This screen presents an overview of the forces behind GAMESBASE, and of the information it provides.


CONTENTS:



History

The electronic gaming phenomenon can be traced back to 1972, when Atari introduced Pong, an electronic table-tennis game, to the world. Soon afterward, Magnavox' released the Activision home system; by 1976, over 20 other companies had joined in. Computer gaming began with the release of the Apple II in 1977; arcade games followed shortly thereafter.

Despite these advances, the computer and video game industry crashed during the early 1980s. It was not until 1985, with the advent of the Nintendo Entertainment System, that the situation improved. Nintendo has since dominated the video game market, with 5 separate consoles, and hundreds of titles. Other major video game companies have included Atari, Sega, and Sony. As for computer games, titles for the PC or Windows have constituted the backbone of the industry, since the IBM-compatible is the mostly widely used computer platform. Other computer game platforms have included Macintosh, Tandy, Amiga, and Commodore. As well, the industry has even spawned systems such as LCD hand-held games and computerized electronic board-games.

Currently, the computer and video game industry forms a web with numerous other media, such as television programs, movies, and children's toys. Millions of dollars are spent every year on related products.

Psychologists have attempted to explain the appeal of electronic games. Their conclusions include the interest in seeking out a goal, the need for challenge, and the desire for escapism. However, ask the game players, the majority of whom are young males, and they will tell you: they're just plain fun.



Scope and Setup

One is forced to wonder what compels individuals to take part in this multi-million-dollar hobby. Could it be that the industry radiates a sense of excitement and intrigue? However, more importantly, what sorts of messages does the gaming industry put forth? Does it flood the public with potentially harmful ideas, such as sexism and violence?

Enter GAMESBASE. The purpose of this text database is to provide a medium for comparing and contrasting materials from the computer and video game industry. The information spans in time from 1985, the beginning of the electronic gaming boom, to the present. In order to achieve an accurate sample, the database entries are representative of close to 500 game titles, about 20 computer and video game platforms, over and 150 publishers (see Fields section for more information). They have also been collected from 6 different types of sources (explained below).



Source Types

The database entries were taken from 6 different types of sources. Game screens, packaging, and manuals provide information that comes directly from the heads of the programmers. Similar material can be found on company websites and in advertisements. However, reviews are written from the perspective of a separate party, and thus are an excellent source of "second-hand" information.

The information in each genre has been culminated in a slightly different way. The criteria are as follows:

Game Screens

The material included from game screens was published by various companies between the years 1987 to 1996. Of the 50 screens used in the database, 40 are from games on the various Nintendo platforms, while 10 are from other sources.

Boxes

Text from 100 game boxes has been entered into the database. Of these 100, 90 are from the Nintendo platforms, while the remaining 10 are from other sources. All of the games were published between 1985 and 1997

Manuals

Information found in game manuals ranges in time from 1985 to 1997. Of the 50 game manual excerpts used, 45 are from Nintendo products, while 5 are from other platforms.

Advertisements

125 ads for games from various platforms and different genres have been gathered together. They have been pulled from the following sources: Games Magazine (1988-1997), PC Gamer (1997), Computer Gaming World (1997), the Super Mario Bros. comic books (1990-1991), the Nintendo Game Boy comic books (1990), Nintendo Power Flash (1989), the Star Trek Communicator (1994-1997), Cinescape (1995-1996) and brochures put out by the software companies. Selection for inclusion here was fairly liberal, since the same ads appear in any number of magazines; it was the ads, not the sources, that were important here.

Reviews

200 reviews have been entered into the database. The games are from numerous different genres and platforms. While 20 reviews were pulled from just 4 magazines (a 1993 Home & Computing Entertainment, a 1997 Computer Gaming World, and 2 PC Gamer issues), 80 have been taken from Games Magazine (from 1988-1997). As well, 100 were collected from every other issue of Nintendo Power, from the years 1988-1997.

Websites

Websites are the most recent source of information. This database has culminated text from 50 products released from 1991 to 1998; 40 of the games, pulled from 16 different websites, were from 1997. Numerous platforms are represented.







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Website designed by Gord Roberts, December 1997