Presentation about computer games. Presentation "the history of the development of computer games"

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The whole truth about computer games

What is our life? The game…

Many people choose computer games as a way to relax after a hard day at work. Others resort to them in order to dispel boredom. In any case, games help brighten up leisure time and pass the time unnoticed.

For some, it is attractive to be able to pass levels over and over again, doing this in the best possible way. For such people, it is not as important to win as it is to win in a perfect way. Some, on the contrary, want to go faster new game, and are ready to do this using any hints and ready-made passwords, they are not interested in the intellectual process of the game itself and the search for options for passing it, they just need a strong feeling of novelty. After that, they lose interest in the toy and are already looking for a new game that will give them new emotions.

Goals and objectives of the project: Find out: computer games - harmful or useful? Conduct a review of computer games. Compare and analyze the points of view of scientists on this issue. Explore internet addiction.

On the benefits and harms of computer games So, what is terrible about computer games? Here are some of the negative effects: reduced mobility, worsening visual acuity, narrowing the range of interests. And some games are considered to provoke aggressive behavior. In addition, games make people live in some other world, according to other rules, tearing a person away from reality. Consider the negative and positive factors in more detail.

All computer games can be dynamic or non-dynamic. If you can leave the computer at any time, say, for an hour, and then return and continue the interrupted game from that place, then this game is not dynamic. Dynamic games do not provide time for reflection, in such games one cannot be distracted not only for an hour, but even for a second. Such games require fast reactions and good command of the keyboard and mouse.

Games of the genre "I'm looking for" develop attention The biggest harm caused by the computer is considered to be an adverse effect on vision. This problem was especially relevant in those days of monitors with cathode ray tubes. Now, looking at the monitor is no more harmful than looking at an album of photographs. For vision, immobility of the pupil is harmful, since in this case the eye is poorly moistened with a tear, but in games of this type, you have to run your eyes over the entire screen in search of the next object.

Adventure games are very popular. But all of them are disposable, because if you know the right way, it costs nothing to win. The player who plays this game cannot gain any experience. They allow you to immerse yourself in a fantasy world, become a participant in interesting events. Adventure games can be arcade and quest games. Arcades usually require a good reaction from the player, and quests offer to unravel the tangle of secrets. Among the adventure games there are games of the survival-horror class (translated as “survival in horror”) - their plot is similar to the plot of a horror movie. The impact of such games is worth thinking about.

Detrimental effect on the psyche "rpg" and "flying". These are mostly fast-paced games and are very hard to put down due to their non-stop storytelling. Blood is shed in these toys, and there is practically no information filling. The most harmful, of course, is considered "Counter Strike". Millions of teenagers around the world are hacking into it for days, and not always “for no reason”. A few in country tournaments win money, but millions and millions of them lose money, without thinking that they lose not only money, but also time.

“Racing” and “sports” games, such as football “Fifa” or basketball “NBA Live”, have less effect on the psyche. There are also hockey, baseball and others. These toys are approximately neutral in terms of mental impact - they do no harm, but there is also no benefit from them, only a waste of time.

The first computer games were strategic (strategy). Most people believe that these games develop thinking and broaden their horizons. The prototype of strategic games is chess. For some players, the beauty of strategy games is that they give you the opportunity to feel like a leader, a person endowed with power, but not burdened with the responsibility that comes with real power.

So, the pride of the creation of "toy" programmers - strategies! These types of toys are recognized by the majority not only not harmful, but even useful! Their nature provides for a problem that should be solved not by quickly and accurately pressing the keys, but by choosing the right strategy and tactics for conducting actions, that is, the real intellect, the player’s brains. Who does not believe - try to play for yourself at least in the peaceful Civilization "Сivilization" or "Sim sity". By the way, wars are not always fictional. Playing, for example, "Cossacks" ("Cossacs"), you can well replenish your knowledge of history. In addition, there is a real interest in studying the history of the very period in which the game action takes place.

Tactics covers the study, development, preparation and conduct of all types of activities. Strategy is a general, plan for any activity covering a long period of time, a way to achieve a complex goal. Tactics and Strategy

Computer games develop: reaction rate; fine motor skills of the hands; visual perception of objects; memory and attention; logical thinking; hand-eye coordination. Computer games teach a child to: classify and generalize; think analytically in a non-standard situation; achieve your goal; improve intellectual skills. BENEFIT

The bad thing is that if the regime is not observed, the computer turns from friend into enemy. We must not forget that everything is good in moderation. Good wonderful games, so useful, can become harmful. Too long being in front of the computer can lead to visual impairment, as well as to the psychological dependence of the child on the virtual world. And then what is the HARM?

