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History of Video Games Essay examples
Video games have progressed immensely in price and technology over the past thirty years making them more popular then ever. Video games were
originally for arcades, then came the first home console. The graphics have changed a lot since the first console game. Games colors were originally
just black and white now they have more colors then you can think of. Not all businesses made it through competition of other businesses.
In the seventies video games were fairly new. Some companies were successful. One of those companies was Colecovision Telstar. The first game
systems were not powered like today's game systems are. In the seventies they were powered by batteries but today's video games get their power from
electrical outlets. The ... Show more content on Helpwriting.net ...
In 1978 Colecovision Telstar had released a game system like no other. The Colecovision Telstar Colortron had color. It was the first people had ever
seen this before. The console only had four colors but this was new to people so it was excellent. The Atari 400 was released in 1979. It was made for
kids. It had different cartridges and a cover so dust would not get in the reader.
They eighties had some new improvements in gaming history. The video game console Vectrex had unique graphics. It had its own monitor to play
on. It was basically a portable game. Colecovision has by now had tree generations of video game consoles. When it came out it had initially had
twelve games with ten more promised titles coming out in they near future. It had a total of one hundred seventy games. Colecovision was the first
company to release a Donkey Kong game. The Mattel Intellivision II was the first to have a LED light telling if the console was on or off. The
Nintendo Entertainment System (NES) was released in North America in 1985. It was released in 1983 in Japan. The Atari 7800 had newer and
better graphics then ever before. They color was also better and had more powerful features. This console was the first to be backward compatible.
Which meant if you had a Atari 7800 you could play Atari 6800 games which were older games. The Sega Master System (SMS) was competing with
the Nintendo Entertainment System. The Sega Master
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Negative Effects Of Video Games
As a teenager people tend to make stereotypes about you. One is that most teens are lazy and do not like to do anything, the other is that a lot of
male teens play video games and waste their time on that. Imagine staying up till three am in the morning just playing video games, people will
say that is bad right? As it turns out it is and it is very unhealthy but at the same time doing anything at three am in the morning is unhealthy and
bad for you. If you are doing homework, working on something, or even just being on your phone up until that time of day it can never benefit
you. This is where people tend to generalize and make unrealistic assumptions on people who spend their time playing video games. They start
saying how playing video games is bad and playing mature games is making young people dangerous, not only to themselves but to others as well.
In reality video games are not bad for anybody, they are only bad when an individual allows it to take control of their life, but this goes for anything
in life. Games are actually very beneficial, they can have a good effect on people who play them and can enhance certain traits that the human body
has. In researching this topic the conclusion was that not all video games have the same effect on everyone, meaning that video games do not effect
young people and the way others perceive them to. One statement that remains true in my research is that video games can improve on many skills
and for the most part it is all up to
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History of Video Games Essay
Did you know that Pong; the first game made by Atari, wasn't originally meant to be released to the public? A new Atari employee was given the
assignment of making it simply as a test of his game design skills. Since Pong became a hit, video games have been a large part of the entertainment
business. They have found their way into homes all over the world.
"You can't say that video games grew out of pinball, but you can assume that video games wouldn't have happened without it. It's like bicycles and
cars. One industry leads to the other and then they exist side by side. But you had to have bicycles to one day have motor cars" (Steven Baxter). In
1931 David Gottlieb invented the first pinball machine. Gottlieb was a short, stocky ... Show more content on Helpwriting.net ...
It came in the form of a ball on a pedestal; from which came the name "Stool Pigeon." If the ball fell off, that was the end of the game. It allowed the
cabinet to move only within a reasonable boundary. The pedestal was later replaced by a pendulum. The tilt mechanism has been present in all pinball
machines since.
In 1933 Williams designed the first electric pinball machine. It was called "Contact." It utilized electrified scoring pockets called "Contact Holes."
They knocked the ball back into play which allowed scoring to continue.
One of the most significant innovations in the history of pinball is arguably the flipper bat, invented by Harry Mabs. For a while pinball was
considered gambling because it had payouts. The flipper bat redeemed pinball because the flipper made it a game of skill. The invention of the
flipper was so significant that in France pinball is simply referred to as "Le Flipper."
The first video game was created by a man named Steve Rusell. He was short, wore glasses, and had curly hair. He made the game in 1962. It took
him six months. His game was called "Spacewar." It was a simple duel between spaceships. The controls were toggle switches. It was a two player
game because the computers at that time were too slow to have artificial intelligence, which would've allowed the computer to act as a second player.
In a later version of the game there was a background of stars. There was also a hyperspace button; a button which made
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Powtoon: Animate Your Presentation Analysis
Resource 1: Powtoon: Animate Your Presentations PowToon is a cool presentation program. It allows a person to bring their presentation to life
through animation. With Powtoon, technical or design skill is not needed to create an engaging presentation. The program is easy to use and a
presenter can have a presentation completed in less than a few seconds. After reviewing the resource in the website we were able to create a
presentation for class. We both agreed that the students love theanimation and seem to be more engaged in the topic that we were presenting. We would
highly recommend this program to teachers. The program truly creates a dynamic presentation which students enjoy. Resource 2: Khan Academy This
program is well ... Show more content on Helpwriting.net ...
Essentially the rubric guides the student through the project or assignment. In my class we use rubrics for all types of assignments. We use rubrics for
homework, tests, and for evaluation of participation in the day's activities. The bottom line is rubrics allow teachers to clearly state expectations and
learning goals. Resource 5: Google Sketchup Google sketch is a 3D modeling program for applications such as architectural design, interior design,
civil and mechanical engineering, film, and video game design. From an educational standpoint, this program allows the teacher to explore skill
drawing and maps, 3D shapes, symmetry, and many more. It gives the student a visual and hands–on activity. I do a bridge building project each year,
but I plan to use this program and create a building design project. Students will need to design their building with Google Sketch and then calculate the
cost of such building. My students are very excited about the program. Resource 7: Kahoot Kahoot is a student response system that allows teachers to
create questions and students respond to them using their phone, ipad, or other electronic smart device. Not only does the online game system enhance
classroom quizzes, but it enhances student engagement, and student test
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The Concept Of Discourse Community
Life is like a massive highway that have infinite routes anyone can choose take to reach some type of designated goal. Those various routes lead to
distinct exits, where one can discover a group or groups that share similarities dealing with viewpoints, beliefs, or understanding towards a particular
goal. These groups can be identified as discourse communities. According to, "The Concept of Discourse Community," in the textbook, Writing About
Writing, John Swales stressed that in order to be classified as a discourse community the group has to have all six defining characteristics. Swales
emphasized, "A discourse community has a broadly agreed set of common public goals, mechanisms of intercommunication among its members, uses
its participatory mechanisms primarily to provide information and feedback, utilities and hence processes one or more genres in the communicative
furtherance of its aims, acquires specific lexis, and has a threshold level of members with a suitable degree of relevant content and discourse expertise"
(Swales, 221–222). Keeping this key detail in mind, there is numerous type of discourse out there.
An example of a discourse community I choose to talk about in this paper is the JPS Nail Salon located near Elvis Presley Boulevard. I recently
became a part of this particular discourse community group by volunteering to help out on the weekends. I thought it would be interesting to dig a little
deeper as to how discourse community works out as a whole.
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Essay On Road Trip
What would the United States be like without road trips? Road trips have been a vital part of the history of America. Road trips have helped
Americans explore the vast lands that make up the US. These people take these trips for family vacations, solo vacations, business, to move to a new
location, to escape. These trips help people gain a better understanding of people and different cultures within their own country. This question is posed
in David Campany A Short History of the Long Road "Is America imaginable withoutthe road trip?"(p.8) Without people exploring the land and
having a desire to move and start new many towns and cities would not have been started. People like to explore and see new things that they may not
have in their birthplaces. This sense of exploring is what drives the American road trip.
When cars like the Model T helped people afford their own car people wanted to travel. They wanted to take family trips or leave behind their old lives.
As cars advanced, trips began to go over longer distances, but ... Show more content on Helpwriting.net ...
97, South of Klamath Falls, Oregon, July 21, 1973. In this photo you see a bulletin board on the side of the road that is a landscape shot of a
mountain and trees. Around the bulletin board is green grass and blue skies with clouds. There are mountains in the distance. Its fascinating to look at
this photo because there is a bulletin board showing a beautiful landscape in front of beautiful landscape. This photo makes me think about all of the
bulletin boards that we see on the road even if we aren't on a road trip. Bulletin boards cover the landscape all over the United States. They may be
selling a product, an idea, or a place like in this photo. This photograph shows how ads have become a piece of our lives that we don't really notice.
Some people wouldn't think twice when looking at this photograph of a bulletin board taking up the beautiful view behind
... Get more on HelpWriting.net ...
The History of Video Games Essay
The History of Video Games
1972, the year the first home video game system, named Odyssey, is released by Magnavox. This main games featured on this system were a light
gun game and a tennis game. During the same time, a game by the name of Pong is a success in the public. It is because people wanted to play Pong
in the comfort of their own homes, that they bought Odyssey. The system only sold around 100,000 units since Magnavox only sold the game system
from their own stores, making consumers believe that the game system would only work on Magnavox TV sets.
Things stay quiet until 1976. With the success of Atari (the makers of Pong), many game companies arise and try to release their... Show more content
on Helpwriting.net ...
In the same year, Atari pushes out a new product, Battlezone, which features a three–dimensional first person view. Battlezone puts players in the seat
of a tank as it roams around destroying other tanks. This greatly interested the US Military, as they asked Atari to develop a more advanced version of
Battlezone to for Military training. We also see the debut of Pac–Man in the arcades; Pac–Man soon becomes one of the most popular games to date.
In 1981, after many failures to produce a hit title, Nintendo of Japan's Shigeru Miyamoto creates Donkey Kong, a game featuring a plumber named
Jumpman, on a mission to save his girlfriend from the crazed ape, Donkey Kong. Jumpman was later renamed Mario by Nintendo of America. It is
also in this year that US video game arcade hits its highest ever revenue to date, five billion US Dollars.
From 1982 to 1984, it was a dark time for the video game industry, as companies started mass producing and saturated the market with games. This is
most evident in Atari, who released titles that had more units than the number of Atari 2600 owned by consumers. Due to bad sales, many developers
go out of business. The games developed by these out of business companies were discounted heavily, causing still in business companies high losses.
Things take a turn for the worse as Atari executive Ray Kassar resign after insider trading. Due to this chaos, a lucrative plan between Atari and
Nintendo
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The Influence Of Pro Social And Anti-Social Behavior
Introduction
The media and advertisement is a great way to promote new products, persuade others, or even influence behavior. The content of the advertisement can
easily promote both pro–social and anti–social behavior depending on the content. When this behavior is studied and theory is applied, individuals can
better understand why people behave the way they do and also raise social awareness. The clips "Bystander Effect" and "Bottle Bank Arcade Machine
show excellent examples of both pro–social and anti–social behavior. An advertisement by the Red Cross also pulls on the heart strings to promote
pro–social behavior, while an ad by Duncan Quinn also depicts anti–social behavior with a gritty image depicting sexual violence against women.
Bystander Effect: Pro–social and Anti–Social Behavior
In the clip "Bystander Effect", a social experiment is done to see how bystanders would respond to a girl potentially being abducted (The Today
Show, n.d.). The experiment is recorded and observed from afar to witness how people responded. In this clip, there are various examples of
pro–social and anti–social behavior to note. Unfortunately, the clip is made up of primarily anti–social behavior. All but one set of people chose not to
respond to the situation. Instead, they kept on walking and chose not to get involved. These individuals seemed to not want to have to be in the middle
of the situation, or take responsibility for what may or may not be happening with the adult
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History of the Video Game Industry Essay examples
The Devil Finds Work for Idle Hands
What comes to mind when someone mentions video games? A lot of people will think of a waste of time or a device for creating lazy children.
That very well may be in a lot of cases, but from a different point of view, video games have very important uses. Instead of creating lazy children,
they eliminate boredom for them. We all know what types of activities children find when they are bored. There is also a huge job market in video
games ranging from programming to sales. It seems they have something for everyone, and in my presentation I try to convey how the video game
industry became the big dollar industry it is today. The history really begins in 1889 when the Marufuku Company was... Show more content on
Helpwriting.net ...
Coleco releases the Colecovision in 1982. Nintendo, not doing well in the arcade market, licenses Donkey Kong among other games to Coleco.
Colecovision's main appeal was an adapter to play Atari 2600 games. To compete with Colecovision, Atari releases its Atari 5200. It does poorly
mainly because it took years to have the Atari 2600 adapter that Colecovision had all along. The very next year the Commodore 64 comes out. It is
the best video game system yet and acted more like a computer. Because of this sudden flood of game consoles and software, 3rd party companies
couldn't compete and went out of business. Their games became dirt cheap and soon people preferred to buy them than the expensive company's
games. This all lead to a rough market. In 1985, Nintendo test–markets it's Nintendo Entertainment System. It's a huge hit and goes nationwide the
very next year. Because of its popularity, Sega releases the Sega Master System and Atari releases the 7800 game console. No one is as popular as
Nintendo and in 1988; Atari sues Nintendo for having a monopoly. Atari of course lose. The video game war rages on to this day with many
companies joining wanting their piece of the market. Atari was a main treat until 1996 when they merged with JTS and never released a game console
again. Sega put up a good fight until their Dreamcast bombed in 2000, causing them to
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Buddy System Essay
34) "Buddy System"
Learners are buddies with another learner either slightly or more experienced. The two work together regularly to a project which will go on display at
a specific time (i.e. exhibition, science fair.) Buddies also assist each other on homework or on checking up with each other that homework has been
completed. In the end, neither buddy can take the summative assessment until the other buddy says the first buddy is ready. This technique improves
learning because the buddies encourage each other to succeed.
35) "Field Trips"
Field trips offer the opportunity for internalize material the be externalized, applied, and sometimes evaluated. On a field trip, designed to apply
learned skills, the learner is given opportunity to apply by practice comprehension skills, conversational skills, and vocabulary skills.
Sample Field Trips: Natural Hispanic Cultural Center; Hispanic (Target Language) Markets; Target language classrooms in other schools; a tour given
in the target language (i.e. at the zoo.)
36) Guest Speakers/Guest Teachers ("Guest Teachers")
Including fellow teachers or guest speakers to teach on a specific topic regarding the target language, or to teach on their own topic in the target
language improves learning by providing opportunity for learners to apply internalized material. Guest speakers/Guest teachers provide variety in
classroom lecture or instruction which increases learner interest level. Increasing interest levels within the classroom
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Video Game Industry Analysis
History The history of video games goes as far back as the 1940s, when in 1947 Thomas T. Goldsmith, Jr. and Este Ray Mann filed a United States
patent request for an invention they described as a "cathode ray tube amusement device." Video gaming would not reach mainstream popularity until
the 1970s and 1980s, when arcade video games, gaming consoles and home computer games were introduced to the general public. Since then, video
gaming has become a popular form of entertainment and a part of modern culture in most parts of the world. There are currently considered to be eight
generations of video game consoles, with the seventh and the eighth concurrently ongoing. Early Founders During the golden age of video games in
the 1970s, it was... Show more content on Helpwriting.net ...
