o have minor visual impairment.
These consequences arise from the fact that the perception of
the characters on vi deoterminal from the visual analyzer is different
from receiving the printed symbols.(Waite:2001)
The latter are characterized by a uniform distribution of well defined color and margin. In contrast, virtual ones do not have the
same contrast. The pixel intensity is maximum in the center and
dimmed towards the edges, which means a prolonged accommodating of the lens. In addition, there is a change in the blinking reflex with
dryness in the cornea. pain in the neck and shoulder muscles. Other
effects: eating disorders (bulimia), changes in heart rate. Effects on
psycho -cognitive development: Prolonged use of the computer can
cause emotional disturbances: anxiety, irritability, low tolerance to frustration, and depression.
Many adolescents prefer to use the computer when they feel
abandoned by the family or when they spend a lot of time alone at
home, parents are at work or are busy with various problems.

49

Travelers have come to the conclusion that those with
psychological problem s may be most attracted to anonymous
interaction on the internet. They further emphasize that complementary factors of computer abuse are depression and bipolar
disorder. (Waite:2001)
Numerous studies have shown that computer use improves
cognitive performance. Research has focused on highlighting the development of a specific set of visual intelligence skills important in
computer use: spatial, iconic (or image representation), visual
attention.
Computer applications, especiall y games, are designed to
emphasize visual images more than verbal information. Early use of the computer by children leads to higher test scores than to others. A
study of 7th and 12th grade students shows that those who have
access to a computer have bett er grades in mathematics and English
than those who do not.
Of course, home- school students are part of families with a
high level of material and social affinity, a factor that is highly
correlated with school performance. But among them, tho se who use it
frequently have better school results than others. It was shown that children attending a post -school computer use program have made
great advances in reading, math, grammar, have more computer
knowledge, and have achieved better school perfo rmance compared to
children who have not participated in this program. Girls use the
computer as often as boys and even more trustworthy than these. But
they use it more for other activities than games. (Waite:2001)
They prefer games based on rea lity, a rather rare theme, to
boys who prefer those based on fantasy. Adolescents prefer games
with appealing characters with complicated subjects and final solution to violent games where the only goal is the destruction of others. So
non-violent games wi th positive feedback for the player.
French psychiatrist Serge Tisseron explains the positive effects
of video games. He assures parents that computer games help
reflexes and the development of children's memory. At the same time they develop the ir attention, reaction speed, decision power, strategic
and logical thinking. They become smarter, because they do nothing
but solve certain problems.

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2.4 Effects O n The Development O f Social S kills

Longitudinal studies reveal how personality traits, family
dynamics, communication to children and adolescents are influenced.
M. Weinstein points out that technology has damaged the value
system and social functioning in adolescents. Prolonged use of the
computer leads to behavioral disturbances: social withdrawal, introversion, verbal or physical aggression, irritating explosive
behavior w hen asked to do something else.(Hauge:2003)
The use of the Internet may interfere with the process of developing psycho -sexuality. By findi ng so much satisfaction in
connection with the computer, the child begins to give up his social
activities, from home, school to leisure with friends. There has been a
tendency to diminish parental authority , children accept less.
This depends o n the type of activity performed on the
computer and the time spent in front of the screen. To develop the
necessary social competence children need to interact with others. There has been an increase in the number of "electronic friends" in
computer users with a diminishing friendship relationship involving
social interaction. Moreover, one in five children aged 8 -18 years said
they had a computer in the bedroom. This leads to isolation and
reduces time for other social activities, interfering with the
development and maintenance of friendships, 60% of them spend
their time alone at the computer. A moderate level of use has a minor social impact, but excessive use (over 30h / week) and violent games
can lead to increased aggressive behavior, hostility to children. Doctor
Serge Tisseron claims that video games help socialize children.
(Hauge:2003)
Indeed, the child is alone in front of the computer, but becomes so passionate about virtual issues of sharing games with
other friends, discussing them with them, subscribing to specialized
magazines, telling parents and teachers about his favorite heroes .
Video games are constructive and positive, "says Dr. Marc Valleur,
addicted specialist and head of psychiatry at the Marmottan Hospital in Paris.
It confirms that some players can become addicted, but they are very few. Those who fall into addi ction, generally adolescents or
young people, already have psychological problems that video games only bring to the surface. "If the young man does not come out with

