Tuesday, 15 February 2011

Game Boy Pictures





















Platform and Distribution Game Boy Line

Introduction

This essay report will be about the Game boy Line; including information about key facts such as over 650 games has been released for the original and pocket Game Boy units to date. Cultural issues like the Game Boy was released to the Japanese public in 1989 two years later in the US. Social issues including what were their intentions when they designed the first one? – Who was it for? Economic issues such as the place of the console in the market and how is it marketed? Technological issues including the technical advances and restrictions that have affected the consoles design throughout the years and the different types of Game Boy consoles. My own opinion will be included throughout the report with a conclusion at the end.

Social Issues and History of the Making

The Game Boy was developed by a man named Gunpei Yokoi an engineer had helped to guide Nintendo into both the toy and arcade markets, and in 1980, he found a way to bring the two together. It wasn't the Micro vision that inspired him, but an everyday observation. As the story supposedly goes, Yokoi was riding the train to work, when he saw a businessman trying to amuse himself with a small LCD pocket calculator. It was here that it dawned on him that there might be a way to do something considerably more fun and technically most advanced with the same basic technology. He realised that he could even throw in some practical functionality. Yokoi idea worked and it was eventually called the Game & Watch, created in 1980 it became the first step forward towards the Game Boy line.

The Game & Watch titles were perfectly crafted for their meagre limitations. They never overreached what the technology could do, and they were fun to play. Just as importantly, they were small, lightweight, and rugged – nothing like the bulky, irregular LED games marketed by other toy companies. Anyone from a child to a businessman could toss one of Nintendo's games in their pocket without having to pay another thought to it.

The Game & Watch design and created to be a handheld console for travel use as well as individually used as a independent entertainment console, The console and games most seem to attract to boys and young men as most of the games were puzzle based or had included beating the high score. However the console did attract some female audiences with the games Mario and Green House, before it was silently agreed to aim the handheld console games and ideas towards the male industry and thus the Game Boy was invented.

Economic Issues

For the economical issues it wouldn’t be until years later that Yokoi wanted to combine the best features of the successful Nintendo Entertainment System (NES) with the portability of the Game & Watch handhelds, the first prototype of the Game Boy was produced in 1987 and expectations at Nintendo were high, the prototype was a success the console was officially launched in 1988, the Nintendo Game Boy constantly remained a top seller over its product life, with each new unit carrying on the popularity and innovations of its predecessor. The Game Boy holds the record for the bestselling handheld gaming device in the world, and it is the gold standard of the portable gaming industry. Nintendo of Japan president Hiroshi Yamauchi predicted that it would sell over 25 million in the first three years. An interesting move was the choice of game to be sold together with the Game Boy. Out of all the games, Tetris (A game developed by a Russian mathematician that has sold over 1 million copies to date) was chosen mostly for it’s easy to design and mass produce, the game itself however was not the most fun to play however.

It wasn’t however till the Game Boy was released to the Japanese public in 1989 or two years later in the US, three years after its initial release it had sold over 32 million units and continued going from strength to strength throughout the '90s. By 1997 though, a new and improved Game Boy called the Game Boy Pocket was released with a better quality "clear" LCD screen and a smaller size. It was much lighter than the original. As a result, more games were released for the Game Boy and various accessories such as the camera and printer were also released. Over 650 games have been released for the original and pocket Game Boy units to date.

The Game Boy was set up to contend with the Atari’s handheld, now called Lynx, which was released just a few months behind the Game Boy Launch. The battle was over before it began, Atari's system may have had better graphics, better sound, a huge full-colour screen, and even a respectable line-up of original games, but Nintendo's practical approach won out. The Game Boy sold for less than £60 while the Lynx was sold for twice that. The Game Boy got more than twice the battery life, and it was only a fraction of the size.

The Game Boy ruled the handheld console world for just over a decade, by 1993 though the Game Boy was steadily losing market, the Game Boy Pocket was released in 1996 and the Game Boy Light in 98 (GBL only sold in Japan).