As online and mobile gaming becomes more affordable, video gaming becomes more accessible to developing countries. Though console gaming
currently represents the largest market in the industry, its growth is projected to slow down in the upcoming years, from a 10.9% growth between
2003 and 2008, to a 5.5% between 2008 and 2013. In 2008, Europe, the Middle East, and Africa (EMEA) represented the largest video gaming market
share (35.3%). In 2013 it is projected the Asia–Pacific region will be the leader in both growth and market share. The projection is market share in
EMEA and North America will decline, while it is expected to increase in Latin America. The video game industry in the BRIC economies has
developed in parallel fashion to these countries' general economic expansion. It is projected the BRIC countries will have increased market share in
future years. Market size The Video Games are a cultural phenomenon that is growing ever more prominent among young and old alike. They have
become an integral part of the mass media culture and have been in existence for nearly as long as the television. While the video games of today are
growing ever more detailed and lifelike, early video games like Pong, Space Invaders, and Pac–Man were equally impressive and highly entertaining at
their time. From their earliest years to the complex video
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Selling Violent Video Games On Minors
Nick Brown
Mrs. Kendra Gallos
English 3 Honors
18 April 2016
Selling Violent Video Games to Minors, Is It Good?
In the year 1972, something happened that would forever change
the world of home entertainment and personal enjoyment. The first
video game to break through the confines of reality, was a game
called Pong. From Pong, to Call of Duty, people come a long way in
the world of video games. However, some games have struck up
controversy with their gratuitous violence and their questionable
motives. It has become so controversial, that it has been taken
up and noticed by our own government. So, what's the problem with
violent video games, and how can the next generation be protected, so
that they will not get influenced by these games in real life?
So how did all of this begin? Let us go back to a time where
change needed to happen to the flow of digital
entertainment. In the year 1993, a new arcade cabinet just
made it's way to the arcades and is getting played more and more
every single day. That game was called Mortal Kombat. Mortal Kombat
is a fighting game on the arcade that would soon debut on home
consoles. "But that sounds very similar to Street Fighter 2", some people may ask right now, "what was so special about Mortal Kombat?"
Well there were 2 very distinct differences between these games.
First were the designs of the characters, and the second(and most
obvious) was the ABSOLUTELY GORY FATALITIES! This quote from
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Video Games For Good Essay
Gaming for Good
Video Games are entertaining, interesting, and just plain old fun, but many believe that they are poison to the minds children, teens and even adults.
Through studies, scientist and psychologist have determined the exact opposite and that video games actually strengthen your brain and help balance
emotions. Since the rise of Electronic gaming, parents have feared video games were damaging the foundation of influence they have tried to build
unto their children. Over the time that video games developed, controversy had its rise. Scientist, colleges and physiologist have tested with video
games and people that helps put controversy and theories to rest.
Video games have not been around forever. It has only been almost half a... Show more content on Helpwriting.net ...
When even asked to do even any of these things children would lash out in rebellion against their parents.
Video games had taken all the accusations for the misbehavior of their children. Eventually the children would listen to their parents and go outside to
play. The parents were relieved to see their children outside again but the relieve quickly faded when they saw their children reenact the games they
had played. Seeing them pretend to be the characters from Street Fighter or Mortal Kombat. So the world responed with the rating system." Mortal
Kombat (1992) shocked parents and politicians with its violent gameplay and gory graphics. In response, the video game industry established the
Entertainment Software Rating Board (ESRB). The board rates games by recommending an appropriate age range for players " (Electronic game.)
The mid eighties was a gaming explosion in history with the rise of a powerful gaming company called Nintendo. The japanese gaming company,
Nintendo, invents and releases the NES, Nintendo Entertainment System. With the release of the NES came games such as Super Mario and The
Legend of Zelda. These games would later grow to become amazing and major gaming franchise. With fun gameplay along with story driven
experience, gamers fell in love. The success of The NES and its gaming titles had turned millions of people into gamers.
Gamers would go home and play on their
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The Video Game Video Games
The first video games appeared in the 1960s.[1] They were played on massive computers connected to vector displays, not analog televisions. Ralph
H. Baer conceived the idea of a home video game in 1951. In the late 1960s, while working for Sanders Associates, Baer created a series of video
game console designs. One of these designs, which gained the nickname of the 1966 "Brown Box", featured changeable game modes and was
demonstrated to several TV manufacturers, ultimately leading to an agreement between Sanders Associates and Magnavox.[2]
In 1972, Magnavox released the Magnavox Odyssey, the first home video game console which could be connected to a TV set. Ralph Baer 's initial
design had called for a huge row of switches that would allow gamers to turn on and off certain components of the console (the Odyssey lacked a
CPU) to create slightly different games like tennis, volleyball, hockey, and chase. Magnavox replaced the switch design with separate cartridges for
each game. Although Baer had sketched up ideas for cartridges that could include new components for new games, the carts released by Magnavox all
served the same function as the switches and allowed gamers to choose from the Odyssey 's built–in games.
The Odyssey only initially sold about 100,000 units,[3] making it moderately successful, and it was not until Atari 's arcade game Pong popularized
video games, that the public began to take more notice of the emerging industry. By autumn 1975, Magnavox, bowing
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Video Games : Video Game Console
Although the first video games appeared in the 1950s,[1] they were played on massive computers connected to vector displays, not analog
televisions. Ralph H. Baer conceived the idea of a home video game in 1951. In the late 1960s while working for Sanders Associates he created a
series of video game console designs. One of these designs, which gained the nickname of the "Brown Box", featured changeable game modes and was
demonstrated to several TV manufactures ultimately leading to an agreement between Sanders Associates and Magnavox.[2]
In 1972 Magnavox released the Magnavox Odyssey, the first home video game console which could be connected to a TV set. Ralph Baer 's initial
design had called for a huge row of switches that would allow gamers to turn on and off certain components of the console (the Odyssey lacked a
CPU) to create slightly different games like tennis, volleyball, hockey, and chase. Magnavox replaced the switch design with separate cartridges for
each game. Although Baer had sketched up ideas for cartridges that could include new components for new games, the carts released by Magnavox all
served the same function as the switches and allowed gamers to choose from the Odyssey 's built–in games.
The Odyssey only initially sold about 100,000 units,[3] making it moderately successful, and it was not until Atari 's arcade game Pong popularized
video games, that the public began to take more notice of the emerging industry. By autumn 1975, Magnavox, bowing to
... Get more on HelpWriting.net ...
Key Changes in the Video Game Industry Essays
Key Changes in the Video Game Industry
The first wave of home video games was launched nearly 30 years ago. By the early 1980s, this electronic entertainment medium had emerged as a
cultural phenomenon, thanks to classics such as Asteroids, Centipede, Donkey Kong, and Pac–Man. The world of video games has, of course, changed
drastically since then. For starters, Microsoft, Nintendo, and Sony are now the key players in the console industry, having replaced Atari, Coleco, and
Mattel for those top spots. Advances in technology are making game worlds more realistic and interactive than ever before. The result is a new breed
of fresh and exciting game genres that people in the early 1980s could only ... Show more content on Helpwriting.net ...
Kids were hooked on games in the arcades and wanted to bring the experience into the household. Nowadays, video games are a big market and
throughout the past few years, the industry has boomed into a very large business where big companies like Nintendo, Sega, Sony and Microsoft are
fighting to be the best. Because there are so many games for these systems and because it is such a big business, stores specialising in only these
games are opening everywhere. The big competition between these companies accounts for the rapid development of computer games in the past few
years. Since they keep bringing out new games, they get better and better. Just when it seems that the graphics cannot get any better, the companies will
make a new machine which can handle better games.
Although new and better systems are coming out all the time, they must stay competitively priced. Already, the systems are expensive with the main
consoles retailing for about ВЈ150 in the United Stateswith games costing an additional ВЈ30 each. In Japan, the country where these systems are
produced, the video game market is even bigger. In that country, the same systems cost around ВЈ300 with separate games for around ВЈ60. Customers
in Japan and the US are lucky because the systems are manufactured in both countries. In countries where they aren't
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Pros And Cons Of US Trade With China
Although the United States' trade with China seems beneficial, trade with China, a country which does not care for even its own people, might be a
bad decision. The country of China has much lower standards for human rights, meaning that they also have little regard for the wellbeing of people
from other countries. Furthermore, China does not permit freedom of speech for its citizens, who have little way of pronouncing their dissatisfaction
over political or other matters. Finally, to a certain point, the Chinese people are restricted of their religious rights. Although the U.S. believes that trade
with China is beneficial for both parties, commerce with China, whose government has low standards for human rights, particularly those ... Show more
content on Helpwriting.net ...
Their system of filtering and censorship is acknowledged as the most advanced and effective in the world. The Chinese internet system includes about
thirty–thousand censors, as well as having web browsers, such as Google and Yahoo, censor their results.10 For an average citizen to publish their
opinions without either an elite free speech patron or a willing government publishing house, the safest method is to publicize their thoughts through an
internet bulletin board system run by the Chinese government.11 However, these electronic bulletin boards are required by the law to be licensed, the
posts monitored constantly, and any posts which are found to be "inappropriate" are removed. Any forums that are free from government censorship
are forbidden, since the Chinese authorities refuse to recognize the rights of the citizens to publish their uncensored opinions. Furthermore, if debates
over political or other issues begin to take a life of their own, they are commonly silenced by Chinese authorities.12 The Chinese authorities only permit
these monitored bulletin boards both for their own benefit and because they recognize that there must be outlets for the average person to express their
dissatisfaction with the government.13 Allowing the citizens to speak their mind functions to lessen the political tension, by acting as a release for
their discontentment. These boards also serve as an excuse to deflect criticism by other countries, who complain that people in China do not enjoy
freedom of expression. Additionally, they allow government authorities to monitor the mood of their people and to find weaknesses, both in the
government and in their support. Finally, the bulletin boards allow government authorities to track those who express discontent, keeping their
expressions visible, so the authorities can trace these
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Video Games Research Paper
Almost everyone in the world has played some sort of videogame before. They exist everywhere and are becoming more and more accessible due to
the globalization of technology. On average you will spend 10,000 hours playing video games from 5th to 12th grade (McGonigal, 2010). It is
estimated that 68% of households play video games (Evolution of Games, 2010). So where did video games originate from? What was the first game
ever created?
BOARD GAMES
The very first board game that is known to have existed was the Royal game or Ur and was founded in Mesopotamia or modern day Iraq. It is
estimated to have been made 4,400 years ago (Royal Ur). Now we have games like Dungeons and Dragons or Monopoly with complex rules and
intricate pieces. Monopoly requires complex actions like buying and selling property, and conserving your resources and strategic placement of homes.
Dungeons and Dragons has complex stories with great epics and settings. We have come a long way from the basic rules.
CARD GAMES
Along with board games, card games have existed for centuries. Originally card games appeared in China during the Tang Dynasty in 820 A.D. (Bodle,
2008). There are ... Show more content on Helpwriting.net ...
The very first generation, or generation one (1972–77), began with the very first console, the Magnavox Odyssey. Many consoles were just Pong
clones and many were made, with non removable, built in games (Generations of Games,2014). The second generation (1976–84) showed the likes of
Atari and with it, quickly produced games. During this time, game consoles were cheaply produced and video games were quickly made because it
was easy. This lead to games like Pac–Man Atari and E.T, games considered to be the worst of all time. These games existed to cash in on an existing
product but were too clunky and broken to be enjoyed. The second generation also saw the release of the first handheld console the Milton Bradley
Microvision (Generations of
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Underwater Machines History
Arcade machines:
An arcade machine is made up of different components for example (monitor, control panel and even different types of printed circuit boards to
control game functions or in some cases they will also have an arcade system board hidden within the cabinet. There are different types of arcade
machines upright cabinets, table cabinets and even deluxe cabinets. The first arcade machine was created in 1971 along with the first game created
called pong that was released in 1972. The images provided show a few examples of arcade machines.
Different games were developed like Taito created the Astro race game in 1973, and then in 1974 they created another game that shown the early
example of how sprites were used to represent the ... Show more content on Helpwriting.net ...
The first games console was created in 1967 by a German engineer called Ralph Baer and his co–workers helped create the first videos game with him
that would work on a standard television set. They ended up making 12 games for this console and added in a light gun. Then in 1972 after all of
Baer's team work they decided to create a new console called the Odyssey commercial video gaming console, they added cartridges into the
console so you can play up to 12 games featuring dots and lines on a screen, it didn't do so well as TV dealers didn't see any potential in this
device, this made the company think about what they can do to get their console out there to a wide audience. There was a false rumour that
surfaced stating that the console only worked on TV's that their company made which destroyed their popularity. Later after Nolan Bushnell
founds Atari in 1972 the company has its first big hit when the arcade game pong was released, they started selling home versions of pong under a
new label (sears tele games label). They had a new unique feature because it had a single chip that was able to produce a live score and when the
paddle meets the ball a sound played. They introduced at home video games to the masses. Atari started to realise that a single games system
popularity will drop if it can only produce one game at a time, so they started the idea of putting a cartridge in it so the user can play 12 games more
than they were able to. They sold the company to Warner communications but they still backed up their project that they were working on, the console
was renamed the Atari 2600 VCS. This console was an enormous hit with games like space invaders, breakout, missile command and
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Communication & Media Arts High School. . . Should Teens
Communication & Media Arts High School
Should Teens Be Able To Purchase Violent Video Games?
Bryan Dorsette
Dr. Williams
English AP
18 May 2017
Table of Contents
Abstract2
Introduction3
History3
Problem Statement4
Factual Data5
Case Studies5
Resolution 6
Conclusion7
Works Cited9 Abstract
In the U.S., retail stores will not allow underage teens or minors to purchase violent or mature rated video games without a guardian. 97 percent of
teens in the U.S., ages 12–17 play video games. More than half of the best selling games are violent or mature rated. Some Americans believe teens
that play mature rated or violent video games could lead to violence. Others believe it may be a way teens can relieve stress or take out ... Show more
content on Helpwriting.net ...
Allowing teens to purchase violent or mature rated video games will increase the sales of the game purchased and violent video games are known as a
stress reliever.
History
Violence in video games dates all the way back to 1976. In 1976, there was an arcade game called Death Race, and it was about running over
stickmen with a car. The game was eventually banned due to the violence it displayed. (Homeslice, "Death Race (Game)", 2014) Back in the late
70's to the early 90's, video games did not have a rating. There weren't a lot of violent video games for home consoles at that time, and violent games
that were released was usually unlicensed or unofficial. According to Ryan Lamble, some of the earliest violent video games were Chiller,
Splatterhouse, and Jack the Ripper. (Lamble, "The evolution of 80s videogame gore and mayhem", 2013)
In 1994, a video game rating system known as ESRB was established due to gory and violent games such as Mortal Kombat and Night Trap. The
ESRB decides what age or ages a video game should be appropriate for. The ESRB rating categories ranged from kids to adults to mature. ESRB.
