Play, The Videogames World

Last updated
The first area of the exhibition Play Rome.JPG
The first area of the exhibition

Play, The Videogame World was the first European exhibition on videogames.[ citation needed ] It was held at Palazzo delle Esposizioni, one of the main contemporary art museums in Rome - Italy, from 24 April to 10 July 2002. The exhibition was visited by over 50,000 people.

Contents

The exhibition

Palazzo delle Esposizioni in Rome Play Rome 2009.JPG
Palazzo delle Esposizioni in Rome

Displayed on 1300 square meters, it showed over 300 videogames starting from the 1961 Space War to the latest hits for PC, PlayStation 2, Xbox and GameCube. There were also more than 40 different consoles, including the Magnavox Odyssey, the Vectrex, the TurboGrafx-16, and over 50 handheld consoles from the 1970s to nowadays.

Play tried to show the evolution of video games not only from a technical point of view, but also the interactions between them and society. This was illustrated through interviews with important game designers such as Shigeru Miyamoto, Hideo Kojima, Tetsuya Mizuguchi and the biographies of many other leading personalities in the games industry, through the advertisement campaigns, and though highlighting the relationships between games and sports, politics, Hollywood and the military industries.

The exhibition was mainly organised in a chronological order and divided in five main areas. The first area went from the beginnings of video games till the raise of Nintendo, whose playing cards dated 1900 and few electrical toys from the 50s where shown. The second area was characterized by the 16-bit consoles. The third one was dedicated to PlayStation, Sega Mega Drive, Nintendo 64 and other minor consoles such as Atari Jaguar, whilst the fourth one was on PC games, from the first Id Software productions to the recent Mmorpg (Massively-Multiplayer Online Role-Playing Games). The last area was focused on PlayStation 2, Xbox and Gamecube.

Curators

The curators of Play were Jaime D’Alessandro, journalist of La Repubblica, and Maria Grazia Tolomeo, with the collaboration of Andrea Cuneo, Francesco Fondi, Diego Malara, Sergio Pennacchini. The exhibition design was done by Studio Ma0.

Play couldn’t have been done without Luisa Ammaniti, marketing manager at Palazzo delle Esposizioni.

41°53′58″N12°29′24″E / 41.89944°N 12.49000°E / 41.89944; 12.49000

Related Research Articles

<span class="mw-page-title-main">History of video games</span>

The history of video games began in the 1950s and 1960s as computer scientists began designing simple games and simulations on minicomputers and mainframes. Spacewar! was developed by Massachusetts Institute of Technology (MIT) student hobbyists in 1962 as one of the first such games on a video display. The first consumer video game hardware was released in the early 1970s. The first home video game console is the Magnavox Odyssey, and the first arcade video games are Computer Space and Pong. After its home console conversions, numerous companies sprang up to capture Pong's success in both the arcade and the home by cloning the game, causing a series of boom and bust cycles due to oversaturation and lack of innovation.

<span class="mw-page-title-main">GameCube</span> Home video game console by Nintendo

GameCube is a home video game console developed and released by Nintendo in Japan on September 14, 2001, in North America on November 18, 2001, and in PAL territories in 2002. It is the successor to the Nintendo 64 (1996), and predecessor of the Wii (2006). In the sixth generation of video game consoles, the GameCube competed with Sony's PlayStation 2 and Microsoft's Xbox. Flagship games include Super Smash Bros. Melee, Luigi's Mansion, Super Mario Sunshine, Metroid Prime, Mario Kart: Double Dash!!, Pikmin, Pikmin 2, The Legend of Zelda: The Wind Waker, Chibi-Robo!, and Animal Crossing.

A killer application is any software that is so necessary or desirable that it proves the core value of some larger technology, such as its host computer hardware, video game console, software platform, or operating system. Consumers would buy the host platform just to access that application, possibly substantially increasing sales of its host platform.

<span class="mw-page-title-main">Game controller</span> Device used with games or entertainment systems

A game controller, gaming controller, or simply controller, is an input device or input/output device used with video games or entertainment systems to provide input to a video game. Input devices that have been classified as game controllers include keyboards, mouses, gamepads, and joysticks, as well as special purpose devices, such as steering wheels for driving games and light guns for shooting games. Controllers designs have evolved to include directional pads, multiple buttons, analog sticks, joysticks, motion detection, touch screens and a plethora of other features.

<span class="mw-page-title-main">Video game industry</span> Economic sector involved with the development, marketing and sales of video games

The video game industry is the tertiary and quaternary sectors of the entertainment industry that specialize in the development, marketing, distribution, monetization and consumer feedback of video games. The industry encompasses dozens of job disciplines and thousands of jobs worldwide.