Technological Issues

Technically the Game Boy has evolved and advanced in many different ways Such as Nintendo didn't invent the handheld console, but they did pioneer the handheld gaming market. Many had tried before, with varying degrees of success, but none had truly entered the mainstream the way home consoles did. Mattel and other toy companies started making portable games and electronic toys in the '70s, and in 1979, Milton Bradley released the Micro Vision, the very first programmable handheld game console, with a library of 11 games. They had all the right ideas – an LCD matrix screen, interchangeable cartridges, and decent battery life. Unfortunately, technology just wasn't ready yet. The 16-by-16 resolution screen and 0.1 MHz CPU were barely enough to shuffle a few squares around and hardly sparked the imagination. The processor power wasn't there to drive a real game so when Gunpei Yokoi's design offered an elegant solution that would eventually become the basis for nearly all stand-alone handheld games on the market: a custom-printed LCD screen designed to display game characters and objects, not pixels. A single byte could move a whole character instead of a tiny square, and whimsical artwork would breathe life into his simple games.

The Game Boy Line

Game & Watch

The manufacturer is Nintendo, the console type is handheld and it’s classed as a 3rd generation console unit despite it coming out in the 2nd generation era. The Game & Watch first sold in 1980 and continued sells all the way up through the 4th generation era to 1991. Just over 43 million console units were sold with the best selling game being Mario and Donkey Kong, in the media of game cartridges. The Game & Watch uses LR4x/SR4x “button-cell” batteries, the same type used in most laser pointers or handheld calculators. Different models were manufactured, with some having two screens and a clam-shell design.

Game Boy

Nintendo then manufactured the Game Boy also a handheld console that was released in the 4th generation year 1989 till the console just peaked its way into the 5th generation and stop selling in 1997. The Game Boy console sold roughly about 64.42 million units not including the Game Boy Pocket, Light and Color, with a media now known as Game Boy Cartridges. The best selling game was Tetris however this was only because the console was sold with the game; Tetris on its own however sold 30.26 million units. The predecessor of the Game Boy was of course the Game & Watch; the successor was the Game Boy Color/Pocket and Light.

Game Boy Technically Profile

The CPU was a custom 8 bit sharp LR35902 core at 4.19MHz with a RAM of 8 KB internal S-RAM and a Video RAM that was also 8 KB internal. The ROM work on an On-CPU-Die 256 byte bootstrap; with cartridges ranging from 256 KB up to 8 MB, the Sound requires 2 Square Waves, 1 programmable 32-sample 4-bit PCM wave, 1 white noise and 1 audio input from the cartridge. The Game Boy display is a reflective LCD at 160 x 144 pixels with a frame rate of approximately 59.7 fps to 61.1 fps with also a vertical blank rate of approximately 1.1 milliseconds. The screen size is about 66mm or 2.6 inches diagonally, further more the console uses a 2 bit colour palette and power consistently of 6 volts, 0.7 watts which is 4 AA batteries. The Game Boy dimensions are 90mm (W) x 148mm (H) x 32mm (D) or in inches 3.5” x 5.8” x 1.3”. The Game Boy is also able to communicate between 2-4 players with a link cable.

Game Boy Color/Pocket/Light

Nintendo manufactured the Game Boy Color/Pocket and Light all within 2 years of each other it was of course a handheld console that was released at the end 4th generation and the beginning of the 5th generation in the years 1996/98 till the console stop producing in 2002. The Game Boy Color/Pocket/Light console sold roughly about 54.27 million units with the media Game Boy Cartridges. The best selling game was Pokémon Gold & Silver with 14.51 million units. The predecessor was the Game Boy and the successor evolved into the Game Boy Advance.

Game Boy Color/Pocket/Light Technically Profile

The CPU uses a custom Zilog Z80 work alike made by Sharp with a few extra (bit manipulation) instructions, A core of approximately 8 MHz, twice as fast as that of the original Game Boy. The Game Boy Color also has four times as much memory as the original 32 KB system RAM, 16 KB video RAM. The screen resolution was the same as the original Game Boy, which were 160x144 pixels. The Game Boy Color also featured an infrared communications port for wireless linking. The feature was only supported in a few games unfortunately. The console was capable of showing up to 56 different colours simultaneously on the screen from its palette of 32,768. The Power consisted of 2 1.5V AA batteries (The Pocket needed 2 1.5V AAA batteries)


Game Boy Advance

Once again Nintendo have manufactured the Game Boy Advance and again it’s a handheld devises that was released in the 6th generation year 2001 and it appears to have stop selling by 2010. The Game Boy Advance console has sold nearly 81.51 million units with the media Game Boy Cartridges. The best selling game was Pokémon Ruby & Sapphire with around about 13 million units (combined with GBA SP/Micro). The predecessor was the Game Boy Color/Pocket/Light and the successor evolved into the Game Boy Advance SP.