"SEARCH ESRB RATINGS." ESRB Ratings. N.p., n.d. Web. 08 May 2017. Today, the ESRB rating still exists and recently the ESRB expanded to
mobile games and apps. The ESRB rating system for video games will exist in the future and it will continue to expand.
Problem Statement
The issue is underage teens are not allowed to purchase mature or violent video games due to
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Gaming Observations Essay
At 1:15pm Saturday afternoon, I am currently hanging out at the student gaming center with the pool tables and a line of arcades in front of me.
At least nine to twelve players are gathered around 2 gaming arcade machines in front of me. The two main popular ones that are of interest would
be the Street Fighter 3rd Strike and the Marvel vs Capcom 2 machines. The gamers are heavily immerse in watching the players and cheering them
on. I am observing four players playing on two separate machines. The two players who are on MVC2 are wearing both hooded jackets and baggy
jeans with tennis shoes. It seems they were here for quite a while. Backpacks are off to the side of the machines or lying around randomly near them
on the ground and some... Show more content on Helpwriting.net ...
I can see the vines pulsing on the sides of their forehead and one of the players just picked up a Gatorade bottle and drank the yellow liquid, lemon
flavor I presume. His opponent next to him just wiped the sweat off his forehead with his right arm and yelled that that was a cheap and dirty
move. The players that have more spectators I observe a higher level of energy being presented and a potential hostility. The gamers who are
playing on the 3rd strike machine were a lot more calm and benevolent. I will hear the players commend each other about how that was a great
move and basically playing nice. Compared to the players on the MVC2 machine where the players would suggest that it was a lucky shot in a mean
way. The players that are watching contribute to the heat by instigating and yelling out fighting words I can see that the players are irritated and
playing much more aggressive, the tapping of the buttons and movements of the joystick is much more prevalent and erratic. The players on the 3rd
strike machine even stopped a few times to watch the battle going on and two guys from the pool table nearby would occasionally look up to watch the
commotion. After thirty minutes in, there had been three rotations of players on the MVC2 machine and I noted that one of the players had been
winning against all his opponents. The surrounding people at the center are all wearing casual dress attire and after fifty minutes
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Video Games And Its Impact On Society
Introduction Computer games are entertainment and recreation tools that a lot people have been enjoying for a long time. Young and old are playing
these computer game in order to enjoy themselves. Computer games are getting bigger in the industry since a lot of people are demanding to get
more games. Computer games are beginning to be a business. Between 1970s and 1980s, It is considered the golden age of video gaming due to rapid
gaining popularity of the video game arcade at that time. (Auction Game Sales) The popularity of video games is getting bigger until the present time.
Since technology is evolving, video games are also evolving. Instead of using for recreational purposes, video games are also working on as a tool for
education. ... Show more content on Helpwriting.net ...
The company also made some of the video game console devices throughout the years like the Game Boy/Color/Advance, Nintendo 64, Wii, Wii U
and the recently launched The Nintendo Switch. Nintendo company has also created some of the most iconic video game in the history such as The
Mario Bros., The Legend of Zelda, and etc.
In the present day, the video game industry is still growing and became incredibly enormous. In the U.S. alone, the video game market was valued at
almost 17 billion U.S. dollars by 2015. The revenue of the video game industry right now is at 101.62 billion U.S dollars which incredibly enormous
comparing to the revenue of video game in the 1980s. (Irvine) Even though the video game industry is still growing, it still has rooms for improvement
in terms of technicalities of the industry itself. There are still problems that the people behind the industry need to fix and they need it in order to
nurture the industry.
Video Games in Society Video games have become popular since the golden age of video games. However because of this popularity, there are
many problems have occurred regarding to the mechanics of video games. Many controversies have happened in the industry for the past decades.
And a lot of people have been protested that video games are polluting the society. In the golden age of video games, there were no restrictions and
labels in video games and a lot of these games were violent, sexual and disturbing games. The game "Death Race" was
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The Haunting Of Hill House
"No live organism can continue for long to exist sanely under conditions of absolute reality."– Shirley Jackson, The Haunting of Hill House For the
purposes of reducing confusion the world that we live in, the air we breathe, the universe that is generally accepted as the real world, and the felling
and presence of our bodies will be referred to as "home".
Humans are unique in the animal world in that we solve puzzles for fun. Very few other animals do this, and only ones with a complex neural
network have the desire to complete puzzles for enjoyment. Over 40% of Americans play video games at least three hours a week; 1.2 billion people
play video games worldwide. Games have always been a form of entertainment, chess is a melena and a ... Show more content on Helpwriting.net ...
The game seeks to trick us for a time into abandoning what is real (home) and focus on what is inside our monitors and T.V.s. Baudrillard spoke on the
process of a simulated reality in a multi–step process. "In the first case, the image is a good appearance – representation is of the sacramental order."
This can be related to the early days of video games when they used cathode ray tubes to project pixelated images onto a curved glass scene. Video
games where very new, and exciting. "In the second, it is an evil appearance – it is of the order of maleficence. This can be related to games starting
about 15 years ago till today. Video games were and still are thought to be a source of violence in people. Many view them as a waste of time and that
they detriment a person. Though this mentality is starting to fade as we shift towards the third order "In the third, it plays at being an appearance – it is
of the order of sorcery". Technology is starting to advance to the point that anyone without training in the field cannot understand what is going on. As
myths about video games negative appearance are being debunked or confirmed their negative aspects are getting swallowed up by the more exciting
advancements in the fields. "In the fourth, it is no longer of the order of appearances but of simulation." At this level the video game stops being a game,
and starts to become a part of everyday life (home). For as much as some may dedicate their whole lives to games, in the
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Classroom And Student Learning And Interactions
The layout of the classroom that I observed is when you first walk into the classroom to your left there are the student's mailboxes. You continue to
walk and the bathroom is on your left and next to the bathroom is the snack area and the library. Next to the library there are three tables where the
students do their work and there is a whiteboard. The next area of the classroom is the play area were each play area is sectioned into different
categories and then there was an area for circle time.
In the classroom that I observed the layout is conducive to student learning and interactions because in the classroom the teachers and the children were
able to interact with each other. In the classroom, there was an area for students to learn ... Show more content on Helpwriting.net ...
This classroom did not have computers in it. The classroom did have learning centers they had four centers a center where the library center, where
there was a bookshelf of books and a table for the students to read their books. Another center where the students do their work, there are three tables
and a whiteboard where the teacher writes her lesson and what she going to do in class. The third center in the playing center were all the toys are,
they have an area for dress, the kitchen, blocks, cars, and much more. The last center is the teacher does circle time, there is a round carpet that the
children sit and the teacher has a little desk with all her important information.
My impressions of the physical environment of the classroom that I observed was are I liked the learning center where the teacher taught the class.
The classroom was very organized and set up very nicely. The one thing that I did not like about the classroom was that the classroom was kind of
small and the children did not have a big space to play. My overall impression was the classroom was that I liked the classroom.
2.Classroom Management
The teacher that I observed at the school was observing at was authoritative. She was warming and demanding towards her student 's. The teacher's
approach to classroom management at the school I was observing was she would teach her lesson on the carpet at circle time and then she would have
the children transition to the
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Video Games Are The Most Common Form Of Entertainment
Video games are a series of images manipulated onto a screen. The screen can be a television, computer screen, or it can also be a cell phone. The
images are represented by bits or pixels. There are video games for almost every platform ever made. In the past, video games were a thing that
only lucky, rich people had. Now they are something almost everyone has. You can find video games in stores, book shops, garage sales, and many
other places. They are the most common form of entertainment. Making a video game is much harder than playing it. Making one requires patience,
skill, and wisdom. It is like a fragile vase: one bad line of code, and it is all destroyed. They have revolutionized how we do things today. They also...
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They have a long and extensive history, and a future that is limitless. The history and future can be broken up into 4 major parts. First, the pre–1980's,
when games like Pong, Nim and the Brown Box console were released. Second, 1980 to 1998, when companies like Nintendo, Sega, and Sony
started to evolve to how we know them today. Third, 1999 to present day, when the greatest technological advances have occurred and companies
compete to be the first and the best. And finally the future of video gaming, dealing with the creation of VR which can be used to train people for
their jobs as well as gaming. Pre–1980 The time period of the pre–1980 's is when video gaming was first started. This time period started the video
game revolution in an attempt to take video games out of the arcades and put them into the home. The game Nim started it all, the Brown Box was
the first ever console, and Atari was the first ever successful gaming company. The roots of all video games and consoles can be tracked to this time
period. In 1940, the W.L. Maxon Corporation transferred an old board game to a computer. It was called Nim. The objective of the game was to
keep collecting matches until there was only one left. Whomever picked up that last match on the board lost. It was on display at the 1940 World Fair
to play. It was made by using simple computer coding for the computer opponent
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University of Phoenix Online Forum User Manual Essay
University of Phoenix Online Forum User Manual English 221: Technical Writing Fundamentals Contents Introduction| 3| The Main Forum| 6| Chat
Room| 7| Course Materials| 8| Learning Teams| 9| Individual Forum| 14| My Drafts| 15| My Sent Items| 16| Glossary of Terms | 17| Copyright
Information All images used in this document, including the University of Phoenix logo, were retrieved from the University of Phoenix website
(www.phoenix.edu) and are being used for educational purposes only. The use of the images is permitted under Title 17 of the United States Code,
Section 107. This... Show more content on Helpwriting.net ...
This forum allows students to build a better relationship with each other by giving them a location to talk about subjects not related to the class.
Locate and click the Discussion link from the classroom home screen as described in Figure 1–3 (Page 5). Then, find the Chat Room section on the
left–hand column of the Discussion home screen in the Forums table, as shown in Figure 2–1: FIGURE 2–1 Course Materials The Course Materials
forum is used by faculty to give students information that will aid in their success throughout the class. Adding new threads is only allowed by
faculty members. The information contained in this forum is class specific. Students do not respond to the threads in the course material forum, it
is used for information only. Common threads in the course materials forum include: * Class calendar: Used to display due dates for required
assignments for the class. * Class policies: Policies covering aspects related to the class. * Class syllabus: Detailed breakdown of what is required
for the class by week. * Lecture notes: Notes from the faculty lecture that contain important information about topics covered in the class. * Rubrics:
Detailed grading table for assignments that are due during the class. Locate and click the Discussion link from the classroom home screen as described
in Figure 1–3 (Page 5). Then, find the Course Materials section on the left–hand column of the Discussion
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Labor Relations
Weekly Written Assignment, Week 2, Chapters 4, 5 and 6 Union and Management: Key Participants in the Labor Relations Process Why and How
Unions are Organized Negotiating the Labor Agreement October 30, 2014 Case 5–3, "Did the Company Violate....?", p. 232; and Case 5–5, "Bulletin
Board Use", p. 236. Answer the questions at the end of each case in typewritten format, 3 – 5 pages. 1.Was this matter within the jurisdiction of the
National Labor Relations Board? The statements made by the employer appear to coincide with an unlawful promise of benefits, and therefore, are
unacceptable in relation to the act. The concept of "positive coercion" is addressed in the case study, and these actions directly influence the manner...
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An employer may not interfere with its employee's ability to communicate union messages or discriminate between union communications and
non–union communications. Barry Marcks violated Section 8(a)(1) of the Act by barring union employees from using the employer's e–mail system
for union business. Case 5–5, Bulletin Board Use p. 236 1.Is an employer required to have bulletin boards at the workplace? No, I do not believe an
employer is required to have a bulletin board. My company does not have a bulletin board; with the use of technology such as email and intranet
websites, a traditional bulletin board is not needed. 2.If an Employer did not provide bulletin boards at the workplace, would employees have a
right to provide and mount their own bulletin boards? I do not think an employee would have the right to bring in a bulletin board. I think if they
want a bulletin board they should discuss it with their supervisor and if agreed, let the company provide it. If the employee brings in the board, they
may feel like they can dictate what is posted and it may not be work appropriate. It could cause conflict if other employees want to post something on
the board. Items posted could violate a non–solicitation policy and other workplace rules. To avoid this situation, employees should not be allowed to
bring in their own bulletin board. 3.If there are company–provided bulletin boards at the workplace, does the Employer have a right to restrict the
purpose or
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Nintendo 's Impact On The Video Game Industry With Evr Race
In 1975, Nintendo shifted to the video arcade game industry with EVR Race, designed by first game designer Genyo Takeda. Along with several other
titles, Nintendo started out with some success, but in 1981, the release of Donkey Kong, designed by Shigeru Miyamoto, increased Nintendo's profits
exponentially. The success of the game along with many licensing opportunities provided Nintendo a huge boost in money, and the game also
introduced a visualization of Mario, the mascot of Nintendo. Back then, Mario was known as Jumpman. In 1979, Gunpei Yokoi thought of the idea of
creating and selling handheld video games. Just by looking at a commuter with a LCD calculator, Yokoi developed the Game and Watch video game
series. One detail of the handheld systems that needed adjustment included components that were not interchangeable4, such as the cartridges. Anyway,
the first Game & Watch video game "Ball" was distributed globally. Eventually, the modern D
–pad design developed in 1982 by Yokoi was proven to
be popular. The design was patented5 by Nintendo and earned a Technology and Engineering Emmy Award. In 1983, Nintendo launched the Family
Computer, also known as "Famicom" alongside ports of its most famous arcade titles. In 1985, the Family Computer was remade and launched in
North America as the Nintendo Entertainment System, or the NES. The console's success led to the help of creating Super Mario Bros., one of the
best–selling and popular video games of history.
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Professional Poker Player-Personal Narrative
As I walked into the smoke filled room, a steady mixture of anxiousness and excitement ran through my body at a vividly momentous pace. It is not
every day an 18 year old kid is able to go to the nearest casino and go play poker. My family was visiting my grandparents in Oklahoma, and as luck
would have it, the legal gambling age in Oklahoma is 18 years. I have been playing poker steadily throughout the course of my life to this point at
small home games and online tournaments, and prior to this day the only aspirations I had in my body was to become a well known professional
poker player. But nothing would equal the thrill of taking down a monster pot in an actual casino, or so I thought. About fifteen minutes after signing
up for a seat ... Show more content on Helpwriting.net ...
