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Gameplay Video Game Platforms For The Future
Formatting Video Game Platforms for the Future
Video games have hugely impacted world culture since the late 1970's. Video game companies like Atari and Midway helped lead this digital
revolution by introducing arcade games such as Pong, Pac–Man, and Asteroids. Though Atari and Midway receive the most recognition for beginning
this videogame revolution, none of this would have been possible if not for Japanese companies like Namco and Taito, who created the software for
such games. Because of companies like Namco and Taito the advancements of video game technology have led us to have mobile and in–home versions
of our favorite games. In March 1980, the video game industry had made an attempt to adapt to the everyday lives of people. Atari created the first
successful in–home video game console called the Atari 26001. This 8–bit game console had the ability to bring the fun of the arcade to the comfort of
home. The Atari 2600 used game cartridges as seen to the left. These cartridges were compact and almost unbreakable. Each cartridge's outside had a
scene from the game with a short description of what the game was about. By the mid 80's there was a great array of games for the Atari 2600 but
there was also competition. In 1985 Nintendo created its own 8–bit video game console called the Nintendo Entertainment System (NES). The NES
had games like The Mario Brothers and Donkey King. NES had blown up in Singapore but in America it was another story. The NES was too
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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
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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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Space Invaders In The 1970's
1970's
After looking around for an iconic game in this era there were only a few choices and I chose Space Invaders. Space invaders was first released in
1978 on arcade machines. I chose this game because when you think about top arcade games in history this would most people's top 5. This game
should be known in the history of gaming because it was the first Japanese game to do so well in America even though there were a few before it.
In just 4 years in America it made $2 billion (Peckham, n.d.). However it wasn't just the American market it was doing so well back in Japan there
was a nationwide shortage of 100 yen coins because the game was being played by so many people in Japan (Edwards, n.d.). It inspired space–themed
games not to be ... Show more content on Helpwriting.net ...
Final fantasy was released in 1987 by the company square (which would later merge with a company called Enix and become the company that is well
known now Square Enix). However it didn't hit the US markets until 1990. It came out on the Nintendo entertainment system (NES for short). I chose
this game because this game franchise is the reason I and expect many people love RPG's. Also this game is also regarded as the most successful
and influential RPG to be played on the NES. This game is the reason why the company square didn't go bankrupt due it overwhelming popularity.
It was called final fantasy as the company thought it was going to be the last game they made little did they know it was the reason the company
didn't go under (Thomas, n.d.). It also increased the sales of the NES because if you loved RPG games which a lot of people do the only place you
could play it was the NES. This game is just the first of long line of successful games (Final Fantasy series). It also helped cement making the RPG
genre more popular. The game is a turn based role playing game. Where when you are battling against enemies you have to take turns in fighting not
both fighting at the same time. At the time the graphics of the game were met with overwhelming praise as well as the soundtrack that accompanied
the game. In the game you play as four light warriors that are prophesized to appear
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Addiction In Brave New World
In 1981, the iconic video game character, Mario, flashed on television screens made possible by the Nintendo Entertainment System, marking the
beginning of video games taking over the globe. The retro, pixel interfaces of video games quickly strides to advance its graphics, gameplay and
quality, becoming an ambitious industry as the years continue on. In the early 1900s, this was an unreal thought by society from the technology at the
time, including a man named Aldous Huxley. The author of the novel Brave New World, published in 1932, Huxley creates a dystopian science fiction
novel in which a futuristic society must be stabilized, kept together by conditioning the individual. The novel bares a resemblance to advancing
technology in the modern day world, particularly the video game industry. As the visuals of games continue to become more realistic and engaging
gameplay created by the companies, it presents simulated worlds where the player will get lost in. Real life becomes non–existent, sinking ... Show
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Whether gambling, alcohol or shopping, it is surprising to find video games being a part of this growing list. Video game addiction is a growing
epidemic that is running rampant through the world, including parts of Asia. Death from video games is becoming more common and sounds like a
horror story (Flanagan). Contributing to the increase are illnesses and social disorders, two well–known conditions being social anxiety and depression.
By shutting themselves out from the real world, the only light being the screen of their television or computer and eyes glued to the screen, their
basic needs are ignored. Sitting in a chair for hours on end, the body deteriorates from negligence. The different video game genres help fulfill basic
psychological needs too, but can lead to a secret underlying problem. Playing for days can certainly feel like a medication taken everyday and life
spinning out of control
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Video Games : The Decade Of Decadence
The 1980s were also known as the decade of decadence. Technology that had been introduced in the 1980s was not any different. Although most of
the major technology began in the 1970s, the 1980s improved on the technology and made it more affordable and available for mass consumer
consumption. The 1980s was truly the beginning of the personal electronic device revolution, making everything from computers to music and video
games more available for personal use. Video games were around long before the 1980s. Programmers had been making video games for arcades as
far back as the early 1960s (Kent 65). The late 1970s, however, brought video games into the home with gaming consoles. Nonetheless, these consoles
remained quiet until a small... Show more content on Helpwriting.net ...
The system went on to sell out at almost all locations. The success of the NES System has been attributed to its impressive graphics and the speed and
game control that the Nintendo developers had created. By 1991 more than 33 millions homes had an NES system (Kent 73). Nintendo lead the way
in the home gaming console industry paving the way for such companies as Sony and Microsoft, which dominate the video game industry today.
