Western gaming companies develop countless realistic war games with a clear-cut – not to say dichotomous – division between "good" and "evil." "The American/European/Israeli hero" will usually belong to some security force sent to thwart the sinister missions of the forces of evil threatening the free world. The realistic war game, which has always been popular, has gained momentum in recent years concurrent with the increased media use of terms such as "the axis of evil" and "the war against terror." The global war against terror has led to intensification of nationalistic and patriotic feelings among gamers, and gaming companies have identified the potential and hurried to issue ideological fighting settings. The industry produces alternative reality games, community and strategy games, most predominant among them is the war games genre. This is manifested in growing exposure to larger audiences, which, in turn, yields substantial increase in the game industry (the industry's revenues for 2003 reached 31 billion dollar second only to the Hollywood cinema industry whose income in that year stood at some 44 billion dollars, which makes video games a highly significant factor in the Western entertainment industry). Now the video game industry is one of the leading entertainment industries in the world. The two routes in which the market evolved since were the home consoles connected to the television set and the arcades where people went to play games. In the 1970s progress was made in miniaturization of computer chips and the development of personal computers, which enabled the creation of games on platforms accessible to the public. This situation continued for over a decade: scientists created games for super computers in research labs. student at Cambridge University developed the tic-tac-toe (noughts and crosses) game "OXO" to illustrate his thesis about human-computer interaction. In 1947 the first computer game was created in the United States, using several knobs to adjust the speed and direction of a missile represented by a dot as it flew toward a target. The first computer games were developed for research purposes, to prove scientific ideas, and less so for pleasure. The exhibition "Forbidden Games" features video games written and distributed independent of the entertainment industry by activist media, academies and ideological groups, as a tool for addressing political and social issues.įorbidden Games: 1.12.06 - 27.1.07, The Digital ArtLab, Holon
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