In the history of video games, the sixth generation era is the era of computer and video games, video game consoles, and handheld gaming devices available at the turn of the 21st century, starting on November 27, 1998. Platforms in the sixth generation include consoles from four companies: the Sega Dreamcast (DC), Sony PlayStation 2 (PS2), Nintendo GameCube (GC), and Microsoft Xbox. This era began on November 27, 1998, with the Japanese release of the Dreamcast, which was joined by the PlayStation 2 on March 4, 2000, the GameCube on September 14, 2001 and the Xbox on November 15, 2001, respectively. In March 31, 2001, the Dreamcast was among the first to be discontinued. Xbox in 2006, GameCube in 2007 and PlayStation 2 was the last, in January 2013. Meanwhile, the seventh generation of consoles started on November 22, 2005, with the launch of the Xbox 360.

2003 saw many sequels and prequels in video games, such as Tony Hawk's Underground, Final Fantasy X-2, Mario Kart: Double Dash, Mario & Luigi: Superstar Saga, Prince of Persia: The Sands of Time, Sonic Heroes, Star Wars: Knights of the Old Republic, and WWE SmackDown! Here Comes the Pain. New intellectual properties included Beyond Good & Evil, Boktai: The Sun is in Your Hand, Call of Duty, Disgaea, Drakengard, Manhunt, PlanetSide, TrackMania, True Crime: Streets of LA, and Viewtiful Joe.

2005 saw the release of many sequels and prequels in video games, such as Grand Theft Auto: Liberty City Stories, Tony Hawk's American Wasteland, Resident Evil 4, Brothers in Arms: Road to Hill 30, Devil May Cry 3: Dante's Awakening, Mario Kart DS, Mario & Luigi: Partners in Time, Need for Speed: Most Wanted, and Prince of Persia: The Two Thrones, alongside prominent new releases including Brain Age, F.E.A.R., Forza Motorsport, Dinosaur King, God of War, Guitar Hero, Nintendogs, Shadow of the Colossus, and Sniper Elite. The seventh generation of video game consoles also began with the launch of the Xbox 360, while the Nintendo DS launched in PAL regions.

<span class="mw-page-title-main">Paradigm Entertainment</span> American video game development company

Paradigm Entertainment Inc. was an American video game development company. Paradigm is perhaps best known for its vehicle simulation games. Founded as a 3D computer graphics company in 1990, Paradigm primarily worked on realistic flight simulation technology for major space and aviation clients. The company got its start in game development when it was contacted by Nintendo in 1994 to aid in the creation of one of the Nintendo 64's launch titles, Pilotwings 64. The game was a critical and commercial success for the developer, causing the simulation and entertainment divisions of Paradigm to separate and focus on their respective products. The newly independent Paradigm Entertainment continued to develop for Nintendo's 64-bit console. After a short partnership with Video System, Paradigm was acquired as a wholly owned subsidiary of Infogrames in 2000 and began developing games for sixth-generation video game consoles. Paradigm was sold to THQ in 2006 and was ultimately closed in 2008.

The 2000s was the fourth decade of the video game industry. It was a decade that was primarily dominated by Sony, Nintendo, newcomer Microsoft, and their respective systems. Sega, being Nintendo's main rival in the 1980s and 1990s, left the console market in 2002 in favor of returning to third-party development, as they once were. Overall the decade saw the last of the low resolution three-dimensional polygons of the 1990s with the emergence of high definition games, and often focused on developing immersive and interactive environments, implementing realistic physics, and improving artificial intelligence. The sixth and seventh generation of video game consoles went on sale, including the PlayStation 2, Wii, Xbox, PlayStation 3, Game Boy Advance and Xbox 360. Notable games released in the 2000s included Half-Life 2, Wii Sports, Grand Theft Auto III, The Sims, Ikaruga, Tony Hawk's Pro Skater 3, Star Wars: Knights of the Old Republic, Batman: Arkham Asylum, Super Mario Galaxy, the Halo trilogy, and Call of Duty 4: Modern Warfare.

The seventh generation of home video game consoles began on November 22, 2005, with the release of Microsoft's Xbox 360 home console. This was followed by the release of Sony's PlayStation 3 on November 17, 2006, and Nintendo's Wii on November 19, 2006. Each new console introduced new technologies. The Xbox 360 offered games rendered natively at high-definition video (HD) resolutions, the PlayStation 3 offered HD movie playback via a built-in 3D Blu-ray Disc player, and the Wii focused on integrating controllers with movement sensors as well as joysticks. Some Wii controllers could be moved about to control in-game actions, which enabled players to simulate real-world actions through movement during gameplay. By this generation, video game consoles had become an important part of the global IT infrastructure; it is estimated that video game consoles represented 25% of the world's general-purpose computational power in 2007.

