- F.E.A.R. 2: Project Origin, the sequel to F.E.A.R. by Monolith
- Origin, King of the Summon Spirits in Tales of Phantasia and its prequel, Tales of Symphonia
- Spirits that are attached to The Mystics in Legaia 2: Duel Saga
- Silent Hill: Origins, the fifth installment of the Silent Hill survival horror series and prequel to the original 1999 game
- Dragon Age: Origins, a 2009 role-playing video game and first installment of the Dragon Age series
- Rayman Origins, an installment in the Rayman series
- Origin (content delivery), an online service from Electronic Arts that provides computer game downloads
- Origin Systems, a video game developer
Read more about this topic: Origin
Other articles related to "video games, video game, game, video, games":
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... Playability is the ease by which the game can be played or the quantity or duration that a game can be played and is a common measure of the quality of gameplay ... Playability evaluative methods target games to improve design while player experience evaluative methods target players to improve gaming." This is not to be confused ... that describe the Player Experience using a specific game system whose main objective is to provide enjoyment and entertainment, by being credible and satisfying, when the player plays alone or in ...
... There were also Game Boy, NES and Atari Lynx games released, which were very loosely based on the film's plot ...
Famous quotes related to video games:
“I recently learned something quite interesting about video games. Many young people have developed incredible hand, eye, and brain coordination in playing these games. The air force believes these kids will be our outstanding pilots should they fly our jets.”
—Ronald Reagan (b. 1911)
“It is among the ranks of school-age children, those six- to twelve-year-olds who once avidly filled their free moments with childhood play, that the greatest change is evident. In the place of traditional, sometimes ancient childhood games that were still popular a generation ago, in the place of fantasy and make- believe play . . . todays children have substituted television viewing and, most recently, video games.”
—Marie Winn (20th century)