51

friends, he does not come to the table when called because he does
not want to get rid of the computer, then parents need to worry,"
admits Dr. Marc Valleur. (Hauge:2003)
The essence of the game lies in its later utility. A game should
teach those who practice it with activities to develop their thinking,
concentration, or creativity. There are games of chess, logic, strategy,
creation, but also the famous action games.
If the first categories correspond to theories about the need for
the game as a means of learning, the latter requires only dexterity,
responsiveness and perhaps attention. Sure, after all, this is not even
so bad if these games do not add dependence. In 1998, it was shown
that 80% of children are familiar with Duke Nuken (a game containing
violence, blood, sex), and only 5% of parents know it.
Since 1980, the English and American armies have used violent
video games to desensitize soldiers and make them more capable of
killing. Exploration of exposure to violent computer or video games
suggests an increase in aggressive behavior through the development
of aggressive thinking and aggression, lowering prosocial behavior.
Communicating through computers with others is one of the most
common activities – especially among young girls.
Adolescents make new friends through the internet frequently.
Research shows that the effects on social competence depend in part
on how often contacts with family and friends, or with strangers and new knowledge. The recent HomeNet Project survey of 93 families with children (10 -18 years) with internet access points out that they
use the Internet for social purposes – communicate with friends, meet
new people, join groups, especially girls compared to adults.
There is also an increase in Internet usage in the first year of connection and a small but statistically signi ficant decline in the social
implications measured through communication with the family, the
size of the social area, feelings of loneliness.
Increased use of the internet is associated with an increase in
depression.
The causes are not clear, bec ause of the time spent on the
internet that attracts the diminishing of the one for social activities or
because the social relations created on the internet require less social
support. Information on the Internet is extremely numerous: some
encourage sex ual promiscuity (explicit sexual dialogues, images that
stimulate sexual activity, "cybersex") and violence, others, are about

52

"how to build a bomb" (a Colombian student responsible for the April
1999 massacre reported that he built the bomb as instructed on the
internet). 36% of children believe that information promotes a specific
product; those who promote and sell false products; personal views
presented as facts; e-mail "trick" (wro ng information, viruses, etc.).
In conclusion, existing research shows that the effects on the
social skills of computer use depend on the time spent, type of activity, and the nature of the information or content. (Hauge:2003)

2.5 Effects O f Computer Usage O n Perceiving Reality

The virtual world created by the computer (games, the internet)
takes children away from the real world.
Through games, the child interacts with simulated characters
and different creatures, and through the Internet teenagers assume
different identities in interac ting with strangers. These make the real
limit – virtual no longer clear to children and adolescents. Sherry
Turkle, shows that some children have difficulty understanding the
boundary between real and virtual life. A 10 -year -old child thinks that
the crea tures in the SimLife computer game were "alive in the game"
and that when you stop her computer "they want to get out".
Beyond this, the use of interactive toys as virtual pets has
increased, representing a new level of integration of the comput er into
the social world of children. Internet games reinforce this integration of virtual life. In MUD, for example, the computer generates characters
that interact with the characters coordinated by people, and some children even think that the other cha racters are all people. These mix
between real and virtual life.(Hackbarth,Grover,Yi:2000)
While playing on the Internet with favorite cartoon
characters, children learn to recognize letters and, in the meantime,
computers become part of their lives. They see sites with interactive
stories and animated lessons, through which they are friends with letters, numbers , or sounds. "I'm not making the difference between
the real world and the world of the Internet," "because they were born
in the Internet era and look at it as part of everyday life," says the
American researchers.

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2.6 Computer Addiction – A double edged sword ?

Specialists are trying to find an antidote for different types of
addictions that have already been classified as mental illness:
addiction to tobacco, alcohol or drugs. But a new type of addiction has
emerged, which is increasingly dangerous. Computer dep endence!
This is coming more and more in the attention of psychologists
and psychiatrists. And that's because computers are becoming more
and more performing, the more dependency is growing. The existence
of more and more dangerous computer viruses demonstrates how
complex and interconnected the computer -dependent population has
become.
Computer dependence occurs mainly at adolescents, who most
often seek a real world refuge. But it also manifests at mature people
and, more and more, ev en on children. And it's difficult not to be so
when the computer keeps in mind what you have to do, tells you
what's "real" with world statistics, and anytime it can produce more
color shades than nature ever did.
A form of computer addiction a mong adolescents is the
addicti on to games, whether they are single player ( they can be
played by a single person), or they are networked (more players are involv ed). Even those who advertise the computer games often use
the word "addictive" to suggest the degree of attractiveness of the
game.
Network games are the ones that cause the most serious
addiction, according to several psychologists and psy chiatrists, who
estimate that a one player out of eight player s is addicted to computer
games. Ac cording to psychiatrists who are facing more and more
cases, an eloquent example is "Halo 2" – a game that has over one
million Internet users. The statistics showed at the beginning of 2005 that the number of hours spent online by "Halo 2" enthusiasts wa s
close to one hundred million. Networking creates the strongest dependency because it puts
you under great pressure from teammates. If you want to quit, they threaten to find someone else for youpsychologist David Walsh,
director of the Minneapolis Press and Family Education Institute, told
that in his opinion, one of the most dangerous games of its kind is
EverQuest.