Avid gamers complain about: Irritability Inability to concentrate Difficulties in communication Scientific point of view!!!

Computer games change the structure of the brain, scientists have found. Studies have shown that gamers suffer from an increase in the so-called ventral striatum, which is also called the reward center. This part of the brain is activated when a person experiences the pleasure of winning. By the way, an interesting fact: over time, gamers begin to experience pleasure not from winning, but from the process itself.

Parents: Don’t tear yourself away from the computer Performs household chores “under pressure” Spends little time outdoors There is no time to talk like a human being Teachers: It is necessary to choose logical and educational games Spend no more than 30 minutes at the computer Opinion of parents and teachers

Researchers warn that computer games affect the child's psyche, emotionality and creativity. Mostly boys are fond of computer games. Parents are negative about their children's passion for computer games, and teachers generally support them. Conclusions:

Test: "Are you addicted to the Internet?"

1. How often do you find yourself staying online longer than you intended? 2. How often do you abandon your household chores to spend more time online? 3. How often do you prefer online entertainment to intimacy with your partner? 4. How often do you build new relationships with online friends? 5. How often do your friends complain about the amount of time you spend online? Answers are given on a five-point scale: 1 - very rarely, 2 - sometimes, 3 - often, 4 - very often, 5 - always.

6. How often does your education suffer because of time spent online? 7. How often do you check your e-mail before doing something else? 8. How often does your work efficiency or productivity suffer because of the use of the Internet? 9. How often do you resist talking or hiding when asked about what you did online? 10. How often do you push negative thoughts about your life into the background, replacing them with soothing thoughts about the Internet?

11. How often do you feel a pleasant anticipation of the upcoming entry into the network? 12. How often do you fear that life without the Internet will become boring, empty and uninteresting? 13. How often do you get annoyed, yell if something interrupts you when you are online? 14. How often do you lose sleep when online late? 15. How often do you feel consumed by the Internet when you are not online, or imagine that you are there?

16. How often do you notice yourself saying “just a few more minutes...” when you are online? 17. How often do you try unsuccessfully to cut down on your online time? 18. How often do you try to hide the amount of time you spend online? 19. How often do you prefer to be online instead of meeting people? 20. How often do you feel depressed, in a bad mood, nervous when you are not online, which soon disappears as soon as you go online? With a score of 50-79, you should consider the serious impact of the Internet on your life. With a score of 80 or more, you are highly likely to have an Internet addiction and you need specialist help.

There are 13 students in the class. Girls-6 pers. Boys-7 people. Tested-13 people. The sum of points is 50-79 (it is worth considering the serious impact of the Internet on your life) - 10 people. The total score is 80 and above (you are highly likely to have an Internet addiction and you need specialist help) - 0 person. Less than 50 points - 3 people. Test results:

If you go beyond the limit, then the most pleasant will become the most unpleasant ... Democritus

http://ru.wikipedia.org/wiki/%D0%A2%D0%B0%D0%BA%D1%82%D0%B8%D0%BA%D0%B0 http://ru.wikipedia.org/ wiki/%D1%F2%F0%E0%F2%E5%E3%E8%FF http://compgamer.ru http://www.adv-portal.ru http://start-hlds.3dn.ru http ://www.psimaster.ru/test-na-internet-zavisimost http://www.mczone.ru/reviews/134 http://gamef.ru/viewtopic.php?id= Sources.


Zoya Tokareva
Presentation "Games with ready-made content and rules"

Presentation "Games with ready-made content and rules"

The game is the leading activity of preschoolers

The value of play for a preschool child

The game affects the development of all cognitive processes: thinking, attention, memory and, of course, imagination.

In the game, the child actively communicates with peers. This affects his communication skills.

During the game, the mental activity of the child develops

The game is a way of processing the impressions and knowledge received from the outside world

Didactic games

Children solve mental tasks proposed to them in an entertaining way, and in a game situation, the child understands the very need to acquire new knowledge and methods of action.

Games with objects

Toys and real items

Board printed games

word games

Outdoor games

Outdoor games have great potential for beneficial effects on health and physical development children.

Outdoor games contribute to the education of intelligence, observation, attention, imagination, the development of positive feelings.

Outdoor games are based on a variety of movements: running, throwing, climbing, jumping.