If you've ever been into poker or even watched the World Series of Poker on ESPN, you'll see what I mean. Here are just a few observations I've
made...some obvious, some (hopefully) not. Mind games are a big part of the game. In poker, you can learn all about the strength of hands, pot odds,
betting position, and how to play it by the book. In Street Fighter 4, you can analyze frame data, learn combos, find rankings/tier listings, and watch
replays. But in the end, it comes down to playing the man. It's about making the other guy fold when he has you beat, or giving him a false sense of
confidence when really, he's walking into certain defeat. It's about giving your opponent the impression that his strategy is full–proof, only to punish
him painfully at the most (in)opportune time. It's all about being unpredictable and rattling the other guy to the point where all his pre–game
knowledge seems to go out the window. Heck, Justin Wong almost beat Daigo while playing a character he admittedly didn't know very well or
practice much. I doubt he was thinking about frame data while he was missing combos, but still giving Daigo all he could handle. The head
knowledge definitely comes in handy, don't get me wrong. I'm just saying it's about how you actually use what you know. Luck is required to make it
through. Back in the day before poker got huge–which I
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Essay on Electronic and Communication Privacy Act of 1986
Electronic and Communication Privacy Act of 1986
We are all familiar with the phrase, "A little birdie told me." But where did that birdie get his information? If he was like most Mockingbirds in the
sky, his information was probably obtained through eavesdropping, which is not an ethical approach. This day and age with technology becoming
more and more effective everyday it is not the birds that we have to worry about. Congress has recognized the way that technology has changed society
and reacted by passing the Electronic Communication Privacy Act of 1986. There are two main Titles discussed in this act, Title I––Interception of
Communications and Related Matters and Title II–– Stored Wire and Electronic Communications and ... Show more content on Helpwriting.net ...
Where it preserved your right to listen in to public radio transmissions, it preserves your right to listen in on pubic computerized transmissions. It
allows the "provider of electronic communication service"to keep records of who called and when, to protect themselves from the fraudulent,
unlawful or abusive use of such service. This law has stated that is illegal to intentionally intercept a phone conversation on a cellular phone and also
to disclose any of the information obtained illegally. The law forbids the manufacturers of radio scanners from creating or marketing any type of
radio that will interfere or invade the same frequencies that are used for cellular phones. Title I is very self explanatory, it deals with the more obvious
privacy laws. Title II––Stored Wire and Electronic Communications and Transactional Records Access, is more complex than the above title. This
section has caused the biggest concern among bulletin board system operators and users. For those who do not understand what a bulletin board is, it is
places on the Internet where messages, or pretty much anything can be posted. Unfortunately, while a lot of well–intentioned people know that a law
had been passed, most of them started discussing it without talking the trouble to read it first. As a result, there has been a lot of misinformation
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Flat Stanley Character Analysis
Flat Stanley
пЂHave you ever wished that you could wake up one day and have a completely different look? If so, you may wish you were Stanley Lambchop, an
ordinary boy who wakes up one morning looking very different – he is only half an inch thick! Because of a falling bulletin board (which made
Stanley flat), Stanley gets to experience all sorts of fun adventures. Does living a flat life suit Stanley, though? You will have to read this classic, funny
book to find out!
пЂFlat Stanley would be targeted to my lowest readers. It is quite a preposterous notion to wake up flat, and the humor will keep my students engaged.
While Stanley does have some fun adventures being flat, at the end of the day, he does not really want to be different. This... Show more content on
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He has been homeschooled all his life, but this year, he is entering a private school down the street from his New York City apartment. His struggles
that year, along with his sister's journey and that of a few other characters, are chronicled through this book that teaches so much about what it means to
be human and how hard it is to be different and accept others, looking beyond the surface to see the person underneath.
пЂI have heard nothing but good things about Wonder, and I would ideally do it as a read aloud. (The Report Card is pretty short.) It teaches so
much about acceptance and looking past the surface to see the person underneath, and that is what I want my students to do. I have yet to read
Wonder, but I cannot wait until I do. However, I have no doubt that it is an incredible novel to use in the classroom to help students learn about people
who are different.
Sadako and the Thousand Paper
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Steve Jobs And Brennan Character Analysis
Family
Steve Jobs house, as viewed from sidewalk . Plentiful fruit trees are visible next to the house. Chrisann Brennan notes that after Jobs was forced out
of Apple, he apologized many times over for his behaviour" towards her and Lisa. She also states that Jobs said that he never took responsibility
when he should have, and that he was sorry. By this time, Jobs had developed a strong relationship with Lisa . In addition, Jobs and Brennan
developed a working relationship to co–parent Lisa, a change Brennan credits to the influence of his newly found biological sister, Mona Simpson who
worked to repair the relationship between Lisa and Jobs. Jobs found Mona after first finding his birth mother, Joanne Schieble Simpson, shortly after he
left
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The Video Gaming Culture in Japan
Gamers are gamers regardless of where they live. There are many gamers around the world, and one of the largest gaming populations is located in
Japan. (Niizumi) Japan has been, and continues to be one of the largest developers and creators of both of video gaming consoles and video games
around the world. (Niizumi) Japanese video games are beneficial to society and are an excellent source of employment to many in Japan.
To understand how video gaming relates to Japanese culture we need to understand more about the country of Japan. We will explore some important
facts about Japan's cultural society and environment.
The country of Japan is an island nation, which is separated from Mainland Asia by the Sea of Japan. ("Facts about Japan") ... Show more content on
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(Gibbs) They are currently at a crossroad but are busy exploring their options. (Gibbs)
The original arcade games were large machines that required coins to play. (Snow) Even today, arcades are a part of Japanese society. (Snow)
Akihabara, Japan is known as the Electric Town for all of its arcades and Sega owns several of the arcade games. (Snow) Rhythm and fighting games
are on the top of the list for Japanese arcade games. (Snow) Music is usually loud with these games, along with flashing lights and the bells and
whistles.
Namco, based in Japan, was one of the first to enter the Golden Era of arcade video games. ("The History of") One of their most famous games was,
and still today is Pac–Man. ("The History of") Pac–Man is the only video game that is still in production today and is still distributed by Namco. ("The
History of")
Some of companies of the 1980s were Nintendo, Sega, Epoch, Bandai and Sony. ("5 of 7") They were all designing new video game consoles and
developing games to sell with the console. ("5 of 7") Some companies were epic failures and others opened the way to new technologies. The
Famicom Disk System, which was released by Nintendo, also known as the FDS, failed in Japan and both the game system and the games were
unreliable. Regardless of case, several million were sold. (McFerran) In the late 1980s Nintendo released its
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Video Game And The Game
In November, 1971 the first commercially targeted video game was released in America as an arcade machine called 'Computer Space' in which
the aim of the game was to fly through 2D space avoiding UFO's firing upon you and destroying them. The game sold poorly and was notoriously
difficult to grasp as it was only played on university campuses. This however inspired other programmers to make more games and the following
year Atari released 'PONG' as an upright arcade machine, the aim of the games is to score points in a simulated tennis style match. It was the first
game to reach mainstream audience and is fairly well known within popular culture and subsequently went on to spawn a home edition of the game to
played on TV sets 3 years later. This generated larger sums of money as each of the 100,000+ arcade machines in America were generating between
$35–$40 a day and the home edition sold 150,000 units through the 1975 holiday season. This would mark the start of the gaming industry and in
the years to follow the industry would expand to Japan and Europe with year on year profits in the excess of $2 billion by 1982. It would survive
the video game crash of 1983 in which most of the American developers would become bankrupt because of lack of innovation and the flooded home
console market to name a few. Japan would emerge as the dominate market after the crash which in turn lead to the rise of Sega and Nintendo in 1989,
with the release of their own home consoles
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Competitive Analysis Cango
Competitive Analysis CanGo.com February 21, 2010 Schettakka Davis The Big Five, Inc. Introduction This competitive analysis was conducted to aid
in the development of CanGo, an online gaming website. This analysis focused on three competitors: Big Fish Games, iWin.com, and Pogo.com. The
existence of these competitors indicates that there is indeed a market for online gaming. All of these competitors offer free online game play, game
downloads, chat rooms, club memberships, and some type of prizes. This suggests that CanGo may be benefit from extending the online gaming
website to include these services. Certain content functionality appears to be standard in this industry and should be included in the CanGo website: *...
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Will they offer free online games or will their potential customers have to pay to play games online. Their business of online games will suffer
because inline gamers will go to sites like Pogo.com to play online games free for as long as they desire. My recommendation for CanGo would to be
research the online gaming to see if they are ready to compete with the best. Rethink their vision of the online gaming
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Review Board Case Study
What makes an environment inviting for posting on a bulletin board?
The most inviting factor about the environment of the first bulletin group was the purpose of the room. The printing room is a place where most
students stay for a long time and work with computers, print their assignments and documents and even socialize with each other. The nature of this
staying makes it more probable that the ads and notices being seen over time. The high traffic of the room and long stays exposes the boards to a large
number of audience. Accordingly, most of the posts were about everyday needs of students and social ads that needs to be seen by as much persons as
possible. On the other hand, the second bulletin group were located in an area that most ... Show more content on Helpwriting.net ...
Also, many of the students who study in that place are undergraduate students who does not have access to other systems in the labs at the campus and
comes to the place on a daily basis, considering the categories of posts with most frequency including tutoring and social categories, it can be inferred
that the main audience of the bulletins are undergraduate students who participate more in social events and needs a tutor for their courses.
On the other hand, the second bulletin group were limited access boards that did not have various posts on them and their posts had more text than the
photos on them. Also, they were located close to offices related to student services and societies. Therefore, it can be concluded that the aim of the board
was informing students about their services and opportunities and did not intend to just be seen by the greater number of audiences but to be seen by
the right target group who are looking for that information. Although they also used the color for attracting the attention, the chosen color which was
blue was not a vivid color and tried to keep the audience for longer time.
1.Having this in mind, the first factor that should be considered in designing a digital bulletin board is aim of the board and the selected audience. This
factor can affect the
... Get more on HelpWriting.net ...
Cardbook Case Study
By 2016 there were at least 230 companies developing VR–related products. Facebook has 400 employees focused on VR development; Google,
Apple, Amazon, Microsoft, Sony and Samsung all had dedicated
AR and VR groups
Sony announced Project Morpheus (its code name for PlayStation VR), a virtual reality headset for the
PlayStation 4 video game console.[36] Google announces Cardboard, a do–it–yourself stereoscopic viewer for smartphones. The user places their
smartphone in the cardboard holder, which they wear on their head
In early 2014, Valve showed off their SteamSight prototype, the precursor to both consumer headsets released in 2016. It shared major features with
the consumer headsets including separate 1K displays per eye, low ... Show more content on Helpwriting.net ...
The concept was later adapted into the personal computer–based, 3D virtual world Second Life.[28]
The Virtual Boy was created by Nintendo and was released in Japan on July 21, 1995 and in North
America on August 15, 1995.[26] Also in 1995, a group in Seattle created public demonstrations of a
"CAVE–like" 270 degree immersive projection room called the Virtual Environment Theater, produced by entrepreneurs Chet Dagit and Bob
Jacobson.[27] The same system was shown in 1996 in tradeshow exhibits sponsored by Netscape Communications.[citation needed] Forte released the
VFX1, a PC–powered virtual reality headset in 1995, which was supported by games including Descent, Star Wars: Dark
Forces, System Shock and Quake.
By 1994, Sega released the Sega VR–1 motion simulator arcade attraction,[23][24] in SegaWorld amusement arcades. It was able to track head
movement and featured 3D polygon graphics in stereoscopic 3D, powered by the Sega Model 1 arcade system board.[25] Also in 1994 Apple released
QuickTime VR, which, despite using the term "VR", was unable to represent virtual reality, and instead displayed 360 photographic panoramas
In 1992 researcher Louis Rosenberg created the Virtual Fixtures system at the U.S. Air Force's Armstrong
Labs using a full upper–body exoskeleton, enabling a physically realistic virtual reality in 3D. The system
... Get more on HelpWriting.net ...
The Shining Sixties
Richards, Jordan
10 May 2015
AP US History
Period 4
The Shining Seventies
1. Technology
The actual invention of the microprocessor took place somewhat before the 70s, with the first notable product the AL–1: an 8 bit computer processor
"slice" (an expandable portion of a larger central processing unit) debuting in March of 1969. However the first commercially available microprocessor,
the 4004, was released in 1971 by Intel. Intel had already established itself as a leader in the integrated circuit (IC) design industry before this point,
mainly dealing with memory, but made the leap into the microprocessor world after receiving a request from a customer to design a custom circuitry
for their new calculator – a task that would be infeasible ... Show more content on Helpwriting.net ...
Soon–to–be tech industries leaders, Steve Jobs and Bill Gates were also members of the club, eventually leaving to start their respective companies.
This eventually became the home of the Apple I computer, pioneered by Steve Wozniak and supported by Steve Jobs. Beginning as a project in
Wozniak's spare time, it eventually developed into the first product of Apple Personal Computers Inc., launching in 1976. It a utilized a 6502
processor: a clone of the 6800 by MOS Technologies, soon to be the basis of the Nintendo Entertainment System CPU in future decades. It also
featured a working keyboard and text video output, but required extensive assembly.
In 1974, Federico Faggin – a member of the team that had worked on the original Intel 4004 MPU – left Intel to found Zilog. With funding from
Exxon Corporation (a subsidiary of Exxon Enterprises), Zilog was able to produce its first microprocessor, the Z80. It implemented and expanded
version of the existing Intel 8080 instruction set, allowing programs already written for the popular Intel CPU to be easily ported to the platform.
However, the Z80 also provided increased performance and flexibility and a fraction of the cost, leading to its eventual dominance in the desktop
computer market.
Also in 1974, the first popular operating system was released: Control Program for Microcomputers or CP/M.
... Get more on HelpWriting.net ...
Nintendo : A Video Game Company
Nintendo is a wonderful company, although there is much more to Nintendo than just a video game company. The company has been around for a
while, and there's proof that shows: over multiple years, Nintendo has made many games and many consoles. Nowadays, Nintendo consoles have been
tossed aside, forgotten as people play on their Xboxes and Playstations, yet Nintendo still works to make consoles for people's entertainment. Nintendo
tries to make game consoles that'll please everyone, although that often turns people away for a reason that one does not know. Even though Nintendo
has undergone many changes in the past, Nintendo will still continue to be a strong company working to achieve success with multiple game series on
multiple ... Show more content on Helpwriting.net ...
They gained even more success when they produced a line of cards with Disney Characters' likeliness on them. Hiroshi introduced board games to the
Company's line of products, and gained more progress to the company people know today.
Nintendo then began selling a major part of their progress to the company today, the Beam Gun series of games. When the idea of arcade games was
found, they ended up creating arcade games, one of which was Donkey Kong. Nintendo then started creating video games for consoles, and then then
created one of their own, the Family Computer System, or Famicom. However, they ran into trouble even before they started selling video games in
America, because people were buying exported systems from Japan. Fortunately, Nintendo realized the problem, that too many other companies were
flooding the market with bad games. Then, in 1985, the Nintendo Entertainment System, or NES, was released in America. Nintendo received major
success. Unfortunately, Nintendo was hated by fans and other licensees for putting microchips in their products so they couldn't be replicated.
Nintendo survived by striking deals with Pepsi and Toys 'R' Us for special distribution deals. That's the history of Nintendo, how they started as a
playing card company, and evolved into a video game company.
Super Mario, the Legend of Zelda, Metroid, and PokГ©mon; one of the traits they all have in common is
... Get more on HelpWriting.net ...