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According to US psychologist's monitoring, some adolescents
play up to 70 hours a week. One of the most serious cases is that of a
boy playing all night and falling asleep at dawn. When his mother asked him to stop, he threatened to kill or commit suicide.
He is monitored by a psychologist who for the time, recommended
to be allowed to play.
2.6.1 The characteristics of addiction
Computer addiction and especially video games addiction
tend to become a real social issue in the United States. Proof of this is
the establishment of many associations following the model of the
alcoholics one s, which aim to support parents of adolescents
dependent on video and computer games. One of these associations is
called "Online Anonymous Players", founded in 2002 by Liz Woolley, after the suicide of her son, treated for depression and passionate
about EverQuest.
A direct effect of addiction to video games is violence. Out
of 81 adolescent games, analyzed in 2004 by Harvard researchers and
the Boston Pediatric Hospital, the violence was present at 98% and
represents 36% of the time of pl ay.In 77% of them , there were violent
deaths, at an average rate of 122 deaths per hour. In addition, 90% of
the games force the player to kill or hurt to earn points. In total,
researchers have witnessed the death of 11,499 characters in 95
hours of play.
According to psychologists and psychiatrists studying the
phenomenon, computer addiction and, implicitly, computer games has
all the features of a sim ilar drug or alcohol addiction.
Computer dependence and video games are characterized by a tendency to withdraw from social life and are similar to drug or
alcohol-induced, as American researchers have shown. The computer addict restricts its social activities in favor of addictive use o f
virtual real ity.
Much of the mental activity of the person playing hard on the computer is related to the addictive product. At one point, control over
consumption i s lost. The one in question can not refrain from starting
the game, and once it starts, it no longer has control over the time
spent in front of the computer. The computer addict begins to suffer
psychosensory exhaustion as the time spent in front of the computer is
getting bigger. Adolescents are attracted to video games beca use they

55

place the player at the center of the action, allowing them to
compensate for their self -reliance of age. If asked, most computer
game enthusiasts say they might give up if they want and deny they are addicted.
The concept invented by moder n thinking, the virtual reality, is
attractive because it abstracts the most permissive notion of our
existence: time. In virtual reality time does not exist.
"Carpal Tunnel Syndrome" is the result of intensive use of the
keyboard and the over -power o f keys, as well as long -lasting activity
without a break.
2.6.2 Between reality and virtual

(Image 33 – Reality vs Virtual)
Experts believe there is nothing wrong with spending some time in front of the computer, as the computer is a help or a way to
disconnect for a few minutes. There really is a problem when the
computer gradually replaces real life. For example, more and more
teenagers refuse to go out with friends at a football game preferring a virtual world championship match like "FIFA World Cup."
Also, computer games are becoming more and more attractive
and, by default, more costly, as they allow characters to be created by
the person who plays, depending on the features he
chooses. (Ianculescu:2013)

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According to computer specialists and computer game creators,
the potential (virtual) and potential real has been separated: there is
nothing of what is real and virtual at the same time.
If computer games cause addiction especially among adolescent s,
the Internet is addictive to adults. Internet abuse can be a lot harder to spot because Internet access may have different justifications for
use throughout the day and at work, and at home. Psychologists draw attention to the fact that one of the signs of the abuse trend is the
urge to first ask the Internet when we have a question. A second sign is surfing the site, that is, using the opportunity to follow a link and
from there another and so on. And the clearest sign is when you know
the Internet so w ell that you no longer need search engines.
Internet addiction has already been classified as a clinical
disorder, and casuistry is increasingly richer. At the American
Psychiatric Association Conference held in May 2004 in New York,
Internet addi ction was included on the list of diseases that require the
same type of approach as alcohol, drug addiction or computer games.
In August 2005, an incredible news demonstrates that computer addiction can be deadly. After 49 hours of playing nonstop
on the computer, in an internet cafe, a South Korean man died of
exhaustion. The man, just 28 years old, collapsed suddenly after
eating very little and did not sleep at all, refusing to give up the game
he had begun, Starcraft. Although he was urgent ly taken to hospital,
the man died after a few hours. As the South Korean police pointed
out, the man had been fired just a month ago because he was out of
work because of the computer game he could not give up. Dependence
on computer games is widespread i n South Korea, a country with a
strong industry.
Dependence on computer games is a passion that seriously
affects the freedom of man. Effects on children and adults are drastic,
ranging from the disorganization of the current life to the loss of
service, social, sentimental and family relationships and, in extreme
cases, even death. In children, the problem is solved by encouraging the practice of sports, games involving the presence of more children, strict d iscipline and practical advice. (Iancul escu:2013)
Adults have various therapies that involve finding healthy
alternatives, sports, and encouraging normal social relationships.
Addiction to computer games has been included in the classification of