Game Boy Advance Technically Profile

The CPU uses a 32-bit ARM7TDMI at 16.78 MHz with a VRAM (internal to the CPU) of 32 KB + 96 KB and a 256 KB WRAM (outside the CPU) with cartridges ranging from 256 KB up to 8 MB, Graphics uses a Custom 2D core. The Game Boy Advance display is a reflective TFT colour LCD at 240 x 160 pixels. The screen size is about 2.9 inches diagonally, further more the console uses a 15 bit RGB colour palette and power consistently of 2 1.5V AA batteries. The Game Boy Advance dimensions are 19.45cm (L) x 2.45cm (W) x 8.2cm (H) or in inches 7.66” x 0.96” x 3.2” with finally a approximate weight of 140g or 4.9 0z.

Game Boy Advance SP

Twice again Nintendo have manufactured the Game Boy Advance SP and again it’s a handheld devises that was released in the 6th generation year 2003 but however stop selling before the GBA in 2008. The Game Boy Advance SP console has sold approximately 43.54 million units with the media Game Boy Cartridges. The best selling game was Pokémon Ruby & Sapphire with around about 13 million units (combined with GBA/Micro). The predecessor was the Game Boy Advance and the successor is the final Console of the Game Boy line, Game Boy Micro.

Game Boy Advance SP Technically Profile

The CPU uses a 32-bit RISC-CPU at 16.78 MHz with a VRAM (internal to the CPU) of 32 KB + 96 KB and a 256 KB WRAM (external to the CPU) with cartridges ranging from 256 KB up to 8 MB, it also has a Co-processor of 8 bit Zilog Z80. The Game Boy Advance SP display is a reflective TFT colour LCD at 240 x 160 pixels with a front light integrated LCD. The screen size is about 3 inches diagonally, further more the console uses a 15 bit RGB colour palette, Can display 511 simultaneous colours in character mode and 32,768 simultaneous colours in bitmap mode. The power consistently of rechargeable lithium ion battery with a charge life of about 10 hours of continuous play with the light on, 18 hours with the light off; needs at most 3 hours of recharging. The Game Boy Advance SP dimensions are 8.4cm (L) x 8.2cm (W) x 2.44cm (H) or in inches 3.3” x 3.23” x 0.96” with finally a approximate weight of 142g or 5 0z.


Game Boy Micro

Last Game Boy console Nintendo have ever made called the GB Micro and again it’s a handheld devises that was released in the 6th generation year 2005 and appear to have stopped in 2007 because of its failure to out sell the Nintendo DS. The Game Boy Micro console has sold approximately 2.42 million units with the media Game Boy Cartridges which is a very small number considering it’s suppose to be a more modern console. The best selling game was Pokémon Ruby & Sapphire with around about 13 million units (combined with GBA/GBA SP). The predecessor was the Game Boy Advance SP and has no Game Boy successor however Nintendo did go on to create the Nintendo DS.

Game Boy Micro Technically Profile

The CPU uses a 32-bit ARM7TDMI at 16.78 MHz with a 32-bit 16.8 MHz ARM processor (ARM7TDMI) with cartridges ranging from 256 KB up to 8 MB. The Game Boy Micro display is a reflective TFT colour LCD at 240 x 160 pixels with a front light integrated LCD. The screen is about 51 mm/ 2 inches and backlight with adjustable brightness, further more the console uses a 15 bit RGB colour palette, Can display 511 simultaneous colours in character mode and 32,768 simultaneous colours in bitmap mode. The power consistently of rechargeable lithium ion battery with a charge life up to 5 hours with top brightness and sound or 8 hours with both features on default. Additionally, the power port is integrated into the link cable port, which means that the power adapter is not interchangeable with that of the other versions of the Game Boy Advance family or Nintendo DS. The Game Boy Micro dimensions are 5cm (W) x 10.1cm (L) x 1.72cm (D) or in inches 2” x 4” x 0.7” with finally a approximate weight of 80g or 2.8 0z. Headphones can be plugged in, the standard 3.mm headphone jack. The Game Boy Micro has a two-way switch on its right side for adjusting volume up or down. By holding down the L shoulder button, the switch can also be used to adjust the backlight between five levels of brightness.

Report Conclusion

In Conclusion I find myself somewhat surprised that the Game Boy line lasted 20 years and in some more modern ways it’s still going with the Nintendo DS/DS Lite/DSi/DSi XL/3DS. Furthermore looking at shape, size and design from the Game & Watch it seems as if the design was correct but the consoles didn’t have the graphics, memory and processor that we do now. However I think cartridge consoles will die out and the new to buy the games would be off the internet straight onto the console with everything being done wirelessly.