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History Of Video Games Essay Examples

  • 1. History of Video Games Essay examples Video games have progressed immensely in price and technology over the past thirty years making them more popular then ever. Video games were originally for arcades, then came the first home console. The graphics have changed a lot since the first console game. Games colors were originally just black and white now they have more colors then you can think of. Not all businesses made it through competition of other businesses. In the seventies video games were fairly new. Some companies were successful. One of those companies was Colecovision Telstar. The first game systems were not powered like today's game systems are. In the seventies they were powered by batteries but today's video games get their power from electrical outlets. The ... Show more content on Helpwriting.net ... In 1978 Colecovision Telstar had released a game system like no other. The Colecovision Telstar Colortron had color. It was the first people had ever seen this before. The console only had four colors but this was new to people so it was excellent. The Atari 400 was released in 1979. It was made for kids. It had different cartridges and a cover so dust would not get in the reader. They eighties had some new improvements in gaming history. The video game console Vectrex had unique graphics. It had its own monitor to play on. It was basically a portable game. Colecovision has by now had tree generations of video game consoles. When it came out it had initially had twelve games with ten more promised titles coming out in they near future. It had a total of one hundred seventy games. Colecovision was the first company to release a Donkey Kong game. The Mattel Intellivision II was the first to have a LED light telling if the console was on or off. The Nintendo Entertainment System (NES) was released in North America in 1985. It was released in 1983 in Japan. The Atari 7800 had newer and better graphics then ever before. They color was also better and had more powerful features. This console was the first to be backward compatible. Which meant if you had a Atari 7800 you could play Atari 6800 games which were older games. The Sega Master System (SMS) was competing with the Nintendo Entertainment System. The Sega Master ... Get more on HelpWriting.net ...
  • 2. Negative Effects Of Video Games As a teenager people tend to make stereotypes about you. One is that most teens are lazy and do not like to do anything, the other is that a lot of male teens play video games and waste their time on that. Imagine staying up till three am in the morning just playing video games, people will say that is bad right? As it turns out it is and it is very unhealthy but at the same time doing anything at three am in the morning is unhealthy and bad for you. If you are doing homework, working on something, or even just being on your phone up until that time of day it can never benefit you. This is where people tend to generalize and make unrealistic assumptions on people who spend their time playing video games. They start saying how playing video games is bad and playing mature games is making young people dangerous, not only to themselves but to others as well. In reality video games are not bad for anybody, they are only bad when an individual allows it to take control of their life, but this goes for anything in life. Games are actually very beneficial, they can have a good effect on people who play them and can enhance certain traits that the human body has. In researching this topic the conclusion was that not all video games have the same effect on everyone, meaning that video games do not effect young people and the way others perceive them to. One statement that remains true in my research is that video games can improve on many skills and for the most part it is all up to ... Get more on HelpWriting.net ...
  • 3. History of Video Games Essay Did you know that Pong; the first game made by Atari, wasn't originally meant to be released to the public? A new Atari employee was given the assignment of making it simply as a test of his game design skills. Since Pong became a hit, video games have been a large part of the entertainment business. They have found their way into homes all over the world. "You can't say that video games grew out of pinball, but you can assume that video games wouldn't have happened without it. It's like bicycles and cars. One industry leads to the other and then they exist side by side. But you had to have bicycles to one day have motor cars" (Steven Baxter). In 1931 David Gottlieb invented the first pinball machine. Gottlieb was a short, stocky ... Show more content on Helpwriting.net ... It came in the form of a ball on a pedestal; from which came the name "Stool Pigeon." If the ball fell off, that was the end of the game. It allowed the cabinet to move only within a reasonable boundary. The pedestal was later replaced by a pendulum. The tilt mechanism has been present in all pinball machines since. In 1933 Williams designed the first electric pinball machine. It was called "Contact." It utilized electrified scoring pockets called "Contact Holes." They knocked the ball back into play which allowed scoring to continue. One of the most significant innovations in the history of pinball is arguably the flipper bat, invented by Harry Mabs. For a while pinball was considered gambling because it had payouts. The flipper bat redeemed pinball because the flipper made it a game of skill. The invention of the flipper was so significant that in France pinball is simply referred to as "Le Flipper." The first video game was created by a man named Steve Rusell. He was short, wore glasses, and had curly hair. He made the game in 1962. It took him six months. His game was called "Spacewar." It was a simple duel between spaceships. The controls were toggle switches. It was a two player game because the computers at that time were too slow to have artificial intelligence, which would've allowed the computer to act as a second player. In a later version of the game there was a background of stars. There was also a hyperspace button; a button which made ... Get more on HelpWriting.net ...
  • 4. Powtoon: Animate Your Presentation Analysis Resource 1: Powtoon: Animate Your Presentations PowToon is a cool presentation program. It allows a person to bring their presentation to life through animation. With Powtoon, technical or design skill is not needed to create an engaging presentation. The program is easy to use and a presenter can have a presentation completed in less than a few seconds. After reviewing the resource in the website we were able to create a presentation for class. We both agreed that the students love theanimation and seem to be more engaged in the topic that we were presenting. We would highly recommend this program to teachers. The program truly creates a dynamic presentation which students enjoy. Resource 2: Khan Academy This program is well ... Show more content on Helpwriting.net ... Essentially the rubric guides the student through the project or assignment. In my class we use rubrics for all types of assignments. We use rubrics for homework, tests, and for evaluation of participation in the day's activities. The bottom line is rubrics allow teachers to clearly state expectations and learning goals. Resource 5: Google Sketchup Google sketch is a 3D modeling program for applications such as architectural design, interior design, civil and mechanical engineering, film, and video game design. From an educational standpoint, this program allows the teacher to explore skill drawing and maps, 3D shapes, symmetry, and many more. It gives the student a visual and hands–on activity. I do a bridge building project each year, but I plan to use this program and create a building design project. Students will need to design their building with Google Sketch and then calculate the cost of such building. My students are very excited about the program. Resource 7: Kahoot Kahoot is a student response system that allows teachers to create questions and students respond to them using their phone, ipad, or other electronic smart device. Not only does the online game system enhance classroom quizzes, but it enhances student engagement, and student test ... Get more on HelpWriting.net ...
  • 5. The Concept Of Discourse Community Life is like a massive highway that have infinite routes anyone can choose take to reach some type of designated goal. Those various routes lead to distinct exits, where one can discover a group or groups that share similarities dealing with viewpoints, beliefs, or understanding towards a particular goal. These groups can be identified as discourse communities. According to, "The Concept of Discourse Community," in the textbook, Writing About Writing, John Swales stressed that in order to be classified as a discourse community the group has to have all six defining characteristics. Swales emphasized, "A discourse community has a broadly agreed set of common public goals, mechanisms of intercommunication among its members, uses its participatory mechanisms primarily to provide information and feedback, utilities and hence processes one or more genres in the communicative furtherance of its aims, acquires specific lexis, and has a threshold level of members with a suitable degree of relevant content and discourse expertise" (Swales, 221–222). Keeping this key detail in mind, there is numerous type of discourse out there. An example of a discourse community I choose to talk about in this paper is the JPS Nail Salon located near Elvis Presley Boulevard. I recently became a part of this particular discourse community group by volunteering to help out on the weekends. I thought it would be interesting to dig a little deeper as to how discourse community works out as a whole. ... Get more on HelpWriting.net ...
  • 6. Essay On Road Trip What would the United States be like without road trips? Road trips have been a vital part of the history of America. Road trips have helped Americans explore the vast lands that make up the US. These people take these trips for family vacations, solo vacations, business, to move to a new location, to escape. These trips help people gain a better understanding of people and different cultures within their own country. This question is posed in David Campany A Short History of the Long Road "Is America imaginable withoutthe road trip?"(p.8) Without people exploring the land and having a desire to move and start new many towns and cities would not have been started. People like to explore and see new things that they may not have in their birthplaces. This sense of exploring is what drives the American road trip. When cars like the Model T helped people afford their own car people wanted to travel. They wanted to take family trips or leave behind their old lives. As cars advanced, trips began to go over longer distances, but ... Show more content on Helpwriting.net ... 97, South of Klamath Falls, Oregon, July 21, 1973. In this photo you see a bulletin board on the side of the road that is a landscape shot of a mountain and trees. Around the bulletin board is green grass and blue skies with clouds. There are mountains in the distance. Its fascinating to look at this photo because there is a bulletin board showing a beautiful landscape in front of beautiful landscape. This photo makes me think about all of the bulletin boards that we see on the road even if we aren't on a road trip. Bulletin boards cover the landscape all over the United States. They may be selling a product, an idea, or a place like in this photo. This photograph shows how ads have become a piece of our lives that we don't really notice. Some people wouldn't think twice when looking at this photograph of a bulletin board taking up the beautiful view behind ... Get more on HelpWriting.net ...
  • 7. The History of Video Games Essay The History of Video Games 1972, the year the first home video game system, named Odyssey, is released by Magnavox. This main games featured on this system were a light gun game and a tennis game. During the same time, a game by the name of Pong is a success in the public. It is because people wanted to play Pong in the comfort of their own homes, that they bought Odyssey. The system only sold around 100,000 units since Magnavox only sold the game system from their own stores, making consumers believe that the game system would only work on Magnavox TV sets. Things stay quiet until 1976. With the success of Atari (the makers of Pong), many game companies arise and try to release their... Show more content on Helpwriting.net ... In the same year, Atari pushes out a new product, Battlezone, which features a three–dimensional first person view. Battlezone puts players in the seat of a tank as it roams around destroying other tanks. This greatly interested the US Military, as they asked Atari to develop a more advanced version of Battlezone to for Military training. We also see the debut of Pac–Man in the arcades; Pac–Man soon becomes one of the most popular games to date. In 1981, after many failures to produce a hit title, Nintendo of Japan's Shigeru Miyamoto creates Donkey Kong, a game featuring a plumber named Jumpman, on a mission to save his girlfriend from the crazed ape, Donkey Kong. Jumpman was later renamed Mario by Nintendo of America. It is also in this year that US video game arcade hits its highest ever revenue to date, five billion US Dollars. From 1982 to 1984, it was a dark time for the video game industry, as companies started mass producing and saturated the market with games. This is most evident in Atari, who released titles that had more units than the number of Atari 2600 owned by consumers. Due to bad sales, many developers go out of business. The games developed by these out of business companies were discounted heavily, causing still in business companies high losses. Things take a turn for the worse as Atari executive Ray Kassar resign after insider trading. Due to this chaos, a lucrative plan between Atari and Nintendo ... Get more on HelpWriting.net ...
  • 8. The Influence Of Pro Social And Anti-Social Behavior Introduction The media and advertisement is a great way to promote new products, persuade others, or even influence behavior. The content of the advertisement can easily promote both pro–social and anti–social behavior depending on the content. When this behavior is studied and theory is applied, individuals can better understand why people behave the way they do and also raise social awareness. The clips "Bystander Effect" and "Bottle Bank Arcade Machine show excellent examples of both pro–social and anti–social behavior. An advertisement by the Red Cross also pulls on the heart strings to promote pro–social behavior, while an ad by Duncan Quinn also depicts anti–social behavior with a gritty image depicting sexual violence against women. Bystander Effect: Pro–social and Anti–Social Behavior In the clip "Bystander Effect", a social experiment is done to see how bystanders would respond to a girl potentially being abducted (The Today Show, n.d.). The experiment is recorded and observed from afar to witness how people responded. In this clip, there are various examples of pro–social and anti–social behavior to note. Unfortunately, the clip is made up of primarily anti–social behavior. All but one set of people chose not to respond to the situation. Instead, they kept on walking and chose not to get involved. These individuals seemed to not want to have to be in the middle of the situation, or take responsibility for what may or may not be happening with the adult ... Get more on HelpWriting.net ...
  • 9. History of the Video Game Industry Essay examples The Devil Finds Work for Idle Hands What comes to mind when someone mentions video games? A lot of people will think of a waste of time or a device for creating lazy children. That very well may be in a lot of cases, but from a different point of view, video games have very important uses. Instead of creating lazy children, they eliminate boredom for them. We all know what types of activities children find when they are bored. There is also a huge job market in video games ranging from programming to sales. It seems they have something for everyone, and in my presentation I try to convey how the video game industry became the big dollar industry it is today. The history really begins in 1889 when the Marufuku Company was... Show more content on Helpwriting.net ... Coleco releases the Colecovision in 1982. Nintendo, not doing well in the arcade market, licenses Donkey Kong among other games to Coleco. Colecovision's main appeal was an adapter to play Atari 2600 games. To compete with Colecovision, Atari releases its Atari 5200. It does poorly mainly because it took years to have the Atari 2600 adapter that Colecovision had all along. The very next year the Commodore 64 comes out. It is the best video game system yet and acted more like a computer. Because of this sudden flood of game consoles and software, 3rd party companies couldn't compete and went out of business. Their games became dirt cheap and soon people preferred to buy them than the expensive company's games. This all lead to a rough market. In 1985, Nintendo test–markets it's Nintendo Entertainment System. It's a huge hit and goes nationwide the very next year. Because of its popularity, Sega releases the Sega Master System and Atari releases the 7800 game console. No one is as popular as Nintendo and in 1988; Atari sues Nintendo for having a monopoly. Atari of course lose. The video game war rages on to this day with many companies joining wanting their piece of the market. Atari was a main treat until 1996 when they merged with JTS and never released a game console again. Sega put up a good fight until their Dreamcast bombed in 2000, causing them to ... Get more on HelpWriting.net ...
  • 10. Buddy System Essay 34) "Buddy System" Learners are buddies with another learner either slightly or more experienced. The two work together regularly to a project which will go on display at a specific time (i.e. exhibition, science fair.) Buddies also assist each other on homework or on checking up with each other that homework has been completed. In the end, neither buddy can take the summative assessment until the other buddy says the first buddy is ready. This technique improves learning because the buddies encourage each other to succeed. 35) "Field Trips" Field trips offer the opportunity for internalize material the be externalized, applied, and sometimes evaluated. On a field trip, designed to apply learned skills, the learner is given opportunity to apply by practice comprehension skills, conversational skills, and vocabulary skills. Sample Field Trips: Natural Hispanic Cultural Center; Hispanic (Target Language) Markets; Target language classrooms in other schools; a tour given in the target language (i.e. at the zoo.) 36) Guest Speakers/Guest Teachers ("Guest Teachers") Including fellow teachers or guest speakers to teach on a specific topic regarding the target language, or to teach on their own topic in the target language improves learning by providing opportunity for learners to apply internalized material. Guest speakers/Guest teachers provide variety in classroom lecture or instruction which increases learner interest level. Increasing interest levels within the classroom ... Get more on HelpWriting.net ...
