Non-game
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Non-game
Non-games are a class of software on the border between video games and toys. The term "non-game game" was coined by late Nintendo president Satoru Iwata, who describes it as "a form of entertainment that really doesn't have a winner, or even a real conclusion". Will Wright (game designer), Will Wright had previously used the term "software toy" for the same purpose. The main difference between non-games and traditional video games is the lack of structured goals, objectives, and challenges. This allows the player a greater degree of self-expression through freeform play, since they can set up their own goals to achieve. Some genres that have been considered non-games include Computer-assisted language learning, language-learning software, digital tabletop games, Puzzle video game, puzzle games, Simulation video game, simulation games, and art games. History Non-games have existed since the early days of video games, although there hasn't been a specific term for them. One of ...
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Art Game
An art game (or arthouse game) is a work of interactive new media digital software art as well as a member of the "art game" subgenre of the serious video game. The term "art game" was first used academically in 2002 and it has come to be understood as describing a video game designed to emphasize art or whose structure is intended to produce some kind of reaction in its audience. Art games are ''interactive''Holmes, Tiffany. Arcade Classics Span Art? Current Trends in the Art Game Genre''. Melbourne DAC 2003. 2003. (usually ''competitive'' against the computer, self, or other players)Cannon, Rebecca. "Introduction to Artistic Computer Game Modification". Plaything Conference 2003 (Sydney, Australia). October 2003. and the result of ''artistic intent'' by the party offering the piece for consideration.Stalker, Phillipa Jane. Gaming In Art: A Case Study Of Two Examples Of The Artistic Appropriation Of Computer Games And The Mapping Of Historical Trajectories Of 'Art Games' Ver ...
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Casual Gamer
A gamer is a proactive hobbyist who plays interactive games, especially video games, tabletop role-playing games, and skill-based card games, and who plays for usually long periods of time. Some gamers are competitive, meaning they routinely compete in some games for money, prizes, awards or the mere pleasure of competition and overcoming obstacles. In some countries such as the UK and Australia, the term "gaming" can refer to legalized gambling, which can take both traditional and digital forms, through online gambling. There are many different gamer communities around the world. Since the advent of the Internet, many communities take the form of Internet forums or YouTube or Twitch virtual communities, as well as in-person social clubs. Originally a hobby, it has evolved into a profession for some. In 2021, there were an estimated 3.24 billion gamers across the globe. Etymology The term ''gamer'' originally meant ''gambler'', and has been in use since at least 1422, when t ...
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Alien Garden
''Alien Garden'' is a non-game for the Atari 8-bit family published by Epyx in 1982 by Bernie DeKoven and programmed by virtual reality pioneer Jaron Lanier. Designed with an emphasis on the need for experimentation, ''Alien Garden'' was described by its creators as an art game, and ranks among the earliest art games. Its release predates Lanier's ''Moondust'' by a year. Gameplay Gameplay consists of a side-scrolling world covered in 24 different kinds of crystalline flowers resembling gypsum flowers. The player controls an embryonic animal as it grows, survives and reproduces through 20 generations. Difficulty is introduced through the lack of instructions in the game. As such, the player must employ trial and error techniques to determine which flowers are edible, which flowers shrink or grow when stung, and which flowers are fatal or explosive when touched. The player may use either the organism's tail, stinger, or wings to bump or otherwise make contact with them. To maintai ...
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Surround (video Game)
''Surround'' is a video game programmed by Alan Miller and published by Atari, Inc. for the Atari Video Computer System (later known as the Atari 2600). It was one of the nine Atari VCS launch titles released in September 1977. ''Surround'' is an unofficial port of the arcade video game ''Blockade'', released the previous year by Gremlin Industries. It is the first home console version of the game that became widely known across many platforms as ''Snake''. Atari licensed it to Sears which released it under the name ''Chase''. Gameplay Like its predecessor ''Blockade'', the object of ''Surround'' is to maneuver a square across the screen, leaving a trail behind. A player wins by forcing the other player to crash into one of the trails.''Surround'' manual, "1. Introduction (Game Play Objective)", Atari, Inc., 1977 Twelve game variations include options allow for speed-up, diagonal movement, wrap-around, and "erase" (the choice to not draw at a given moment). In addition, the ...
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I, Robot (video Game)
''I, Robot'' is an arcade shooter game developed and released in 1984 by Atari, Inc. Designed by Dave Theurer, only a total of 750–1000 arcade cabinets were produced. The arcade machine comes with two games. The first is ''I, Robot'', a multi-directional shooter that has the player assume the role of "Unhappy Interface Robot #1984", a servant bot that rebels against Big Brother. The object of the game involves the servant bot going through 126 levels, turning red squares to blue to destroy Big Brother's shield and eye. The player can switch to the second game, ''Doodle City'', a drawing tool that lasts for three minutes. ''I, Robot'' was the first commercially produced arcade video game rendered entirely with real-time, flat-shaded, 3D polygon graphics. Previous real-time 3D graphics were vector lines instead of rasterized polygons, one example being Atari's ''Tempest'' (1981) a "tube shooter" which Dave Theurer had also designed and programmed. While Funai's laserdisc game '' ...
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Satoru Iwata
was a Japanese businessman, video game programmer, video game designer, and producer. He was the fourth President (corporate title), president and chief executive officer (CEO) of Nintendo from 2002 until his death in 2015. He was a major contributor in broadening the appeal of video games by focusing on novel and entertaining games rather than top-of-the-line hardware. Born in Sapporo, Iwata expressed interest in video games from an early age and created his first simple game while in high school. He majored in computer science at the Tokyo Institute of Technology. In 1980, he joined the game developer HAL Laboratory while attending the university. At HAL, he worked as a programmer and closely collaborated with Nintendo, producing his first commercial game in 1983. Games to which he contributed include ''EarthBound'' and many games in the ''Kirby (series), Kirby'' series. Following a downturn and near-bankruptcy, Iwata became the president of HAL in 1993 at the insistence of Ni ...