Tuesday, 8 February 2011

Gameboy History

http://www.cyberiapc.com/vgg/nintendo_gameboy.htm
http://uk.retro.ign.com/articles/100/1007864p1.html
http://gameboy.about.com/od/historyandculture/The_History_of_the_Game_Boy_and_its_impact_on_our_Culture.htm
http://www.nintendo.com/corp/history.jsp
http://www.ehow.com/facts_4894181_history-nintendo-game-boy.html

The Game Boy was developed by a man named Gunpei Yokoi an engineer had helped to guide Nintendo into both the toy and arcade markets, and in 1980, he found a way to bring the two together. It wasn't the Micro vision that inspired him, but an everyday observation. As the story supposedly goes, Yokoi was riding the train to work, when he saw a businessman trying to amuse himself with a small LCD pocket calculator. It was here that it dawned on him that there might be a way to do something considerably more fun and technically most advanced with the same basic technology. He realised that he could even throw in some practical functionality. Yokoi idea worked and it was eventually called the Game & Watch, created in 1980 it became the first step forward towards the Game Boy line.

Wednesday, 2 February 2011

Introduction

This essay report will be about the Game boy Line; including information about key facts such as over 650 games has been released for the original and pocket Game Boy units to date. Cultural issues like the Game Boy was released to the Japanese public in 1989 two years later in the US. Social issues including what were their intentions when they designed the first one? – Who was it for? Economic issues such as the place of the console in the market and how is it marketed? Technological issues including the technical advances and restrictions that have affected the consoles design throughout the years and the different types of Game Boy consoles. My own opinion will be included throughout the report with a conclusion at the end.

Monday, 24 January 2011

Game Boy Series

http://en.wikipedia.org/wiki/Comparison_of_handheld_game_consoles
http://en.wikipedia.org/wiki/Game_Boy_line

Game Boy

Manufacturer: Nintendo
Type: Handheld Game Console
Generation: 4th Gen Era
Retail Avalibility: 1989-90
Units Sold: 118.69 million (includes Game Boy Pocket/Color)
Media: Game Boy Cartridges
Best Selling Game: Tetris, 30.26 million
Predecessor: Game & Watch
Successor: Game Boy Color/Pocket/Light
CPU: Custom 8 bit sharp LR35902 core at 4.19MHz
RAM: 8KB internal S-RAM
Video RAM: 8KB internal
ROM: On-CPU-Die 256 byte bootstrap; 256KB, 512KB, 1MB, 2MB, 4MB and 8MB Cartridges
Sound: 2 Square Waves, 1 progammable 32-sample 4-bit PCM wave, 1 white noise and 1 audio input from the cartridge.
Display: Reflective LCD 160x144 pixels
Frame Rate: Approx. 59.7 fps to 61.1 fps
Vertical Blank Rate: Approx. 1.1ms
Screen Size: 66mm (2.6 in) diagonal
Colour Palette: 2 bit
Power: 6V, 0.7 W, (4 AA batteries)
Dimentions: 90mm (W) x 148mm (H) x 32mm (D)/ 3.5" x 5.8" x 1.3"
Communications: Link with 2-4 players

Game Boy Pocket

Same with Game Boy only smaller and lighter
Power: 2 AAA batteries

Game Boy Light

Same with Game Boy only the casing and lighting has changed
Power: 2AA batteries

Game Boy Color

Manufacturer: Nintendo
Type: Handheld Game Console
Generation: 5th Gen Era
Retail Avalability: 1998
Units Sold: 118.69 million (includes Game Boy units)
Media: Game Boy Cartridges
CPU: Zilog Z80
Best Selling Game: Pokemon Gold & Silver, 14.51 million
Predecessor: Game Boy/Light/Pocket
Successor: Game Boy Advance/Advance SP

Game Boy Advance

Manufacturer: Nintendo
Type: Handheld Game Console
Generation: 6th Gen Era
Retail Avalability: 2001
Units Sold: 81.51 million
Media: Game Boy Advance Cartridges
CPU: 32-bit ARM7TDMI at 16.78 MHz
Graphics: Custom 2D Core
Best Selling Game: Pokemon Ruby & Sapphire, 13 million (Combined with SP/Micro)
Predecessor: Game Boy Color
Successor: Game Boy Advance SP/Mirco
Dimentions: 19.45cm (L) x 2.45cm (W) x 8.2cm (H)/ 7.66" x 0.96" x 3.2"
Weight: Approx. 140g, (4.9 0z)
Screen: 2.9" reflective TFT colour LCD
Power: 2AA batteries
Memory: 32KB + 96KB VRAM (internal to the CPU), 256KB WRAM (outside the CPU)
Revolution: 240 x 160 pixels
Colour Support: 15-bit RGB