  • 11. Video Game Industry Analysis History The history of video games goes as far back as the 1940s, when in 1947 Thomas T. Goldsmith, Jr. and Este Ray Mann filed a United States patent request for an invention they described as a "cathode ray tube amusement device." Video gaming would not reach mainstream popularity until the 1970s and 1980s, when arcade video games, gaming consoles and home computer games were introduced to the general public. Since then, video gaming has become a popular form of entertainment and a part of modern culture in most parts of the world. There are currently considered to be eight generations of video game consoles, with the seventh and the eighth concurrently ongoing. Early Founders During the golden age of video games in the 1970s, it was... Show more content on Helpwriting.net ... As online and mobile gaming becomes more affordable, video gaming becomes more accessible to developing countries. Though console gaming currently represents the largest market in the industry, its growth is projected to slow down in the upcoming years, from a 10.9% growth between 2003 and 2008, to a 5.5% between 2008 and 2013. In 2008, Europe, the Middle East, and Africa (EMEA) represented the largest video gaming market share (35.3%). In 2013 it is projected the Asia–Pacific region will be the leader in both growth and market share. The projection is market share in EMEA and North America will decline, while it is expected to increase in Latin America. The video game industry in the BRIC economies has developed in parallel fashion to these countries' general economic expansion. It is projected the BRIC countries will have increased market share in future years. Market size The Video Games are a cultural phenomenon that is growing ever more prominent among young and old alike. They have become an integral part of the mass media culture and have been in existence for nearly as long as the television. While the video games of today are growing ever more detailed and lifelike, early video games like Pong, Space Invaders, and Pac–Man were equally impressive and highly entertaining at their time. From their earliest years to the complex video ... Get more on HelpWriting.net ...
  • 12. Selling Violent Video Games On Minors Nick Brown Mrs. Kendra Gallos English 3 Honors 18 April 2016 Selling Violent Video Games to Minors, Is It Good? In the year 1972, something happened that would forever change the world of home entertainment and personal enjoyment. The first video game to break through the confines of reality, was a game called Pong. From Pong, to Call of Duty, people come a long way in the world of video games. However, some games have struck up controversy with their gratuitous violence and their questionable motives. It has become so controversial, that it has been taken up and noticed by our own government. So, what's the problem with violent video games, and how can the next generation be protected, so
  • 13. that they will not get influenced by these games in real life? So how did all of this begin? Let us go back to a time where change needed to happen to the flow of digital entertainment. In the year 1993, a new arcade cabinet just made it's way to the arcades and is getting played more and more every single day. That game was called Mortal Kombat. Mortal Kombat is a fighting game on the arcade that would soon debut on home consoles. "But that sounds very similar to Street Fighter 2", some people may ask right now, "what was so special about Mortal Kombat?" Well there were 2 very distinct differences between these games. First were the designs of the characters, and the second(and most obvious) was the ABSOLUTELY GORY FATALITIES! This quote from ... Get more on HelpWriting.net ...
  • 14. Video Games For Good Essay Gaming for Good Video Games are entertaining, interesting, and just plain old fun, but many believe that they are poison to the minds children, teens and even adults. Through studies, scientist and psychologist have determined the exact opposite and that video games actually strengthen your brain and help balance emotions. Since the rise of Electronic gaming, parents have feared video games were damaging the foundation of influence they have tried to build unto their children. Over the time that video games developed, controversy had its rise. Scientist, colleges and physiologist have tested with video games and people that helps put controversy and theories to rest. Video games have not been around forever. It has only been almost half a... Show more content on Helpwriting.net ... When even asked to do even any of these things children would lash out in rebellion against their parents. Video games had taken all the accusations for the misbehavior of their children. Eventually the children would listen to their parents and go outside to play. The parents were relieved to see their children outside again but the relieve quickly faded when they saw their children reenact the games they had played. Seeing them pretend to be the characters from Street Fighter or Mortal Kombat. So the world responed with the rating system." Mortal Kombat (1992) shocked parents and politicians with its violent gameplay and gory graphics. In response, the video game industry established the Entertainment Software Rating Board (ESRB). The board rates games by recommending an appropriate age range for players " (Electronic game.) The mid eighties was a gaming explosion in history with the rise of a powerful gaming company called Nintendo. The japanese gaming company, Nintendo, invents and releases the NES, Nintendo Entertainment System. With the release of the NES came games such as Super Mario and The Legend of Zelda. These games would later grow to become amazing and major gaming franchise. With fun gameplay along with story driven experience, gamers fell in love. The success of The NES and its gaming titles had turned millions of people into gamers. Gamers would go home and play on their ... Get more on HelpWriting.net ...
  • 15. The Video Game Video Games The first video games appeared in the 1960s.[1] They were played on massive computers connected to vector displays, not analog televisions. Ralph H. Baer conceived the idea of a home video game in 1951. In the late 1960s, while working for Sanders Associates, Baer created a series of video game console designs. One of these designs, which gained the nickname of the 1966 "Brown Box", featured changeable game modes and was demonstrated to several TV manufacturers, ultimately leading to an agreement between Sanders Associates and Magnavox.[2] In 1972, Magnavox released the Magnavox Odyssey, the first home video game console which could be connected to a TV set. Ralph Baer 's initial design had called for a huge row of switches that would allow gamers to turn on and off certain components of the console (the Odyssey lacked a CPU) to create slightly different games like tennis, volleyball, hockey, and chase. Magnavox replaced the switch design with separate cartridges for each game. Although Baer had sketched up ideas for cartridges that could include new components for new games, the carts released by Magnavox all served the same function as the switches and allowed gamers to choose from the Odyssey 's built–in games. The Odyssey only initially sold about 100,000 units,[3] making it moderately successful, and it was not until Atari 's arcade game Pong popularized video games, that the public began to take more notice of the emerging industry. By autumn 1975, Magnavox, bowing ... Get more on HelpWriting.net ...
  • 16. Video Games : Video Game Console Although the first video games appeared in the 1950s,[1] they were played on massive computers connected to vector displays, not analog televisions. Ralph H. Baer conceived the idea of a home video game in 1951. In the late 1960s while working for Sanders Associates he created a series of video game console designs. One of these designs, which gained the nickname of the "Brown Box", featured changeable game modes and was demonstrated to several TV manufactures ultimately leading to an agreement between Sanders Associates and Magnavox.[2] In 1972 Magnavox released the Magnavox Odyssey, the first home video game console which could be connected to a TV set. Ralph Baer 's initial design had called for a huge row of switches that would allow gamers to turn on and off certain components of the console (the Odyssey lacked a CPU) to create slightly different games like tennis, volleyball, hockey, and chase. Magnavox replaced the switch design with separate cartridges for each game. Although Baer had sketched up ideas for cartridges that could include new components for new games, the carts released by Magnavox all served the same function as the switches and allowed gamers to choose from the Odyssey 's built–in games. The Odyssey only initially sold about 100,000 units,[3] making it moderately successful, and it was not until Atari 's arcade game Pong popularized video games, that the public began to take more notice of the emerging industry. By autumn 1975, Magnavox, bowing to ... Get more on HelpWriting.net ...
  • 17. Key Changes in the Video Game Industry Essays Key Changes in the Video Game Industry The first wave of home video games was launched nearly 30 years ago. By the early 1980s, this electronic entertainment medium had emerged as a cultural phenomenon, thanks to classics such as Asteroids, Centipede, Donkey Kong, and Pac–Man. The world of video games has, of course, changed drastically since then. For starters, Microsoft, Nintendo, and Sony are now the key players in the console industry, having replaced Atari, Coleco, and Mattel for those top spots. Advances in technology are making game worlds more realistic and interactive than ever before. The result is a new breed of fresh and exciting game genres that people in the early 1980s could only ... Show more content on Helpwriting.net ... Kids were hooked on games in the arcades and wanted to bring the experience into the household. Nowadays, video games are a big market and throughout the past few years, the industry has boomed into a very large business where big companies like Nintendo, Sega, Sony and Microsoft are fighting to be the best. Because there are so many games for these systems and because it is such a big business, stores specialising in only these games are opening everywhere. The big competition between these companies accounts for the rapid development of computer games in the past few years. Since they keep bringing out new games, they get better and better. Just when it seems that the graphics cannot get any better, the companies will make a new machine which can handle better games. Although new and better systems are coming out all the time, they must stay competitively priced. Already, the systems are expensive with the main consoles retailing for about ВЈ150 in the United Stateswith games costing an additional ВЈ30 each. In Japan, the country where these systems are produced, the video game market is even bigger. In that country, the same systems cost around ВЈ300 with separate games for around ВЈ60. Customers in Japan and the US are lucky because the systems are manufactured in both countries. In countries where they aren't ... Get more on HelpWriting.net ...
  • 18. Pros And Cons Of US Trade With China Although the United States' trade with China seems beneficial, trade with China, a country which does not care for even its own people, might be a bad decision. The country of China has much lower standards for human rights, meaning that they also have little regard for the wellbeing of people from other countries. Furthermore, China does not permit freedom of speech for its citizens, who have little way of pronouncing their dissatisfaction over political or other matters. Finally, to a certain point, the Chinese people are restricted of their religious rights. Although the U.S. believes that trade with China is beneficial for both parties, commerce with China, whose government has low standards for human rights, particularly those ... Show more content on Helpwriting.net ... Their system of filtering and censorship is acknowledged as the most advanced and effective in the world. The Chinese internet system includes about thirty–thousand censors, as well as having web browsers, such as Google and Yahoo, censor their results.10 For an average citizen to publish their opinions without either an elite free speech patron or a willing government publishing house, the safest method is to publicize their thoughts through an internet bulletin board system run by the Chinese government.11 However, these electronic bulletin boards are required by the law to be licensed, the posts monitored constantly, and any posts which are found to be "inappropriate" are removed. Any forums that are free from government censorship are forbidden, since the Chinese authorities refuse to recognize the rights of the citizens to publish their uncensored opinions. Furthermore, if debates over political or other issues begin to take a life of their own, they are commonly silenced by Chinese authorities.12 The Chinese authorities only permit these monitored bulletin boards both for their own benefit and because they recognize that there must be outlets for the average person to express their dissatisfaction with the government.13 Allowing the citizens to speak their mind functions to lessen the political tension, by acting as a release for their discontentment. These boards also serve as an excuse to deflect criticism by other countries, who complain that people in China do not enjoy freedom of expression. Additionally, they allow government authorities to monitor the mood of their people and to find weaknesses, both in the government and in their support. Finally, the bulletin boards allow government authorities to track those who express discontent, keeping their expressions visible, so the authorities can trace these ... Get more on HelpWriting.net ...
  • 19. Video Games Research Paper Almost everyone in the world has played some sort of videogame before. They exist everywhere and are becoming more and more accessible due to the globalization of technology. On average you will spend 10,000 hours playing video games from 5th to 12th grade (McGonigal, 2010). It is estimated that 68% of households play video games (Evolution of Games, 2010). So where did video games originate from? What was the first game ever created? BOARD GAMES The very first board game that is known to have existed was the Royal game or Ur and was founded in Mesopotamia or modern day Iraq. It is estimated to have been made 4,400 years ago (Royal Ur). Now we have games like Dungeons and Dragons or Monopoly with complex rules and intricate pieces. Monopoly requires complex actions like buying and selling property, and conserving your resources and strategic placement of homes. Dungeons and Dragons has complex stories with great epics and settings. We have come a long way from the basic rules. CARD GAMES Along with board games, card games have existed for centuries. Originally card games appeared in China during the Tang Dynasty in 820 A.D. (Bodle, 2008). There are ... Show more content on Helpwriting.net ... The very first generation, or generation one (1972–77), began with the very first console, the Magnavox Odyssey. Many consoles were just Pong clones and many were made, with non removable, built in games (Generations of Games,2014). The second generation (1976–84) showed the likes of Atari and with it, quickly produced games. During this time, game consoles were cheaply produced and video games were quickly made because it was easy. This lead to games like Pac–Man Atari and E.T, games considered to be the worst of all time. These games existed to cash in on an existing product but were too clunky and broken to be enjoyed. The second generation also saw the release of the first handheld console the Milton Bradley Microvision (Generations of ... Get more on HelpWriting.net ...
  • 20. Underwater Machines History Arcade machines: An arcade machine is made up of different components for example (monitor, control panel and even different types of printed circuit boards to control game functions or in some cases they will also have an arcade system board hidden within the cabinet. There are different types of arcade machines upright cabinets, table cabinets and even deluxe cabinets. The first arcade machine was created in 1971 along with the first game created called pong that was released in 1972. The images provided show a few examples of arcade machines. Different games were developed like Taito created the Astro race game in 1973, and then in 1974 they created another game that shown the early example of how sprites were used to represent the ... Show more content on Helpwriting.net ... The first games console was created in 1967 by a German engineer called Ralph Baer and his co–workers helped create the first videos game with him that would work on a standard television set. They ended up making 12 games for this console and added in a light gun. Then in 1972 after all of Baer's team work they decided to create a new console called the Odyssey commercial video gaming console, they added cartridges into the console so you can play up to 12 games featuring dots and lines on a screen, it didn't do so well as TV dealers didn't see any potential in this device, this made the company think about what they can do to get their console out there to a wide audience. There was a false rumour that surfaced stating that the console only worked on TV's that their company made which destroyed their popularity. Later after Nolan Bushnell founds Atari in 1972 the company has its first big hit when the arcade game pong was released, they started selling home versions of pong under a new label (sears tele games label). They had a new unique feature because it had a single chip that was able to produce a live score and when the paddle meets the ball a sound played. They introduced at home video games to the masses. Atari started to realise that a single games system popularity will drop if it can only produce one game at a time, so they started the idea of putting a cartridge in it so the user can play 12 games more than they were able to. They sold the company to Warner communications but they still backed up their project that they were working on, the console was renamed the Atari 2600 VCS. This console was an enormous hit with games like space invaders, breakout, missile command and ... Get more on HelpWriting.net ...
  • 21. Communication & Media Arts High School. . . Should Teens Communication & Media Arts High School Should Teens Be Able To Purchase Violent Video Games? Bryan Dorsette Dr. Williams English AP 18 May 2017 Table of Contents Abstract2 Introduction3 History3 Problem Statement4 Factual Data5 Case Studies5 Resolution 6 Conclusion7 Works Cited9 Abstract In the U.S., retail stores will not allow underage teens or minors to purchase violent or mature rated video games without a guardian. 97 percent of teens in the U.S., ages 12–17 play video games. More than half of the best selling games are violent or mature rated. Some Americans believe teens that play mature rated or violent video games could lead to violence. Others believe it may be a way teens can relieve stress or take out ... Show more content on Helpwriting.net ... Allowing teens to purchase violent or mature rated video games will increase the sales of the game purchased and violent video games are known as a stress reliever. History
  • 22. Violence in video games dates all the way back to 1976. In 1976, there was an arcade game called Death Race, and it was about running over stickmen with a car. The game was eventually banned due to the violence it displayed. (Homeslice, "Death Race (Game)", 2014) Back in the late 70's to the early 90's, video games did not have a rating. There weren't a lot of violent video games for home consoles at that time, and violent games that were released was usually unlicensed or unofficial. According to Ryan Lamble, some of the earliest violent video games were Chiller, Splatterhouse, and Jack the Ripper. (Lamble, "The evolution of 80s videogame gore and mayhem", 2013) In 1994, a video game rating system known as ESRB was established due to gory and violent games such as Mortal Kombat and Night Trap. The ESRB decides what age or ages a video game should be appropriate for. The ESRB rating categories ranged from kids to adults to mature. ESRB. "SEARCH ESRB RATINGS." ESRB Ratings. N.p., n.d. Web. 08 May 2017. Today, the ESRB rating still exists and recently the ESRB expanded to mobile games and apps. The ESRB rating system for video games will exist in the future and it will continue to expand. Problem Statement The issue is underage teens are not allowed to purchase mature or violent video games due to ... Get more on HelpWriting.net ...
