Wikipedysta:Holek/brudnopis/gry/Subkultura graczy komputerowych
Subkultura graczy komputerowych - forma kultury, na którą wpływ miały gry komputerowe. Gry komputerowe, ze względu na swoją ciągle rosnącą popularność, w dużym stopniu wpłynęły też na kulturę masową. Subkultura graczy ewoluuje z czasem, często razem z cyberkulturą.
Demografia
[edytuj | edytuj kod]Dzisiaj średni wiek gracza wynosi 30[1] i powoli się zwiększa, ponieważ ludzie będący jeszcze dziećmi grającymi w pierwsze gry arcade, na pierwszych konsolach i komputerach domowych najczęściej wciąż grają na obecnych systemach[2]. Podział graczy według płci zaczyna się wyrównywać: według badania z 2005 roku 57% graczy to mężczyźni, a 43% to kobiety[1].
Gry online
[edytuj | edytuj kod]Popularność gier online drastycznie zwiększyła zasięg i wielkość subkultury graczy. Gry online powstawały w latach 70. i 80. XX wieku na BBS-ach i mainframe'ach w college'ach. MUD-y oferowały współzawodnictwo i kooperację graczom, lecz na o wiele mniejszą skalę niż Internet. Internet pozwolił graczom z całego świata - nie tylko z jednego kraju lub miasta - grać właściwie bez przeszkód.
Jednym z ważniejszych tytułów w historii rozgrywek online jest Quake, oferujący grę wieloosobową 32 osobom w trójwymiarowym świecie. Gracze zaczęli szybko tworzyć własne grupy, nazwane klanami. Zawodnictwo między klanami miało miejsce zarówno podczas profesjonalnych zawodów, jak i podczas zwykłej gry na publicznych serwerach. Klany często rekrutują osoby, poprzez ich obserwację na publicznych serwerach, a następnie wysyłanie zaproszeń dołączenia do klanu.
Dzisiaj gry online przeniknęły do każdego gatunku gier komputerowych i również konsole gier wideo oferują grę wieloosobową za pomocą Internetu.
Współzawodnictwo
[edytuj | edytuj kod]Slang i terminologia
[edytuj | edytuj kod]Gracze, tak jak każda subkultura, stworzyli własne znaczenia, słowa lub wyrażenia, chociaż slang i terminy używane podczas gier często pokrywają się ze slangiem internetowym. Niektóre terminy opisuję wydarzenia dotyczace gier, same gry lub ich poszczególne aspekty. Wiele społeczności, zwłaszcza gier online, stworzyło różne neologizmy opisujące odpowiednie wydarzenia, sytuacje, akcje lub ludzi. Jednym ze ostatnich przykładów jest słowo "farmić" znane z gier MMORPG, jak Everquest i World of Warcraft. Inne znane przykłady to:
Gry a kultura popularna
[edytuj | edytuj kod]Advertising
[edytuj | edytuj kod]Games are also advertised on different TV channels, depending on the age demographic they are targeting. Games targeted toward younger kids are advertised on Nickelodeon, while games targeted toward teenagers and adults are advertised on MTV and G4.
Gry odbierane przez mass media
[edytuj | edytuj kod]Throughout the 1970s through even the 1990s, video game playing was mostly seen as sub-culture hobby activity and as a substitute for physical sports. However, during several times in its early history, video gaming caught the attention of the mainstream news outlets. In 1972, PONG become the first video game pop-culture phenom. This was followed by Pac-Man in 1981. Other video games labelled as being a pop-culture phenomena include Tomb Raider, Grand Theft Auto and the Mario games.
Osobny artykuł:As games became realistic, issues of questionable content arose. The most notable early example is NARC, which through its use of digitized graphics and sound and its adult-oriented theme quickly became a target by the press. These same issues arose again when Mortal Kombat had debuted, particularly its home video game console release on the Sega Genesis and Super Nintendo systems. In response to these issues (and also in parallel to similar demands made upon the music and movie industries), the ESRB was established to help guide parents in their purchasing decisions. 1993's Doom caused quite a stir, with its detailed 3D graphics and plentiful use of blood and gore. In the 1999 Columbine shootings, violent videogames were for a time directly blamed for the incident by being labeled "murder simulators" and have since been consistently linked with the tragedy.
In 2001, Grand Theft Auto III was released, which started the controversy over again. The main issue was that the graphics had advanced much, which made the game seem to have a greater potential impact.
Today, video gaming is viewed as a serious industry, comparable to the movie industry or the music industry. News outlets cover video game console releases in the same manner as they cover the release of a highly-anticipated movie.
Television channels
[edytuj | edytuj kod]The first video game TV show was GamePro TV.
The first television channel dedicated to video gaming and culture, G4, was launched in 2002. However, over the years, the channel has moved away from video game shows, and more towards male-oriented programs. X-Play, one of the channel's most popular shows and the highest rated video game review show, is still produced at G4.
There are also video game shows that appear on other channels, such as Spike TV and MTV.
Influences on music
[edytuj | edytuj kod]Video game music has been utilized in many ways. The earliest example is Buckner & Garcia's Pac-Man Fever released in 1982. This album featured songs that were both about famous arcade games like Pac-Man, Donkey Kong, and Berzerk and also used the sound samples from the games themselves as instrumentation.