Game Boy Advance SP

Manufacturer: Nintendo
Type: Handheld Game Console
Generation: 6th Gen Era
Retail availability: 2003-08
  • Units Sold: 43.54 million
  • Media: Game Boy Advance Cartridges
  • CPU: 32-bit RISC-CPU (16.78 MHz)
  • Best Selling Game: Pokemon Ruby & Sapphire, 13 million (combined with Original Advance/Micro)
  • Predecessor Game Boy Advance
  • Successor Game Boy Micro
  • Size (closed): Approximately 8.4 × 8.2 × 2.44 cm (3.3 × 3.23 × 0.96 inches).
  • Weight: 142 grams (approximately 5 ounces)
  • Screen: Reflective TFT Colour LCD.
  • Light source: Frontlight integrated LCD.
  • Power: Rechargeable lithium ion Battery
  • Battery life: 10 hours continuous play with light on, 18 hours with light off; needs at most 3 hours recharging.
  • Co-processor: 8-bit Zilog Z80
  • Memory: 32KB + 96KB VRAM (internal CPU), 256KB WRAM (external CPU).
  • Resolution: 240 × 160 pixels.
  • Color: Can display 511 simultaneous colors in character mode and 32,768 simultaneous colors in bitmap mode.

Game Boy Micro

Manufacturer: Nintendo
Type: Handheld Game Console
Generation: 6th Gen Era
Retail availability: 2005-07
Units sold: 2.42 million
Media: Game Boy Advance Cartridge
CPU: 32-bit ARM7TDMI (16.78 MHz)
Best Selling Game: Pokemon Ruby & Sapphire, 13 million combined
Predecessor Game Boy Advance SP
Dimensions: 50×101×17.2 millimeters (2×4×0.7 in)
Weight: 80 grams (2.8 ounces)
Processor: 32-bit 16.8 MHz ARM processor (ARM7TDMI)
Colors: various Screen: 51 mm / 2 inches , backlight with adjustable brightness
Resolution: 240×160 pixels
Battery: built-in rechargeable lithium-ion battery, up to 5 hours of battery life with top brightness and sound or 8 hours with both features on default
Headphones: standard 3.5mm headphone jack

Consoles that use Cartridges

http://en.wikipedia.org/wiki/Comparison_of_handheld_game_consoles

Magnavox Odyssey
Fairchild Channel F
Atari 2600
Intellivision
Atari 5200
Vectrex
Arcadia 2001
ColecoVision
Bally Astrocade
Sega SG-1000
Nintendo Entertainment System (NES)
Eposh Cassette Vision
Sega Master System
Atari 7800
Mega Drive
Neo Geo (console)
Super Nintendo Entertainment System (SNES)
Game Boy
Atari Lynx
Sega Game Gear
Atari Jaguar
Nintendo 64
Game Boy Color
Game Boy Advance
Game Boy Advance SP
Game Boy Micro
Nintendo DS
Nintendo DS Lite
Nintendo DSi
Nintendo DSi XL
Nintendo 3DS

Friday, 21 January 2011

Magnavox Odyssey

http://en.wikipedia.org/wiki/Magnavox_Odyssey

Magnavox Odyssey Series Console

Manufacturer: Magnavox
Type: Video Game Console
Generation: 1st Gen Era
Retail Avalibility: 1972 - 1975
Units Sold: 330,000
Media: Cartridge
CPU: None
Controller Input: 2 Paddles
Successor: Magnavox Odyssey 2

5 Best Games:
Tennis
Table Tennis
Invasion
Wipeout
Handball


http://en.wikipedia.org/wiki/Magnavox_Odyssey%C2%B2

Magnavox Odyssey 2

Manufacturer: Magnavox
Type: Video Game Console
Generation: 2nd Gen Era
Retail Avalibity: 1978 - 1982
Units Sold: 2,000,000
Media: ROM Cartridge, 2KB, 4KB and 8KB
Controller Input: 2 Joysticks, QWERTY keyboard
CPU: Input 8048 of an 8 bit microcontroller running at 1.79MHz

Memory:
CPU-internal RAM: 64 bytes
Audio/Video RAM: 128 bytes
BIOS ROM: 1024 bytes