  • 23. Gaming Observations Essay At 1:15pm Saturday afternoon, I am currently hanging out at the student gaming center with the pool tables and a line of arcades in front of me. At least nine to twelve players are gathered around 2 gaming arcade machines in front of me. The two main popular ones that are of interest would be the Street Fighter 3rd Strike and the Marvel vs Capcom 2 machines. The gamers are heavily immerse in watching the players and cheering them on. I am observing four players playing on two separate machines. The two players who are on MVC2 are wearing both hooded jackets and baggy jeans with tennis shoes. It seems they were here for quite a while. Backpacks are off to the side of the machines or lying around randomly near them on the ground and some... Show more content on Helpwriting.net ... I can see the vines pulsing on the sides of their forehead and one of the players just picked up a Gatorade bottle and drank the yellow liquid, lemon flavor I presume. His opponent next to him just wiped the sweat off his forehead with his right arm and yelled that that was a cheap and dirty move. The players that have more spectators I observe a higher level of energy being presented and a potential hostility. The gamers who are playing on the 3rd strike machine were a lot more calm and benevolent. I will hear the players commend each other about how that was a great move and basically playing nice. Compared to the players on the MVC2 machine where the players would suggest that it was a lucky shot in a mean way. The players that are watching contribute to the heat by instigating and yelling out fighting words I can see that the players are irritated and playing much more aggressive, the tapping of the buttons and movements of the joystick is much more prevalent and erratic. The players on the 3rd strike machine even stopped a few times to watch the battle going on and two guys from the pool table nearby would occasionally look up to watch the commotion. After thirty minutes in, there had been three rotations of players on the MVC2 machine and I noted that one of the players had been winning against all his opponents. The surrounding people at the center are all wearing casual dress attire and after fifty minutes ... Get more on HelpWriting.net ...
  • 24. Video Games And Its Impact On Society Introduction Computer games are entertainment and recreation tools that a lot people have been enjoying for a long time. Young and old are playing these computer game in order to enjoy themselves. Computer games are getting bigger in the industry since a lot of people are demanding to get more games. Computer games are beginning to be a business. Between 1970s and 1980s, It is considered the golden age of video gaming due to rapid gaining popularity of the video game arcade at that time. (Auction Game Sales) The popularity of video games is getting bigger until the present time. Since technology is evolving, video games are also evolving. Instead of using for recreational purposes, video games are also working on as a tool for education. ... Show more content on Helpwriting.net ... The company also made some of the video game console devices throughout the years like the Game Boy/Color/Advance, Nintendo 64, Wii, Wii U and the recently launched The Nintendo Switch. Nintendo company has also created some of the most iconic video game in the history such as The Mario Bros., The Legend of Zelda, and etc. In the present day, the video game industry is still growing and became incredibly enormous. In the U.S. alone, the video game market was valued at almost 17 billion U.S. dollars by 2015. The revenue of the video game industry right now is at 101.62 billion U.S dollars which incredibly enormous comparing to the revenue of video game in the 1980s. (Irvine) Even though the video game industry is still growing, it still has rooms for improvement in terms of technicalities of the industry itself. There are still problems that the people behind the industry need to fix and they need it in order to nurture the industry. Video Games in Society Video games have become popular since the golden age of video games. However because of this popularity, there are many problems have occurred regarding to the mechanics of video games. Many controversies have happened in the industry for the past decades. And a lot of people have been protested that video games are polluting the society. In the golden age of video games, there were no restrictions and labels in video games and a lot of these games were violent, sexual and disturbing games. The game "Death Race" was ... Get more on HelpWriting.net ...
  • 25. The Haunting Of Hill House "No live organism can continue for long to exist sanely under conditions of absolute reality."– Shirley Jackson, The Haunting of Hill House For the purposes of reducing confusion the world that we live in, the air we breathe, the universe that is generally accepted as the real world, and the felling and presence of our bodies will be referred to as "home". Humans are unique in the animal world in that we solve puzzles for fun. Very few other animals do this, and only ones with a complex neural network have the desire to complete puzzles for enjoyment. Over 40% of Americans play video games at least three hours a week; 1.2 billion people play video games worldwide. Games have always been a form of entertainment, chess is a melena and a ... Show more content on Helpwriting.net ... The game seeks to trick us for a time into abandoning what is real (home) and focus on what is inside our monitors and T.V.s. Baudrillard spoke on the process of a simulated reality in a multi–step process. "In the first case, the image is a good appearance – representation is of the sacramental order." This can be related to the early days of video games when they used cathode ray tubes to project pixelated images onto a curved glass scene. Video games where very new, and exciting. "In the second, it is an evil appearance – it is of the order of maleficence. This can be related to games starting about 15 years ago till today. Video games were and still are thought to be a source of violence in people. Many view them as a waste of time and that they detriment a person. Though this mentality is starting to fade as we shift towards the third order "In the third, it plays at being an appearance – it is of the order of sorcery". Technology is starting to advance to the point that anyone without training in the field cannot understand what is going on. As myths about video games negative appearance are being debunked or confirmed their negative aspects are getting swallowed up by the more exciting advancements in the fields. "In the fourth, it is no longer of the order of appearances but of simulation." At this level the video game stops being a game, and starts to become a part of everyday life (home). For as much as some may dedicate their whole lives to games, in the ... Get more on HelpWriting.net ...
  • 26. Classroom And Student Learning And Interactions The layout of the classroom that I observed is when you first walk into the classroom to your left there are the student's mailboxes. You continue to walk and the bathroom is on your left and next to the bathroom is the snack area and the library. Next to the library there are three tables where the students do their work and there is a whiteboard. The next area of the classroom is the play area were each play area is sectioned into different categories and then there was an area for circle time. In the classroom that I observed the layout is conducive to student learning and interactions because in the classroom the teachers and the children were able to interact with each other. In the classroom, there was an area for students to learn ... Show more content on Helpwriting.net ... This classroom did not have computers in it. The classroom did have learning centers they had four centers a center where the library center, where there was a bookshelf of books and a table for the students to read their books. Another center where the students do their work, there are three tables and a whiteboard where the teacher writes her lesson and what she going to do in class. The third center in the playing center were all the toys are, they have an area for dress, the kitchen, blocks, cars, and much more. The last center is the teacher does circle time, there is a round carpet that the children sit and the teacher has a little desk with all her important information. My impressions of the physical environment of the classroom that I observed was are I liked the learning center where the teacher taught the class. The classroom was very organized and set up very nicely. The one thing that I did not like about the classroom was that the classroom was kind of small and the children did not have a big space to play. My overall impression was the classroom was that I liked the classroom. 2.Classroom Management The teacher that I observed at the school was observing at was authoritative. She was warming and demanding towards her student 's. The teacher's approach to classroom management at the school I was observing was she would teach her lesson on the carpet at circle time and then she would have the children transition to the ... Get more on HelpWriting.net ...
  • 27. Video Games Are The Most Common Form Of Entertainment Video games are a series of images manipulated onto a screen. The screen can be a television, computer screen, or it can also be a cell phone. The images are represented by bits or pixels. There are video games for almost every platform ever made. In the past, video games were a thing that only lucky, rich people had. Now they are something almost everyone has. You can find video games in stores, book shops, garage sales, and many other places. They are the most common form of entertainment. Making a video game is much harder than playing it. Making one requires patience, skill, and wisdom. It is like a fragile vase: one bad line of code, and it is all destroyed. They have revolutionized how we do things today. They also... Show more content on Helpwriting.net ... They have a long and extensive history, and a future that is limitless. The history and future can be broken up into 4 major parts. First, the pre–1980's, when games like Pong, Nim and the Brown Box console were released. Second, 1980 to 1998, when companies like Nintendo, Sega, and Sony started to evolve to how we know them today. Third, 1999 to present day, when the greatest technological advances have occurred and companies compete to be the first and the best. And finally the future of video gaming, dealing with the creation of VR which can be used to train people for their jobs as well as gaming. Pre–1980 The time period of the pre–1980 's is when video gaming was first started. This time period started the video game revolution in an attempt to take video games out of the arcades and put them into the home. The game Nim started it all, the Brown Box was the first ever console, and Atari was the first ever successful gaming company. The roots of all video games and consoles can be tracked to this time period. In 1940, the W.L. Maxon Corporation transferred an old board game to a computer. It was called Nim. The objective of the game was to keep collecting matches until there was only one left. Whomever picked up that last match on the board lost. It was on display at the 1940 World Fair to play. It was made by using simple computer coding for the computer opponent ... Get more on HelpWriting.net ...
  • 28. University of Phoenix Online Forum User Manual Essay University of Phoenix Online Forum User Manual English 221: Technical Writing Fundamentals Contents Introduction| 3| The Main Forum| 6| Chat Room| 7| Course Materials| 8| Learning Teams| 9| Individual Forum| 14| My Drafts| 15| My Sent Items| 16| Glossary of Terms | 17| Copyright Information All images used in this document, including the University of Phoenix logo, were retrieved from the University of Phoenix website (www.phoenix.edu) and are being used for educational purposes only. The use of the images is permitted under Title 17 of the United States Code, Section 107. This... Show more content on Helpwriting.net ... This forum allows students to build a better relationship with each other by giving them a location to talk about subjects not related to the class. Locate and click the Discussion link from the classroom home screen as described in Figure 1–3 (Page 5). Then, find the Chat Room section on the left–hand column of the Discussion home screen in the Forums table, as shown in Figure 2–1: FIGURE 2–1 Course Materials The Course Materials forum is used by faculty to give students information that will aid in their success throughout the class. Adding new threads is only allowed by faculty members. The information contained in this forum is class specific. Students do not respond to the threads in the course material forum, it is used for information only. Common threads in the course materials forum include: * Class calendar: Used to display due dates for required assignments for the class. * Class policies: Policies covering aspects related to the class. * Class syllabus: Detailed breakdown of what is required for the class by week. * Lecture notes: Notes from the faculty lecture that contain important information about topics covered in the class. * Rubrics: Detailed grading table for assignments that are due during the class. Locate and click the Discussion link from the classroom home screen as described in Figure 1–3 (Page 5). Then, find the Course Materials section on the left–hand column of the Discussion ... Get more on HelpWriting.net ...
  • 29. Labor Relations Weekly Written Assignment, Week 2, Chapters 4, 5 and 6 Union and Management: Key Participants in the Labor Relations Process Why and How Unions are Organized Negotiating the Labor Agreement October 30, 2014 Case 5–3, "Did the Company Violate....?", p. 232; and Case 5–5, "Bulletin Board Use", p. 236. Answer the questions at the end of each case in typewritten format, 3 – 5 pages. 1.Was this matter within the jurisdiction of the National Labor Relations Board? The statements made by the employer appear to coincide with an unlawful promise of benefits, and therefore, are unacceptable in relation to the act. The concept of "positive coercion" is addressed in the case study, and these actions directly influence the manner... Show more content on Helpwriting.net ... An employer may not interfere with its employee's ability to communicate union messages or discriminate between union communications and non–union communications. Barry Marcks violated Section 8(a)(1) of the Act by barring union employees from using the employer's e–mail system for union business. Case 5–5, Bulletin Board Use p. 236 1.Is an employer required to have bulletin boards at the workplace? No, I do not believe an employer is required to have a bulletin board. My company does not have a bulletin board; with the use of technology such as email and intranet websites, a traditional bulletin board is not needed. 2.If an Employer did not provide bulletin boards at the workplace, would employees have a right to provide and mount their own bulletin boards? I do not think an employee would have the right to bring in a bulletin board. I think if they want a bulletin board they should discuss it with their supervisor and if agreed, let the company provide it. If the employee brings in the board, they may feel like they can dictate what is posted and it may not be work appropriate. It could cause conflict if other employees want to post something on the board. Items posted could violate a non–solicitation policy and other workplace rules. To avoid this situation, employees should not be allowed to bring in their own bulletin board. 3.If there are company–provided bulletin boards at the workplace, does the Employer have a right to restrict the purpose or ... Get more on HelpWriting.net ...
  • 30. Nintendo 's Impact On The Video Game Industry With Evr Race In 1975, Nintendo shifted to the video arcade game industry with EVR Race, designed by first game designer Genyo Takeda. Along with several other titles, Nintendo started out with some success, but in 1981, the release of Donkey Kong, designed by Shigeru Miyamoto, increased Nintendo's profits exponentially. The success of the game along with many licensing opportunities provided Nintendo a huge boost in money, and the game also introduced a visualization of Mario, the mascot of Nintendo. Back then, Mario was known as Jumpman. In 1979, Gunpei Yokoi thought of the idea of creating and selling handheld video games. Just by looking at a commuter with a LCD calculator, Yokoi developed the Game and Watch video game series. One detail of the handheld systems that needed adjustment included components that were not interchangeable4, such as the cartridges. Anyway, the first Game & Watch video game "Ball" was distributed globally. Eventually, the modern D –pad design developed in 1982 by Yokoi was proven to be popular. The design was patented5 by Nintendo and earned a Technology and Engineering Emmy Award. In 1983, Nintendo launched the Family Computer, also known as "Famicom" alongside ports of its most famous arcade titles. In 1985, the Family Computer was remade and launched in North America as the Nintendo Entertainment System, or the NES. The console's success led to the help of creating Super Mario Bros., one of the best–selling and popular video games of history. ... Get more on HelpWriting.net ...
  • 31. Professional Poker Player-Personal Narrative As I walked into the smoke filled room, a steady mixture of anxiousness and excitement ran through my body at a vividly momentous pace. It is not every day an 18 year old kid is able to go to the nearest casino and go play poker. My family was visiting my grandparents in Oklahoma, and as luck would have it, the legal gambling age in Oklahoma is 18 years. I have been playing poker steadily throughout the course of my life to this point at small home games and online tournaments, and prior to this day the only aspirations I had in my body was to become a well known professional poker player. But nothing would equal the thrill of taking down a monster pot in an actual casino, or so I thought. About fifteen minutes after signing up for a seat ... Show more content on Helpwriting.net ... If you've ever been into poker or even watched the World Series of Poker on ESPN, you'll see what I mean. Here are just a few observations I've made...some obvious, some (hopefully) not. Mind games are a big part of the game. In poker, you can learn all about the strength of hands, pot odds, betting position, and how to play it by the book. In Street Fighter 4, you can analyze frame data, learn combos, find rankings/tier listings, and watch replays. But in the end, it comes down to playing the man. It's about making the other guy fold when he has you beat, or giving him a false sense of confidence when really, he's walking into certain defeat. It's about giving your opponent the impression that his strategy is full–proof, only to punish him painfully at the most (in)opportune time. It's all about being unpredictable and rattling the other guy to the point where all his pre–game knowledge seems to go out the window. Heck, Justin Wong almost beat Daigo while playing a character he admittedly didn't know very well or practice much. I doubt he was thinking about frame data while he was missing combos, but still giving Daigo all he could handle. The head knowledge definitely comes in handy, don't get me wrong. I'm just saying it's about how you actually use what you know. Luck is required to make it through. Back in the day before poker got huge–which I ... Get more on HelpWriting.net ...