Aphex Twin, an experimental electronic artist, under the name "PowerPill" released the Pacman EP in 1992 that featured a heavy use of Pac-man sound effects. An entire music genre called chiptunes or sometimes gamewave have artists dedicated to using the synthesizer sets that came with past video game consoles and computers, particularly the Commodore 64 and the Nintendo Entertainment System. These bands include Mr. Pacman, 8 Bit Weapon, Goto 80, 50 Hertz and Puss. Moreover, many gamers collect and listen to video game music, ripped from the games themselves. This music is known by its file extension and includes such formats as: SID (Commodore 64), NSF (NES) and SPC (SNES). Cover bands like Minibosses have been founded recently that perform instrumentations.
Full orchestras, such as the Symphonic Game Music Concert tour North America, the United States, and Asia performing symphonic versions of video game songs, particularly the Final Fantasy series, the Metal Gear series, and Nintendo themed music, such as the Mario & Zelda Big Band Live Concert. In Japan, Dragon Quest symphonic concerts are performed yearly, ever since their debut in 1987.
The 14 Year Old Girls is a band that started Nintendocore music.
See: Kōichi Sugiyama, Nobuo Uematsu, Rob Hubbard, Kategoria:Computer and video game music composers, Bitpop
Video games and hip-hop
[edytuj | edytuj kod]Video game references are frequent on hip-hop songs. For example, Busta Rhyme's radio edit versions of his songs often utilize video-game sound effects, particularly ones from Defender. Highly successful rapper Notorious BIG included in his mega-hit Juicy the line: "Super Nintendo, Sega Genesis / When I was dead broke I could never picture this". Lil' Flip's 2003 hit single "Game Over", featured a music beat from Pac-Man.
Rap music, like many music styles, is often featured in video games. Many titles, such as the Grand Theft Auto and Madden Football series, and Need For Speed: Most Wanted (the latter ones from EA,Also THQ's Saints Row, include rap as part of the tracks selected for in-game music. Rappers have been also featured in several video games: extreme examples are Def Jam Vendetta and Def Jam Fight for New York, with many artists to play as. Individual contributions include Snoop Dogg -- who created exclusive music track for Gran Turismo 3 and was featured in True Crime: Streets of LA as a secret character, and 50 Cent, with his own game called 50 Cent: Bulletproof. In the light of Grand Theft Auto III, the urban warfare genre has arisen. Many of its titles, such as 25 to Life often deal with urban violence settings and gang culture, the same subject matter of gangster rap, which is pre-eminent today.
Powiązania między filmami i grami komputerowymi
[edytuj | edytuj kod]Ekranizacje gier komputerowych
[edytuj | edytuj kod]As video games often have settings, characters, and deep plots, they have often become the basis for Hollywood movies. The first movie based upon a video game is 1993's universally panned Super Mario Bros., featuring John Leguizamo and Dennis Hopper. Most of the other movies released that are based upon video games have often been universally panned by critics, and mostly faliures at the box office (with the exeption of 2001's Lara Croft: Tomb Raider, despitte being also panned by critics), and especially the movies by Uwe Boll. The contributing factors to the unsuccessful transition from home television to theatre screens are attributed to: a dramatic re-envisioning of the video game that provides a disconnect from the game's plot, the game itself not having a plot rich enough to provide a decent script (particularly with versus fighting games), a substantially altered plot to make the movie more "mainstream" (Doom), and an emphasis on using celebrity actors over actors that would fit the part.[potrzebny przypis]
Examples: Street Fighter, Mortal Kombat, BloodRayne, Doom, House of the Dead, Alone in the Dark, Resident Evil, Silent Hill, Tomb Raider
Filmy o grach komputerowych
[edytuj | edytuj kod]Hollywood has also created movies that are about video games themselves. However, there are notably fewer examples. Some movies come close to discussing video games, but with a more fanciful approach, such as 1996's Virtuosity. The first film of this kind is 1982's Gry wojenne, which is about a fictional computer game called Global ThermoNuclear War. 1989's The Wizard, starring Fred Savage is the first movie about a real video game. The plot revolves around about adolescents who compete at games for the Nintendo Entertainment System. The movie was also a first look at the mega-hit Super Mario Bros. 3. The main character from 2006's Grandma's Boy was a game tester who developed his own game on the side. The movie made multiple references to video game culture and featured the game Demonik, which was cancelled by its publisher shortly after the movie's release. The most current example of a movie of this type is 2006's Stay Alive, a horror movie about a next-generation video game that is so realistic that it kills its players.
Interaktywne filmy
[edytuj | edytuj kod]Filmy interaktywne jako gatunek gier komputerowych był rezultatem wzrostu popularności komputerów i konsoli w połowie lat 90. XX wieku. Wzrost ten był spowodowany głównie spopularyzowaniem nośników CD-ROM o wielokrotnie większej pojemności niż dotychczas. Filmy interaktywne zaczęły być produkowane na komputery osobiste, lecz szybko dostały się też na konsole gier, na przykład Sega CD, Phillips CD-i i Panasonic 3DO. Gry te charakteryzowały się większym naciskiem na wyświetlane sekwencje filmowe, używając full-motion video i pracy aktorów. Interaktywne filmy były tworzone w różnych gatunkach, włączając gry przygodowe, rail shootery i gry fabularne.
Przykłady filmów interaktywnych – Bioforge, Night Trap, Sewer Shark, Under a Killing Moon, Rebel Assault
Zobacz też
[edytuj | edytuj kod]- Pure Pwnage
- Gracz (gry komputerowe)
- Lista książek o grach komputerowych
- Lista książek opartych na grach komputerowych
- Kontrowersyjność gier komputerowych
- Dziennikarstwo gier komputerowych