57

psychiatric illness, the disease being placed between addiction
pathology and obsessive-compulsive disorder.
Online games that allow people to play with and against each
other on the Internet are described by the World Health Organization
as a serious threat to the health of young Europ eans.
The One -Poll.com survey shows that there is also a ranking of
games that cause the greatest dependence. Call of Duty followed by
Football Manager, Grand Theft Auto, Fifa and Medal of Honor.
For the child the symptoms of gaming addiction are isolation in the room, ignoring parents and friends, ignoring meals or personal
hygiene. Another would be that the little one is giving up on an activity
he previously liked.
Some adult men have told their experiences, recognizing tha t
addiction to games cost them too much, losing their jobs, family lives, and self -esteem.
Representatives of the American Psychiatric Association claim that about 90 percent of adolescents play video games, and 15
percent of them, or more than 5 million children, may be addicted.
American specialists claim that these addictive behaviors are
more common in children who start playing video games at very young
age. Those who most often add dependency are those online with
more players, experts say.
Ten percent of those playing on the computer are addicted to
these, says Keith Bakker, the founder of the only clinic in Europe (November 8, 2008) to treat gaming addiction, located in Amsterdam,
the Netherlands, quoted by the BBC. The clients of the clinic are
mostly children and have symptoms similar to those of drug addiction. A detailed analysis of cases shows that 90% of patients did not need
specific counseling, they could solve their problems with parents and educators, Bakker adds.
4 out of 10 gamers (computer players) admit that they play every night of the week.
One in ten men admits he refused to go to a meeting to continue playing. Among men up to 25 years old, the percentage is 20%.
A study by the UK Pediatrics magazine shows that between 9 –
12% of boys can be considered addicted, and girls between 3 -5%.

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It is considered obsessive behavior in which the child spends
more than 31 hours a week playing. Children in this category a re more
inclined to develop mental proble ms and not to return to school.
2.6.3 Research Studies
In South Korea, the nation that experts describe as sheltering the world's most enduring gaming culture, the authorities are alarmed
by what many c all the addiction epidemic of video games.
The government has opened a special line for gaming
addicts, and hundreds of private hospitals and psychiatric clinics have
been opened to address this issue. 2.4% of the 9 -39 year -old
population suf fer from addiction, and another 10.2% are at the limit of
addiction according to government -funded research.
This is defined as an obsession for video games to the point
of sleep deprivation, the disintegration of daily life and the loss of th e
sense of reality. These feelings are coupled with depression and
feelings of renunciation when not playing, warns specialists. In 2005,
10 dead were reported in South Korea due to gaming addiction, while
between 2001 and 2004 there were two deaths. Most deaths have
been attributed to a break in blood circulation caused by the still
standing position for too long, a problem known as "Economic Class
Syndrome", alluding to the way to sit in the smallest chairs o f an
airplane in long flights .
Young people suffer from acute stress when they face the
educational pressures that are said to go far beyond those taught by
their peers from other countries. It is not unusual, for example, for
South Korean students to be forced by parents to do meditations 4 -5
hours a day after school. At the same time, South Korea encourages game culture. In 2000, in Seoul, South Koreans inaugurated World
Cyber Games, a kind of Olympics of games that attract players from
67 countries. South Korean professional gamblers can win over $
100,000 in national and international competitions.
According to a 2007 United States survey of 1178 children and
adolescents aged 8 -18, 8.5% of subjects are pathological or clinically
dependent. 23% of them say they are addicted to video games, 31%
of boys and 13% of girls.
44% of young people say they ha ve gaming addicts. 81% of
young A mericans play at least once a month, with 94% boys. Subjects
aged 8-12 years play 13 hours / week, and those between 13 -18

59

years, 14 hours / week. Boys between 8 -12 years play play on
average 16 hours a week and boys teenagers 18 hours / week.
Girls between 8 -12 years play 10 hours a week and teenagers
play 8 hours a week Those who spend more time playing have less
good results at sc hool, beat more often and have a higher weight, all
on average . ( Ciumăgeanu :2013)
In the United States, 40% of Americans are playing computer
games, according to a 2005 study.
One study shows that young people who are more likely to become addicted to computer games are those who spend a lot of
hours in front of the PC, have trouble socializing with other children,
and are more impulsive than others of their own age. Gambling
addicts, children are prone to depression, anxiety, or have o ther social
phobias. Also, young people who live just to play on the computer also have much lower school performance.
Often, the addict is hiding from the eyes of the family because there is a verbal or emotional pressure that gives him discomfort . He
prefers to be sheltered by critics and then goes to the games room,
"says psychotherapist Ciumăgeanu. Often the patient comes to the
doctor when he or she faces family pressure or divorce threats, for
example, but when they reconcile, there is a relap se, says
psychotherapist Ciumăgeanu. As in the case of alcohol addicts, when
we encounter addiction to the Internet, we first complain to family
members who ask us for advice. ( Ciumăgeanu:2013)
At the Panorama show, award-winning computer game mak er
Adrian Hon admitted to the BBC that In the 1950s scientists found that
mice who were taught to receive food by hitting a handle would
obsessively push him even if food did not come every time, but at
random. It works just as well for people. If you give them a button to
push and give them rewards for it at random, they will press it all the
time. " The difference is that people do not receive food like mice, as a
reward, but lives or extra qualities. The point is, he says, to create an
unstoppable desire t o make you want to play more. "
I think people do not really realize how strong the mechanics of
some games can be. One is okay, I play too much, and another is to
stop playing because some games are made so you do not want to
leave them.