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Computer-assisted Language Learning
Computer-assisted language learning (CALL), British, or Computer-Aided Instruction (CAI)/Computer-Aided Language Instruction (CALI), American, is briefly defined in a seminal work by Levy (1997: p. 1) as "the search for and study of applications of the computer in language teaching and learning".Levy M. (1997) ''CALL: context and conceptualisation'', Oxford: Oxford University Press. CALL embraces a wide range of information and communications technology applications and approaches to teaching and learning foreign languages, from the "traditional" drill-and-practice programs that characterised CALL in the 1960s and 1970s to more recent manifestations of CALL, e.g. as used in a virtual learning environment and Web-based distance learning. It also extends to the use of corpora and concordancers, interactive whiteboards,Schmid Euline Cutrim (2009) ''Interactive whiteboard technology in the language classroom: exploring new pedagogical opportunities'', Saarbrücken, Germany: VDM V ...
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Pinball Construction Set
''Pinball Construction Set'' is a video game by Bill Budge written for the Apple II series, Apple II. It was originally published in 1982 through Budge's own company, BudgeCo, then was released by Electronic Arts in 1983 along with ports to the Atari 8-bit family and Commodore 64. The game created a new genre of video games: the game creation system, construction set. Users can build and play their own virtual pinball machine by drag and drop, dropping Pinball#Bumpers, bumpers, Pinball#Flippers, flippers, Pinball#Spinners and rollovers, spinners, and other parts onto a table. Attributes such as gravity and the physics model can be modified. Tables can be saved to floppy disks and freely traded; ''Pinball Construction Set'' is not needed to play them. Versions were released for the IBM Personal Computer, IBM PC (as a self-booting disk) and Macintosh in 1985. EA followed ''Pinball Construction Set'' with ''Music Construction Set'', ''Adventure Construction Set'', and ''Racing Destr ...
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Nintendo DS
The is a handheld game console produced by Nintendo, released globally across 2004 and 2005. The DS, an initialism for "Developers' System" or "Dual Screen", introduced distinctive new features to handheld games: two LCD screens working in tandem (the bottom one being a touchscreen), a built-in microphone and support for wireless network, wireless connectivity. Both screens are encompassed within a clamshell design similar to the Game Boy Advance SP. The Nintendo DS also features the ability for multiple DS consoles to directly interact with each other over Wi-Fi within a short range without the need to connect to an existing wireless network. Alternatively, they could interact online using the now-defunct Nintendo Wi-Fi Connection service. Its main competitor was Sony Interactive Entertainment, Sony's PlayStation Portable during the seventh generation of video game consoles. Prior to its release, the Nintendo DS was marketed as an experimental "third pillar" in Nintendo's cons ...
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SimCity 2000
''SimCity 2000'' is a City-building game, city-building Simulation game, simulation video game jointly developed by Will Wright (game designer), Will Wright and Fred Haslam (game designer), Fred Haslam of Maxis. It is the successor to ''SimCity (1989 video game), SimCity Classic'' and was released for Apple Macintosh personal computers in 1993, after which it was released on other platforms over the following years, such as the Sega Saturn and Super Nintendo Entertainment System, SNES game consoles in 1995 and the PlayStation (console), PlayStation in 1996. ''SimCity 2000'' is played from an isometric perspective as opposed to the previous title, which was played from a top-down perspective. The objective of the game is to create a city, develop residential and industrial areas, build infrastructure and collect taxes for further development of the city. Importance is put on increasing the standard of living of the population, maintaining a balance between the different sectors, an ...
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SimCity
''SimCity'' is an open-ended city-building video game series originally designed by Will Wright. The first game in the series, ''SimCity'', was published by Maxis in 1989 and were followed by several sequels and many other spin-off "''Sim''" titles, including 2000's ''The Sims'', which itself became a best-selling computer game and franchise. Maxis developed the series independently until 1997, and continued under the ownership of Electronic Arts until 2003. EA commissioned various spinoffs from other companies during the 2000s, focusing on console and mobile releases. A 2013 EA-Maxis reboot was subject to what has been described as "one of the most disastrous launches in history", which may have triggered the 2015 shutdown of Maxis Emeryville and the end of the franchise. Gameplay ''SimCity'' titles are real-time management and construction simulators. Across most titles, the player (acting as mayor) is given a blank map to begin and must expand the city with the budg ...
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ANALOG Computing
''ANALOG Computing'' (an acronym for Atari Newsletter And Lots Of Games) was an American computer magazine devoted to the Atari 8-bit family of home computers. It was published from 1981 until 1989. In addition to reviews and tutorials, ''ANALOG'' printed multiple programs in each issue for users to type in. The magazine had a reputation for listings of machine language games–much smoother than those written in Atari BASIC—and which were uncommon in competing magazines. Such games were accompanied by the assembly language source code. ''ANALOG'' also sold commercial games, two books of type-in software, and access to a custom bulletin-board system. Originally the title as printed on the cover was ''A.N.A.L.O.G. 400/800 Magazine'', but by the eighth issue it changed to ''A.N.A.L.O.G. Computing''. Though the dots remained in the logo, it was simply referred to as ''ANALOG'' or ''ANALOG Computing'' inside the magazine. While the program listings were covered under the m ...
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