Video:
Intel 8244 custom IC
160x200 Revolution (NTSC)
16-colour fixed palette; sprites may only use 8 of these
4 8x8 single-colour user-defined sprites; each sprite's colour may be set independantly
12 8x8 single-colour characters; must be one of the 64 bit shapes built into the ROM BIOS; can be freely positioned like sprites, but cannot overlap each other; each cahracters colour may be set independantly.
4 quad characters; groups of four characters displayed in a row
9x8 background grid; dots, line or solid blocks

Audio:
Intel 8244 custom IC
mono
24-bit shift register, clockable at 2 frequencies
noise generator
NOTE: There is only one 8244 chip the system, which performs both audio and video functions.

Output:
RF Audio/Video connector
Peritel/SCART connector (France only)

5 Best Games
The Master Starategy Series
Quest for the Rings
Conquest of the World
The Great Wall Street Fortune Hunt
Killer Bees

Friday, 14 January 2011

Project Brief

Course: BA / FdA Games Art and Design
Year: Two
Unit: BA5: Focus 2
Project Title Platform and Distribution
Project 3 of 3 within this unit
Start Date: 04/01/11
Study Hours: 60
Submission Date: 21/02/11
Tutor(s): TBC

Description
This unit considers the possibilities and limitations offered by different gaming platforms, their
place in the market, and how digital games are both marketed and distributed.
You will gain an understanding of platform studies, a strand of game studies that explores
the relationship between the hardware and software design of game-related computing
systems and the creative work produced upon them. You will explore the possibilities and
limitations that technological advances and restrictions present to game designers. The unit
further addresses the changing nature of gaming platforms, from static consoles to mobile
platforms and beyond. You will also study the way platforms and related content are
marketed, learning about games PR and advertising. Finally you will consider how these
changes impact the distribution of game content, from physical media to downloadable
content and web-streaming.
Working individually you will produce a online research blog that explores and applies
appropriate theories and concepts through critical analysis.

This project addresses the key areas of study as follows:

Studio Practice: Not applicable for this project.

Business and Professional Skills: You will learn theoretical elements essential to the
practical design process of a commercially or critically successful digital game. You will gain
further understanding of the development of game modes and industries, presenting findings
in a professional and appropriate manner.

Contextual Studies: You will undertake extensive primary and secondary research. Using
analogue (books, journals, etc.) and digital (websites, e-journals, academic blogs) sources to
evidence your understanding of theories and practices you will apply these through critical
analysis and integrate them into your practice. The tone of the research must be academic
and investigative, and should be communicated with clarity and creativity.

Personal Development and Planning: Not applicable for this project.
The table below lists the work you will need to submit and which areas of study each item relates to:
Work required for this project:
Area of study
Which Unit Assessment Requirement this work contributes to:
Research Blog, containing a variety of audio-visual media [Blogger / Wordpress converted to PDF]
Contextual Studies / Business and Professional Skills

BA 5 - A 2,500 word text
All work MUST be correctly formatted and submitted to the Digital 3D server. Folder structures and naming conventions must be adhered to precisely.
Contextual Studies / Business and Professional Skills

BA 5 - A 2,500 word text
Not assessed in this project:
Studio practice / PDP n/a

The table below shows which of the Unit Learning Outcomes are addressed by this project and what you will need to do to show that you have met them: Learning Outcome How you will be assessed:
LO1: Demonstrate knowledge and understanding of the key principles of, and context for, your subject. We will look for evidence of an understanding of the key principles of platform studies and the distribution of game content.
LO2: Apply concepts and principles associated with the subject to a range of professional contexts and environments. We will look for evidence of an understanding of how technology, platform, and distribution impacts on the professional environment.
LO3: Evidence your capacity to evaluate the key questions facing the subject and articulate the means with which these questions have been pursued. We expect clear, concise, and appropriately communicated research and analysis, professionally presented in the correct format.


Reference material

Juul, J. (2010) A Casual Revolution: Reinventing Video Games and their Players. Cambridge, MA: MIT Press.
Kerr, A. (2008) The Business and Culture of Making Digital Games: Gamework and Gameplay. London: Sage Publications.
Montford, N. and Bogost, I. (2009) Racing the Beam: The Atari Video Computer System. Cambridge, MA: MIT Press
Schell, J. (2008) The Art of Game Design: A Book of Lenses. Burlington, MA: Morgan Kaufmann
The Entertainment Software Association. [Internet] Available from: [Accessed 18 February 2010].