60

(Image 34 ) (Image 35 )
2.6.4 Statistics of extreme cases
China,2007, Xu Yan, a 26-year -old teacher, died in Jinzhou after
playing online games for over 2 weeks on a holiday.
Also in 2007, a 30-year -old man died after having played on the
computer for 3 days without interruption. On Saturday afternoon he
fainted, was taken to the hospital but doctors could not save him.
Upon hearing the news, 100 Internet users have gone scared out of
that internet cafe. (Tassi:20 12)
Xia Yi, a 13-year -old boy, threw himself from a 24 -storey block of
his hometown, leaving a note in which he talked about his addiction
and the hope that he would reunite with three cyber -cheaters in
heaven. His parents were not mentioned in the letters.
In March 2005, a murder occurred in Shanghai, when Qiu
Chengwei stabbed his boyfriend Zhu Caoyuan, who sold on eBay a
dragon sword he had loaned from Legend of Mir. He was late to give
him the money (460 pounds), so he was killed while he was asleep.
China, unlike South Korea, has no laws to cover theft of virtual
items. He was sentenced to the death penalty with suspension, which
means he was going to spend the rest of his life in prison, with the
possibility of going out after 15 years for good -behavior.
In South Korea, m ore than 15 million people, or 30% of the
population, are registered as playing online in South Korea
In 2005, Seungseob Lee, 28, entered an Internet café in Taegu
City and Star Craft played almost continuously for 50 hours. When he
saw that he was missing on Friday, his mother asked his colleagues to

61

find him. When they found him, Lee told them he'd finish the game
and com e back home. He died a few minutes later. He went into
cardiac arrest and died. Six weeks ago, his girlfriend, also a player,
had separated from him, and he had been fired from the job for
repeated delays. A fri end said about the gamer that he was addicted
to games. (Tassi:2012)
In 2009, Kim Sa -rang, a three -month -old Korean girl, died of
malnutrition after both parents spent hours at an internet cafe growing
up a virtual child in the online Prius game. They were sentenced to 2
years imprisonment for negligent murder. Sentence was suspended for
Kim Yun -jeong, 25, who was expecting a baby in a few months. Her
partner, Kim Jae -beom, 41, was to serve the two -year sentence.
Vietnam
In 2007, a case was reported in which police arrested a 1 3-year –
old boy accused of killing and robbing a 81 -year -old woman. He
strangled the old woman with a string and buried it in the sand in front of the house. The killer earned $ 6.20.
In November 2006, Vietnamese police arrested a 15 -year -old boy
accused of extortion of money for computer games.
Another Vietnamese, Trinh Dinh Thanh, was arrested after asking
for $ 300 from a local businessman, threatening him to drop sulfuric
acid on his 15 -year -old daughter if he refuses to pay.
United St ates of America, February 2002, a woman in Lo isiana
sued Nintendo because her 30 -year-old son died as a result of
Nintendo 64 game attacks, which made him head and mouth table. He played for eight hours a day, six days a week, and, according to his
mother, had never had attacks before. Nintendo said he did not think
he was guilty of anything.
In November 2005, Gregg J. Kleinmark, 24, pleaded guilty for
two indictments of involuntary murder. He left twin children, Drew and
Bryn, unattended in the bat htub for 30 minutes to go to three rooms
away to smoke and play Game Boy Advance. The ten -month -olds died
drowned. Overwhelmed by guilt, his father tried to commit suicide. He
was sentenced to 10 years in prison.
A New Mexico woman, Rebecca Collee n Christie, was found
guilty of second-degree murder and child abandonment and sentenced
to 25 years in prison for allowing her daughter for three and a half
years to die of malnutrition and dehydration while she was busy with
Chat and World of Warcraft on line. His ex -husband expressed

62

reservations about his former wife's ability to care for a child. Their big
daughter was in charge of Christie's mother.
In October 2007, a 17-year -old teenager in Ohio, Daniel Petric
shot his parents, killing his mother, after they took a copy of Halo 3.
He went into their room and said, "Do you want to close your eyes? I
have a surprise for you. " The judge said the adolescent had planned
the crime for weeks. He planned to make this crime a suicide because he put the gun in his father's hand. He was sentenced to 23 years in
prison for crimes with aggravating circumstances.
In Florida, in 2010, Alexandra Tobias pleaded guilty to the
second- degree murder charge by shaking the child to death. She told
the investigators that her boy's cry had interrupted while FarmVille
was playing, a Facebook game. (Tassi:2012)
In November 2010, in South Philadelphia, Kendall Anderson, 16, killed his mother who raised him alone for taking his playstation. The
act was committed after a 90 -minute strike and was done by striking
20 times with a sharp hammer while she was asleep. The young man
said he had walked by meditating three hours about what to do. He
then tried to incinerate her but failed, broke his head with a chair,
dragged her behind the house and hid it.
In Canada, 2008, Brandon Crisp, a 15 -year -old from Ontario, fled
home on Thanksgiving Monday after his parents took Xbox 360 to play
Call of Duty 4: Modern Warfare for low school grades . He threatened
to leave his father again, convinced he was bluffing, even helped him
to pack his baggage. His dead body was found after 3 weeks. The
autopsy revealed that death was due to a fall from a tree.
2.6.5 Remedies and medical advice
Parents are advised not to forbid young people access to the
computer but to limit it by encouraging them to take a walk in the
park or start practicing a sport.
Pediatricians recommend reducing the time allocated to
computer games to two hours, arranging circums tances so that the
child plays in the living room and not in his room to prevent him from being isolated, encouragement to play with more children t o
encourage social stimulation.(Axe:20016)
Keith Bakker, the founder of Europe's first clinic fo r treating
video game addiction, says that children have arrived here because of
their parents' negligence or isolation from other children. He adds that
the problem is more social than psychological. For clinical addicts, she