Music games

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Story. The first primitive computer games were developed in the 1950s and 1960s. They ran on platforms such as university mainframes and EDSAC computers. In 1952, the OXO program, a tic-tac-toe simulation, was created by A. S. Douglas as part of his doctoral dissertation at the University of Cambridge.


Story. In 1958, William Higinbotham created "Tennis for Two" to entertain visitors. In 1962, Steve Russell developed the Spacewar! for the PDP-1 minicomputer at the Massachusetts Institute of Technology. In 1967, Baer created a ping-pong game similar to Tennis for Two.






Development. The development of video games is carried out by a developer, who can be represented by either one person or a company. The development of an AAA project costs from a million dollars or more. The average project budget ranges from 18 to 24 million dollars. The development process of a typical modern game takes about a year, for AAA projects it can take up to 2-3 years, the development cycle of ordinary "casual" games takes about 4-6 months, despite the fact that there is a pipeline development of 2-3 projects at once.


Industry of computer games. The PC game industry began as an enthusiastic movement in the mid-1970s and has grown from a small market to the mainstream over several decades, with annual revenues of $9.5 billion in the US in 2007 and $11.7 billion in 2008. Both large players and small firms and startups, as well as independent developers and communities (eg Kick starter, etc.) work on the market.


Milestones e: The history of the industry began in 1971 with the launch of the arcade game Computer Space. The following year, Atari released the first commercially successful video game, Pong. The game Space Invaders appears. Over 360,000 arcade machines have been sold worldwide. Space game Invaders, thus the game earned $2 billion in 25 cent coins in 1982, which is $4.6 billion in 2011 prices.


Milestones e: By the early 1980s, the "golden era of arcade games" was in full swing. The most significant game of that period was Namco's Pac-Man released in 1980, which sold more than 350,000 machines and earned more than $1 billion in a year.


Steps e: Widespread adoption of CD-ROM for data distribution and storage; wide use operating systems GUI based ones such as AmigaOS, Microsoft Windows and Mac OS; significant development of 3D graphics technologies and the widespread use of 3D graphics processors, the transition to 3D graphics as a de facto standard for game visualization; continued improvement of CPU performance, comprehensive development of the architecture; miniaturization of hardware and mass distribution of mobile phones, which led to the emergence of mobile gaming applications; the advent and spread of the Internet, which led to the availability of cooperative play in the second half of the decade, which led to the emergence of e-sports.


Milestones e: During this period, games continued to drive the development of computer technology, which was subsequently used for other purposes. During this period, many casual and indie games were created and became popular, the most famous of which are Braid, Limbo (game), Minecraft. The direction of games for mobile platforms was also growing stronger, the direction of creating games for social networks appeared. The developer Zynga of games for the social network   is especially well-known. Other examples of successful platforms for PC games are iOS and Android.




Online games and their impact. The most addictive games are most often considered online, especially MMORPGs. There are cases when too long a game led to fatal consequences. So, in October 2005, a Chinese girl (Snowly) died of exhaustion after playing World of Warcraft for many days. After that, a virtual funeral ceremony was held in the game.



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Later, a visualized version of the MUD game appeared - the PbEM game. You can play them with Email. Communication takes place through a server that sends players information about the state of the game world and its characters. And the players in emails send their commands to the server. AT latest versions such online games, it is possible to receive visual reports on the state of the game. They were very popular at the time online games s that were held in chat rooms. In this case, it was possible to talk and play. Such an idea quickly caught on, as chatting was very fashionable at that time. The most famous in Russia were such Online Games as Way of Warrior, which translates as "Way of the Warrior", and "Fight Club", which appeared a little later. The most successful and widespread version of online games known today are MMORPG (Massively Multiplayer Online Role Playing Game), which means Massively Multiplayer Online Role-playing game. Such games can be played in real time, and a large number of players can participate in them at the same time. Later, a visualized version of the MUD game appeared - the PbEM game. You can play them via email. Communication takes place through a server that sends players information about the state of the game world and its characters. And the players in emails send their commands to the server. In the latest versions of such online games, it is possible to receive visual reports on the state of the game. At one time, online games that were played in chat rooms were very popular. In this case, it was possible to talk and play. Such an idea quickly caught on, as chatting was very fashionable at that time. The most famous in Russia were such online games as Way of Warrior, which means "Way of the Warrior", and "Fight Club", which appeared a little later. The most successful and widespread version of online games known today are MMORPG (Massively Multiplayer Online Role Playing Game), which means Massively Multiplayer Online Role Playing Game. Such games can be played in real time, and a large number of players can participate in them at the same time. Their number can reach several thousand.

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