  • 32. Essay on Electronic and Communication Privacy Act of 1986 Electronic and Communication Privacy Act of 1986 We are all familiar with the phrase, "A little birdie told me." But where did that birdie get his information? If he was like most Mockingbirds in the sky, his information was probably obtained through eavesdropping, which is not an ethical approach. This day and age with technology becoming more and more effective everyday it is not the birds that we have to worry about. Congress has recognized the way that technology has changed society and reacted by passing the Electronic Communication Privacy Act of 1986. There are two main Titles discussed in this act, Title I––Interception of Communications and Related Matters and Title II–– Stored Wire and Electronic Communications and ... Show more content on Helpwriting.net ... Where it preserved your right to listen in to public radio transmissions, it preserves your right to listen in on pubic computerized transmissions. It allows the "provider of electronic communication service"to keep records of who called and when, to protect themselves from the fraudulent, unlawful or abusive use of such service. This law has stated that is illegal to intentionally intercept a phone conversation on a cellular phone and also to disclose any of the information obtained illegally. The law forbids the manufacturers of radio scanners from creating or marketing any type of radio that will interfere or invade the same frequencies that are used for cellular phones. Title I is very self explanatory, it deals with the more obvious privacy laws. Title II––Stored Wire and Electronic Communications and Transactional Records Access, is more complex than the above title. This section has caused the biggest concern among bulletin board system operators and users. For those who do not understand what a bulletin board is, it is places on the Internet where messages, or pretty much anything can be posted. Unfortunately, while a lot of well–intentioned people know that a law had been passed, most of them started discussing it without talking the trouble to read it first. As a result, there has been a lot of misinformation ... Get more on HelpWriting.net ...
  • 33. Flat Stanley Character Analysis Flat Stanley пЂHave you ever wished that you could wake up one day and have a completely different look? If so, you may wish you were Stanley Lambchop, an ordinary boy who wakes up one morning looking very different – he is only half an inch thick! Because of a falling bulletin board (which made Stanley flat), Stanley gets to experience all sorts of fun adventures. Does living a flat life suit Stanley, though? You will have to read this classic, funny book to find out! пЂFlat Stanley would be targeted to my lowest readers. It is quite a preposterous notion to wake up flat, and the humor will keep my students engaged. While Stanley does have some fun adventures being flat, at the end of the day, he does not really want to be different. This... Show more content on Helpwriting.net ... He has been homeschooled all his life, but this year, he is entering a private school down the street from his New York City apartment. His struggles that year, along with his sister's journey and that of a few other characters, are chronicled through this book that teaches so much about what it means to be human and how hard it is to be different and accept others, looking beyond the surface to see the person underneath. пЂI have heard nothing but good things about Wonder, and I would ideally do it as a read aloud. (The Report Card is pretty short.) It teaches so much about acceptance and looking past the surface to see the person underneath, and that is what I want my students to do. I have yet to read Wonder, but I cannot wait until I do. However, I have no doubt that it is an incredible novel to use in the classroom to help students learn about people who are different. Sadako and the Thousand Paper ... Get more on HelpWriting.net ...
  • 34. Steve Jobs And Brennan Character Analysis Family Steve Jobs house, as viewed from sidewalk . Plentiful fruit trees are visible next to the house. Chrisann Brennan notes that after Jobs was forced out of Apple, he apologized many times over for his behaviour" towards her and Lisa. She also states that Jobs said that he never took responsibility when he should have, and that he was sorry. By this time, Jobs had developed a strong relationship with Lisa . In addition, Jobs and Brennan developed a working relationship to co–parent Lisa, a change Brennan credits to the influence of his newly found biological sister, Mona Simpson who worked to repair the relationship between Lisa and Jobs. Jobs found Mona after first finding his birth mother, Joanne Schieble Simpson, shortly after he left ... Get more on HelpWriting.net ...
  • 35. The Video Gaming Culture in Japan Gamers are gamers regardless of where they live. There are many gamers around the world, and one of the largest gaming populations is located in Japan. (Niizumi) Japan has been, and continues to be one of the largest developers and creators of both of video gaming consoles and video games around the world. (Niizumi) Japanese video games are beneficial to society and are an excellent source of employment to many in Japan. To understand how video gaming relates to Japanese culture we need to understand more about the country of Japan. We will explore some important facts about Japan's cultural society and environment. The country of Japan is an island nation, which is separated from Mainland Asia by the Sea of Japan. ("Facts about Japan") ... Show more content on Helpwriting.net ... (Gibbs) They are currently at a crossroad but are busy exploring their options. (Gibbs) The original arcade games were large machines that required coins to play. (Snow) Even today, arcades are a part of Japanese society. (Snow) Akihabara, Japan is known as the Electric Town for all of its arcades and Sega owns several of the arcade games. (Snow) Rhythm and fighting games are on the top of the list for Japanese arcade games. (Snow) Music is usually loud with these games, along with flashing lights and the bells and whistles. Namco, based in Japan, was one of the first to enter the Golden Era of arcade video games. ("The History of") One of their most famous games was, and still today is Pac–Man. ("The History of") Pac–Man is the only video game that is still in production today and is still distributed by Namco. ("The History of") Some of companies of the 1980s were Nintendo, Sega, Epoch, Bandai and Sony. ("5 of 7") They were all designing new video game consoles and developing games to sell with the console. ("5 of 7") Some companies were epic failures and others opened the way to new technologies. The Famicom Disk System, which was released by Nintendo, also known as the FDS, failed in Japan and both the game system and the games were unreliable. Regardless of case, several million were sold. (McFerran) In the late 1980s Nintendo released its ... Get more on HelpWriting.net ...
  • 36. Video Game And The Game In November, 1971 the first commercially targeted video game was released in America as an arcade machine called 'Computer Space' in which the aim of the game was to fly through 2D space avoiding UFO's firing upon you and destroying them. The game sold poorly and was notoriously difficult to grasp as it was only played on university campuses. This however inspired other programmers to make more games and the following year Atari released 'PONG' as an upright arcade machine, the aim of the games is to score points in a simulated tennis style match. It was the first game to reach mainstream audience and is fairly well known within popular culture and subsequently went on to spawn a home edition of the game to played on TV sets 3 years later. This generated larger sums of money as each of the 100,000+ arcade machines in America were generating between $35–$40 a day and the home edition sold 150,000 units through the 1975 holiday season. This would mark the start of the gaming industry and in the years to follow the industry would expand to Japan and Europe with year on year profits in the excess of $2 billion by 1982. It would survive the video game crash of 1983 in which most of the American developers would become bankrupt because of lack of innovation and the flooded home console market to name a few. Japan would emerge as the dominate market after the crash which in turn lead to the rise of Sega and Nintendo in 1989, with the release of their own home consoles ... Get more on HelpWriting.net ...
  • 37. Competitive Analysis Cango Competitive Analysis CanGo.com February 21, 2010 Schettakka Davis The Big Five, Inc. Introduction This competitive analysis was conducted to aid in the development of CanGo, an online gaming website. This analysis focused on three competitors: Big Fish Games, iWin.com, and Pogo.com. The existence of these competitors indicates that there is indeed a market for online gaming. All of these competitors offer free online game play, game downloads, chat rooms, club memberships, and some type of prizes. This suggests that CanGo may be benefit from extending the online gaming website to include these services. Certain content functionality appears to be standard in this industry and should be included in the CanGo website: *... Show more content on Helpwriting.net ... Will they offer free online games or will their potential customers have to pay to play games online. Their business of online games will suffer because inline gamers will go to sites like Pogo.com to play online games free for as long as they desire. My recommendation for CanGo would to be research the online gaming to see if they are ready to compete with the best. Rethink their vision of the online gaming ... Get more on HelpWriting.net ...
  • 38. Review Board Case Study What makes an environment inviting for posting on a bulletin board? The most inviting factor about the environment of the first bulletin group was the purpose of the room. The printing room is a place where most students stay for a long time and work with computers, print their assignments and documents and even socialize with each other. The nature of this staying makes it more probable that the ads and notices being seen over time. The high traffic of the room and long stays exposes the boards to a large number of audience. Accordingly, most of the posts were about everyday needs of students and social ads that needs to be seen by as much persons as possible. On the other hand, the second bulletin group were located in an area that most ... Show more content on Helpwriting.net ... Also, many of the students who study in that place are undergraduate students who does not have access to other systems in the labs at the campus and comes to the place on a daily basis, considering the categories of posts with most frequency including tutoring and social categories, it can be inferred that the main audience of the bulletins are undergraduate students who participate more in social events and needs a tutor for their courses. On the other hand, the second bulletin group were limited access boards that did not have various posts on them and their posts had more text than the photos on them. Also, they were located close to offices related to student services and societies. Therefore, it can be concluded that the aim of the board was informing students about their services and opportunities and did not intend to just be seen by the greater number of audiences but to be seen by the right target group who are looking for that information. Although they also used the color for attracting the attention, the chosen color which was blue was not a vivid color and tried to keep the audience for longer time. 1.Having this in mind, the first factor that should be considered in designing a digital bulletin board is aim of the board and the selected audience. This factor can affect the ... Get more on HelpWriting.net ...
  • 39. Cardbook Case Study By 2016 there were at least 230 companies developing VR–related products. Facebook has 400 employees focused on VR development; Google, Apple, Amazon, Microsoft, Sony and Samsung all had dedicated AR and VR groups Sony announced Project Morpheus (its code name for PlayStation VR), a virtual reality headset for the PlayStation 4 video game console.[36] Google announces Cardboard, a do–it–yourself stereoscopic viewer for smartphones. The user places their smartphone in the cardboard holder, which they wear on their head In early 2014, Valve showed off their SteamSight prototype, the precursor to both consumer headsets released in 2016. It shared major features with the consumer headsets including separate 1K displays per eye, low ... Show more content on Helpwriting.net ... The concept was later adapted into the personal computer–based, 3D virtual world Second Life.[28] The Virtual Boy was created by Nintendo and was released in Japan on July 21, 1995 and in North America on August 15, 1995.[26] Also in 1995, a group in Seattle created public demonstrations of a "CAVE–like" 270 degree immersive projection room called the Virtual Environment Theater, produced by entrepreneurs Chet Dagit and Bob Jacobson.[27] The same system was shown in 1996 in tradeshow exhibits sponsored by Netscape Communications.[citation needed] Forte released the VFX1, a PC–powered virtual reality headset in 1995, which was supported by games including Descent, Star Wars: Dark Forces, System Shock and Quake. By 1994, Sega released the Sega VR–1 motion simulator arcade attraction,[23][24] in SegaWorld amusement arcades. It was able to track head movement and featured 3D polygon graphics in stereoscopic 3D, powered by the Sega Model 1 arcade system board.[25] Also in 1994 Apple released QuickTime VR, which, despite using the term "VR", was unable to represent virtual reality, and instead displayed 360 photographic panoramas In 1992 researcher Louis Rosenberg created the Virtual Fixtures system at the U.S. Air Force's Armstrong Labs using a full upper–body exoskeleton, enabling a physically realistic virtual reality in 3D. The system ... Get more on HelpWriting.net ...
  • 40. The Shining Sixties Richards, Jordan 10 May 2015 AP US History Period 4 The Shining Seventies 1. Technology The actual invention of the microprocessor took place somewhat before the 70s, with the first notable product the AL–1: an 8 bit computer processor "slice" (an expandable portion of a larger central processing unit) debuting in March of 1969. However the first commercially available microprocessor, the 4004, was released in 1971 by Intel. Intel had already established itself as a leader in the integrated circuit (IC) design industry before this point, mainly dealing with memory, but made the leap into the microprocessor world after receiving a request from a customer to design a custom circuitry for their new calculator – a task that would be infeasible ... Show more content on Helpwriting.net ... Soon–to–be tech industries leaders, Steve Jobs and Bill Gates were also members of the club, eventually leaving to start their respective companies. This eventually became the home of the Apple I computer, pioneered by Steve Wozniak and supported by Steve Jobs. Beginning as a project in Wozniak's spare time, it eventually developed into the first product of Apple Personal Computers Inc., launching in 1976. It a utilized a 6502 processor: a clone of the 6800 by MOS Technologies, soon to be the basis of the Nintendo Entertainment System CPU in future decades. It also featured a working keyboard and text video output, but required extensive assembly. In 1974, Federico Faggin – a member of the team that had worked on the original Intel 4004 MPU – left Intel to found Zilog. With funding from Exxon Corporation (a subsidiary of Exxon Enterprises), Zilog was able to produce its first microprocessor, the Z80. It implemented and expanded version of the existing Intel 8080 instruction set, allowing programs already written for the popular Intel CPU to be easily ported to the platform. However, the Z80 also provided increased performance and flexibility and a fraction of the cost, leading to its eventual dominance in the desktop computer market. Also in 1974, the first popular operating system was released: Control Program for Microcomputers or CP/M. ... Get more on HelpWriting.net ...
  • 41. Nintendo : A Video Game Company Nintendo is a wonderful company, although there is much more to Nintendo than just a video game company. The company has been around for a while, and there's proof that shows: over multiple years, Nintendo has made many games and many consoles. Nowadays, Nintendo consoles have been tossed aside, forgotten as people play on their Xboxes and Playstations, yet Nintendo still works to make consoles for people's entertainment. Nintendo tries to make game consoles that'll please everyone, although that often turns people away for a reason that one does not know. Even though Nintendo has undergone many changes in the past, Nintendo will still continue to be a strong company working to achieve success with multiple game series on multiple ... Show more content on Helpwriting.net ... They gained even more success when they produced a line of cards with Disney Characters' likeliness on them. Hiroshi introduced board games to the Company's line of products, and gained more progress to the company people know today. Nintendo then began selling a major part of their progress to the company today, the Beam Gun series of games. When the idea of arcade games was found, they ended up creating arcade games, one of which was Donkey Kong. Nintendo then started creating video games for consoles, and then then created one of their own, the Family Computer System, or Famicom. However, they ran into trouble even before they started selling video games in America, because people were buying exported systems from Japan. Fortunately, Nintendo realized the problem, that too many other companies were flooding the market with bad games. Then, in 1985, the Nintendo Entertainment System, or NES, was released in America. Nintendo received major success. Unfortunately, Nintendo was hated by fans and other licensees for putting microchips in their products so they couldn't be replicated. Nintendo survived by striking deals with Pepsi and Toys 'R' Us for special distribution deals. That's the history of Nintendo, how they started as a playing card company, and evolved into a video game company. Super Mario, the Legend of Zelda, Metroid, and PokГ©mon; one of the traits they all have in common is ... Get more on HelpWriting.net ...