63

has developed programs design ed to develop her social
communication and social skills. The clinic has treated hundreds of
young computer game addicts since the inauguration of the clinic in
2006.
There are drugs that attenuate the impulse to call games, but they do not extinguish it. Psychotherapy sessions aim to increase the
motivation of the person to give up games. At first it is assessed how motivated the man is for change.
In August 2005, when China had around 20 million players, the government introduced the restri ction to play online for more than 3
hours. If this passes, the character of the player was to lose his
qualities, and after more than 5 hours, warning messages ranging
from 15 to 15 minutes were said to say: "You have entered the
unhealthy game, please co me out play to get some rest. If you do not
do that, your health will be in jeopardy and the benefits you have earned will be reduced to 0 ". Players are forced to pause 5 hour s
before returning to the game.
In January 2006, restrictions were restricted to people under the age of 18. There have been reports that players under the age of 18
have succeeded in framing this restriction.
In July 2007, Chinese Internet companies offering games had to
install ed a program that requires users to use their personal numeric
ID on the identification card . After three hours, players under the age
of 18 are urged to do the "necessary exercise". If they continue to play software they cut off half of their points. If they stay for more than 5
hours, all points ar e lost.
Computer games or consoles, especially multiplayer online games, become an environment where the player can behave very
differently from real life: a young man who feels helpless or unconscious of his life can get to command troops and armie s, to
conquer new territories, and to wreak havoc in a virtual world, the real consequences completely lacking.
Young people (and not only) who feel that they have difficulties in making friends or seeing themselves as they want, games can give them a status that compensates for their own image, and this seduces
and catches them. The American Psychiatric Association believes that
the effects and symptoms of computer game dependence are similar
to those present and other addictions. The more of thes e are present,
the greater the need t o call for specialized support:

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-Most time is spent with computer games
-Irascibility in the absence of games
-Sleep disturbances
-Conflicting diet or personal hygiene
-Repeated episodes of sleeping / falling asleep at school
– Lower school performance
-Depending the truth about the frequency or duration of the game
– Preference for games in front of some activities such as: going out
with friends, sports, hobbies
– Withdrawal from social groups
In the Color Mind clinic, the computer game addiction treatment
program is a complex program with many components designed to
respond to the combination of effects and consequences in each
person's life, harmoniously combining the two important elements of
the recovery pr ocess, namely psychotherapy and medical treatment.
Thus, in a first step, a therapeutic team is formed, consisting of case manager, individual therapist and psychiatrist, who analyzes the
patient's situation as a whole:
Case Manager – looks at fam ily, social, professional, and legal
issues with their role in recovery (facilitating factors and obstacles to
recovery).
The psychiatrist – addresses the issues of physical and mental
health, assesses the risk of withdrawal, appreciates the need an d the
way in which detoxification will be achieved.
The individual therapist – at this stage, his role is to identify the
client's personal resources, the level of awareness of the affection,
motivation for change, confidence in his own potential fo r change, and
the importance he attaches to recovery.
To get rid of this addiction, you could try to use your computer
as a reward for constructive activities. For example, after an hour of
work, spend ten minutes on the computer to change two c onversations
with someone or, after a day of work, give you an hour of fun, but no
more than that. In this way, your program will be more orderly, but
you will need some will to put it into practice.
Another method would be to calculate the number of hours
spent weekly on your computer and then to propose to drastically
reduce it in the following way: if you spend 20 hours a week on your
computer, suggest you limit yourself to eight and "eat" them all in one
day of the week. If you spend almo st the entire Sunday in the Internet

65

or in your favorite online games, you will not feel guilty for that
because you followed a plan. , you will get to saturation, and the next
day the other activities will catch your interest. In the coming days, if
you f eel like giving up the temptation, think that you are at a short
distance from the well -deserved day, where the "vice" is allowed.

Conclusion
One of the main causes is nihilism, which is a characteristic
feature of modern culture, is the spirit in which the self and the
identity of the new man are built. It is one of the main viruses that
smell the minds of young people, adults, that is, the relativization of
the truth.
It is a strange, incomprehensible illness for those in the old generations, the manifestation of today's youth and adults,
indifference to faith, to any ideal, to truth in general. The lesson that both young people and adults receive from computer games can be
synthesized in a sentence by which Nietzsche captures the esse nce of
nihilism, namely: "There is no absolute truth, no more absolute state
of affairs."
We see young people today that they are no longer interested
in anything, they no longer have the power to fight for an ideal or a
belief, because it motiv ates them only material interest and pleasure.