Platform exclusivity refers to the status of a video game being developed for and released only on certain platforms. Most commonly, it refers to only being released on a specific video game console or through a specific vendor's platforms—either permanently, or for a definite period of time.

In the video game industry, digital distribution is the process of delivering video game content as digital information, without the exchange or purchase of new physical media such as ROM cartridges, magnetic storage, optical discs and flash memory cards. This process has existed since the early 1980s, but it was only with network advancements in bandwidth capabilities in the early 2000s that digital distribution became more prominent as a method of selling games. Currently, the process is dominated by online distribution over broadband Internet.

<span class="mw-page-title-main">Video games in the United States</span> Overview of the video game system in America

Video gaming in the United States is one of the fastest-growing entertainment industries in the country. The American video game industry is the largest video game industry in the world. According to a 2020 study released by the Entertainment Software Association, the yearly economic output of the American video game industry in 2019 was $90.3 billion, supporting over 429,000 American jobs. With an average yearly salary of about $121,000, the latter figure includes over 143,000 individuals who are directly employed by the video game business. Additionally, activities connected to the video game business generate $12.6 billion in federal, state, and local taxes each year. World Economic Forum estimates that by 2025 the American gaming industry will reach $42.3 billion while worldwide gaming industry will possibly reach US$270 billion. United States is one of the nations with one of the largest influential in the video game industry, and video games represent a significant part of its economy. Major publishers headquartered in the United States are Sony Interactive Entertainment, Take-Two, Activision Blizzard, Electronic Arts, Xbox Game Studios, Bethesda Softworks, Epic Games, Valve, Warner Bros., Riot Games, and others. For many years, E3, held annually in the US, was considered the biggest gaming expo of the year in terms of its importance and impact. The Game Awards and D.I.C.E. Awards are some of the most respected video game awards in the video game industry. 103 million people watched The Game Awards 2022 event alone. The Game Developers Conference (GDC) is still the largest and most important video game conference for video game developers.

Video game piracy is the unauthorized copying and distributing of video game software, and is a form of copyright infringement. It is often cited as a major problem that video game publishers face when distributing their products, due to the ease of being able to distribute games for free, via torrenting or websites offering direct download links. Right holders generally attempt to counter piracy of their products by enforcing the Digital Millennium Copyright Act, though this has never been totally successful. Digital distribution of pirated games has historically occurred on bulletin board systems (BBS), and more recently via decentralized peer-to-peer torrenting. In terms of physical distribution, Taiwan, China and Malaysia are known for major manufacturing and distribution centers for pirated game copies, while Hong Kong and Singapore are major importers.

Online console gaming involves connecting a console to a network over the Internet for services. Through this connection, it provides users the ability to play games with other users online, in addition to other online services.

Game development kits (GDK) are specialized hardware and software used to create commercial video games for game consoles. They may be partnered with game development tools, special game engine licenses, and other middleware to aid video game development. GDKs are typically not available to the public, and require game developers to enter an agreement, partnership, or program with the hardware manufacturer to gain access to the hardware. As console generations pass, development kits often get sold through websites like eBay without repercussions. This is often because the console manufacturers discontinue certain development programs as time passes.

<span class="mw-page-title-main">Cross-platform play</span> Ability of players using different video game systems to play with each other simultaneously

In video games with online gaming functionality, also called cross-compatible play, cross-platform play, crossplay, or cross-play describes the ability of players using different video game hardware to play with each other simultaneously. It is commonly applied to the ability for players using a game on a specific video game console to play alongside a player on a different hardware platform such as another console or a computer. A related concept is cross-save, where the player's progress in a game is stored in separate servers, and can be continued in the game but on a different hardware platform.

<span class="mw-page-title-main">Video game preservation</span> Form of preservation in video gaming

Video game preservation is a form of preservation applied to the video game industry that includes, but is not limited to, digital preservation. Such preservation efforts include archiving development source code and art assets, digital copies of video games, emulation of video game hardware, maintenance and preservation of specialized video game hardware such as arcade games and video game consoles, and digitization of print video game magazines and books prior to the Digital Revolution.

In the video game industry, a console war describes the competition between two or more video game console manufacturers in trying to achieve better consumer sales through more advanced console technology, an improved selection of video games, and general marketing around their consoles. While console manufacturers are generally always trying to out-perform other manufacturers in sales, these console wars engage in more direct tactics to compare their offerings directly against their competitors or to disparage the competition in contrast to their own, and thus the marketing efforts have tended to escalate in back-and-forth pushes.