Another consequence of exposure to computer games is the formation of a rebellious Nihilist attitude. The spirit of the negation or the revolt
is insinuating and becomes dominating the consciousness of the
players of these games.
After all these researches we can say that the quiet days of
childhood were gone when a news of a violent event was a rarity.
Today, thanks to new technologies, it does not pass a day without
listening to an outrageous news of violence or hearing a song with an
aggressive message. And 90% of the movies contain a sequence of
that kind. Everyday life is flooded with violence in public space, and if
we leave it, it can slowly slip into our private life. However, as an
adult, you can look at these facts with the distance and discernment
that maturity gives you. But kids?
They make the difference between reality and the fantasy world quite difficult, and they do not have the capacity to evaluate

66

these facts as their parents do. They fall much easier in the trap of
copying the characters they see and tend to imitate their favorite
characters or even if they do not, the violence they are exposed to
inevitably influences their behavior.
They do no t realize more aggressive, even if not behavior, at
least in language. However, some researchers such as Michael Real or
Raluca Ene also recall the educational benefits of games such as developing thinking skills, acquiring work strategies, developing
decision-making processes, rapid reflexes, spatial or hand- eye
coordination, and generalization and application of strategies to other
games or situations such as visual field comprehension, dynamic
graphics decoding, and "learning and error" learning. However ,
unanimously, researchers consider these benefits to be negligible in
abusive use of these technologies.
So, in conclusion, the cultivation of the same realities or activities that are undermined or replaced by computer games is the
best antidote in releasing their tyranny. Personal relationships, a rich
family life, contact with nature, practical activities at home and at
home, work in general, exercise, reading, and basically his faith and
deeds are just a few elements of a normal life ful filled where computer
games can be used moderately and wisely.

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Glossary of Terms

1.Avatar – the controlling character of the player, who represents him
in the game
2.Boss – designates a much stronger and more dangerous enemy tha n
other characters in the game
3.Bot-abbreviation from the robot. In the game, it designates a
character that is controlled by an artificial intelligence able to
reproduce a behavior sim ilar to that of a human player.
4.Bullet Time – This is a visual deceleration effect tha t allows the
player to see the movement of the bullets dropped from the firearms
5.Camp – refers to the action to camp. Generally speaking, it is about
when a player enters a higher, protected place to be able to kill enemies more easily. It's a bad move s een by online players.
6.Cheat Code – a series of codes that allow a player to crawl in a video
game, for example, becoming invincible or jumping to the next level.
These codes are fo und in the game program itself.
7.Combo – shortcut from combination. It's a chain of action that allows
the player to make a special move.
8.Crasher – dysfunction of the game software, which suddenly breaks
or goes off
9.Cut scenes – passage sequence, usually an animation scene during
which the player has no control and is happy to look.
10.FPS – Shooting Game from the Subjective Perspective. The point of
view of the game is placed at the level of the character's eyes
11.Fragger – the action to eliminate the enemy
12.Game over – what the player fears the most. This expression
means either he has reached the end of the game or has lost the
game.
13.Gather – the action where more players reunite in the same team
to pla y together against other teams.
14.Hardcore gamer – extremely passionate gamer, who is very
involved in video games and knows the smallest detail. 15.Kick – in particular, the word designates the action by which the
player is kicked out of a server, most often due to inappropriate
behavior.

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16.Lamer -insult commonly us ed among virtual space players.
17.MMOG – Massively Multiplayer Online Game, som etimes with
millions of players
18.MMORPG – Massively Multi player Online Role Playing Game
19.Newbie – short for new begginer, refers to a beginner
20.Non playing character (NPC) – refers to a character that is
controlled by the game software and not by the player
21.Offline – off-line, a single player game that does not require a
connection to the boarding school
22.Online -connected to the network, a game that can only be played
through an internet connection.
23.RPG – Role Playing Game, role-playing online
24. 3D graphics – Graphic rendering technique featuring three-
dimensional objects.
25. action game – A game genre emphasizing physical challenges,
hand– eye coordination and reflexes. It includes fighting
games, shooter s, and platformer s.
26. character class – A profession that determines a character's
abilities as well as positive and negative a ttributes
27. cheat – A game code that allows the player to beat the game or
acquire benefits without earning them
28. level editor – A program, either provided within the game software
or as separate software product, that allows players to create new
levels for a video game.
29. N.P.C. (Non- Player Character) (noun) – a game character under
the control of the A.I.
30. RTS (Real Time Strategy Games) (noun) – The player has a high
degree of control over armies and individual units, as well as building
bases, gathering resources, and developing technology. Age of
Empires III is an example of an RTS game.
31. (VGA) – Video game addiction – it has been suggested by some in
the medical community as a distinct behavioral addiction characterized
by excessive or compulsive use of computer games or video
games that interferes with a person's everyday life

69

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73

List o f Images

Chapter I Images:

1) Spacewar 1961 – http://www.computerhistory.org/pdp –
1/spacewar/ [Accessed 18 July 2017]
2) Wolfenstein 2 : The New Colossus –
https://segmentnext.com/2017/06/17/wolfenstein -2-new-
colossus- characters- know -playing/ [Accessed 18 July 2017]
3) Assasins Creed:Origins –
http://www.denofgeek.com/us/games/assassins –
creed/235887/assassins -creed -origins -and-the-story-so-far
[Accessed 19 July 2017]
4) Middle Earth: Shadow of War – https://www.instant-
gaming.com/en/2227 -buy-middle -earth -shadow -of-war-
xbox- one/ [Accessed 22 July 2017]
5) Call of Duty: WWII – https://www.callofduty.com/wwii
[Accessed 22 July 2017]
6) Lawbreakers – http://lawbreakers.nexon.net/en [Accessed
22 July 2017]
7) Sea of Thieves –
https://www.independent.ie/entertainme nt/games/previews
/sea-of-thieves -preview -shipshape -and-raring -to-go-
36626039.html [Accessed 23 July 2017]
8) Sigheru Miy amoto –
https://ro.wikipedia.org/wiki/Shigeru_Miyamoto [Accessed
18 August 2017]
9) John Alfonso Romero – https://imgur.com/gallery/pAqySx7
[Accessed 18 August 2017]
10) Mario – https://hiroki -80.deviantart.com/art/Pixel -art-
super- mario -166001767 [Accessed 19 August 2017]
11) Prince of Persia – http://www.popuw.com/apple.html
[Accessed 19 August 2017]

74

12) Euro Truck Simulator – https://www.microsoft.com/ro –
ro/store/p/euro -truck-simulator -2017/9nblggh3zjjn
[Accessed 20 August 2017]
13) Guitar Hero – https://www.amazon.com/Guitar -Hero-3-
Soundtrack/dp/B000W7Y1VK [Accessed 20 Augustt 2017]
14) Ico – http://game -accessibility.com/game/ico/
[Accessed 21 August 2017]
15) Warhammer –
https://www.tabletopgaming.co.uk/board –
games/news/warhammer- 40000s -major -new-edition -is-out-
next-month [Accessed 21 August 2017]
16) Medal Of Honor – https://www.geek.com/games/ea –
says-there -wont-be-anymore -medal -of-honor- games –
1538033/ [Accessed 20 November 2017]
17) Sim City – https://www.ea.com/games/simcity/simcity –
buildit [Accessed 20 November 2017]
18) Age of Empires – https://www.amazon.co.uk/Microsoft –
Age-Empires -Collectors -PC/dp/B00004XR91 [Accessed 20
November 2017]
19) World of Warcraft – https://worldofwarcraft.com/en- us/
[Accessed 20 November 2017]
20) Second Life –
https://www.thriveglobal.com/stories/20876 -second -life-
create -your- virtual -world -with-your-imagined -stories
[Accessed 20 November 2017]
21) X and 0 –
https://www.thocp.net/software/games/early_years.html
[Accessed 20 January 2018]
22) Tetris – https://www.amazon.c o.uk/Tetris -Online –
Inc/dp/B00HAOGSYG [Accessed 20 January 2018]
23) Pac Man –
http://www.geekexchange.com/news/scientists -get-bored-
and-create -a-microscopic- pac-man/ [Accessed 20 January
2018]
24) Pong – http://www.pong.com/ [Accessed 10 February
2018]

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25) Super Mario Bros –
http://logos.wikia.com/wiki/File:Super -mario -bros-logo.jpg
[Accessed 10 February 2018]
26) Super Metroid –
https://en.wikipedia.org/wiki/Super_Metroid [Accessed 10
February 2018]
27) Solitaire – https://www.mirror.co.uk/tech/genius-
reason -microsoft -put-solitaire-9677805 [Accessed 10 April
2018]
28) Games Collage –
https://www.pinterest.com.au/pin/399342691942145745/
[Accessed 10 April 2018]

Chapter II Images:

29) Designed to addict –

[Accessed 8 May 2018]
30) Your childs brain on technology –
https://www.greatschools.org/gk/articles/child -brain-
development -and-video -games/ [Accessed 8 May 2018]
31) Call Of Duty 4 –
https://www.macupdate.com/app/mac/28852/call -of-duty-
4-modern -warfare [Accessed 8 May 2018]
32) Video Games Ruined my L ife –
http://internet.addictionblog.org/video- game -addiction -top-
10-signs-and-symptoms -of-pathological -gaming/ [Accessed
15 May 2018]
33) Real World vs Virtual World –
https://activerain.com/blogsview/5025152/real -world -vs-
virtual -world –where -do-you-reside – [Accessed 15 May
2018]
34) Addicted to Computer Games Child –
http://233times.com/2018/04/video -game -addiction- to-be-
classified -as-a-disease/ [Accessed 15 May 2018]

76

35) Addicted to Computer Games –
http://www.youngmarketing.co/programacion- web-un-
requisito -para-graduarse -en-la-escuela -del-futuro/
[Accessed 15 May 2018]

77

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