However, video games were not the only technology that made the leap to personal use. Computer technology was well in the works before the
1980s, yet, it was in the 1980s that the leap to home computing was made and thus launched the careers of two of the most famous men in the
computing industry, Bill Gates, founder of Microsoft, and Steve Jobs, of the Apple Corporation. However, it was IBM that won the race to producing
the first personal computer. IBM introduced the first personal computer PC in August of 1991 (History of the PC). "The first PC was good but not
spectacular (History of the PC). However, IBM used many third party developers and companies, which helped, make the IBM the preferred PC.
The first PC ran off of Microsoft Dos operating system. This made the IBM easier to add features to, but also made it easier for other companies to
come up with their own versions of the PC. Microsoft was not exclusive to IBM allowing room for competitors. Competition came from all different
kinds of computer
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The Nintendo Entertainment System
Which is Best?
Theres different types of motion used in many gaming systems. You can be
standing, sitting down, using controllers, or not using any controllers at all. There are at
least many different types of movement motions involved in both types of electronics
made by different companies. The Kinect may have more free motion, but the Wii seems
more enjoyable for families to use and have fun.
The Nintendo Entertainment System was introduced in 1985 which became an
instant hit, selling over sixty million units. In 2006, Nintendo introduced the Wii and
with it contained more advanced, revolutionary features. The Wii contained wireless
motion–sensitive remote controllers, built in Wi–Fi capability (Nintendo), and a lot of
other features that made it the best selling in the world. As for the Kinect; introduced by
the company of Xbox 360 in 2010. With Kinect for the Xbox, you can command and
control the Kinect with the use of your voice and gestures, and play games where you are
the controller (Xbox).
In theses ads, both companies are trying to target families with the use of ethos, pathos,
and logos. The companies try to sell their product by using other families in the ad to catch the
eyes of others on why they should by the Kinect or the Wii. In the Kinect Ad, it shows the
emotion, also known as pathos, of the two girls on the couch, smiling but their not even playing,
and the two guys that are playing are not
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Success Entry Of Nintendo 's Wii Video Game Console
The existing strategic management literature assumes that the success or failure of competing platform based firms is determined by the relative
importance of platform quality, indirect network effects and consumer expectations. This paper examines the role of a first party content as a tool of
coordination in platform–based markets. Previous papers have handled first party content by either assuming that it is qualitatively identical to third
party content or simply abstracted away from the issue by assuming that it doesn't exist. I develop a basic, theoretical model which introduces the
possibility of a firm disadvantaged in platform quality, installed base size and expectations to overcome a successful incumbent into the industry. I
demonstrate the applicability of my theory by examining the success entry of Nintendo's Wii video game console into the home console market, which
was able to overtake the industry leader at the time, Microsoft, despite having an installed base disadvantage, low consumer expectations and lower
platform quality than its competitors, something that is impossible to explain using existing theoretical frameworks.
First–party applications, in the context of a two–sided market, are applications produced by the provider of a platform, rather than independent,
third–party developers. An application is any good or service whose usage is enabled by the adoption of the platform. The platform and the application
are complementary goods. Examples
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Video Games And The Video Game
The 2000's and 2010's has become the most transformative age for video games and the gamers who make them popular. Within the last 15 years the
amount of gaming devices in homes has risen to eighty–eight percent. This is a large leap from where the original "Brown Box" console created by
Ralph Baer in nineteen sixty–seven, but video games didn't just go through a cut scene and magically appear in everyone's homes. They have had it
rough from lawsuits, heavy competition between companies, and even government intervention. After all that though they have become a staple in
many people's life's and have granted many young adults from across the world gather a major following and earn a living all from home. The two
big stars from the first in home consoles came from Sega and Nintendo. These two video game giants had such a strong competition that it became an
all–out war known today as the "console war". Sega released their Master System to combat Nintendo's Nintendo Entertainment System (NES). While
Nintendo was still enjoying their success with the NES in 1985, Sega attempted take a strong hold in this battle with their Master System. This
console failed to do the job as Nintendo was a more well–known company at the time and due to that they won to the consumers. Sega quickly
developed an idea. Consoles at that time were all 8–bit and Nintendo was no different. Sega rather than releasing a console to compete with Nintendo,
they were going to release a console with no
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How Video Games Changed Throughout History
From Fad to Phenomenon: How Video Games Changed Throughout History
Around the middle of the 20th Century man cultures started to grow beyond what they previously were thanks to different mediums (such as
television and music) helping to push boundaries; with this came the birth of pop culture. Considering pop culture is a shortened version of popular
culture it's clear that many of the things in pop culture would be short lived. The short lived trends and happenings are labeled as "fads". Strangely
enough, some fads progress beyond their short lifespan and actually become a mainstay in the varying international cultures. One such example
might be familiar as it is common in today's society. This example is, indeed, video games. When video games were first being introduced to the
general public, they weren't all that exciting. Most gaming took place in arcades and most arcades didn't have many game cabinets due to their being
very few games to begin with. However, all of this changed when the Atari 2600 was released. At the time, Atari was known for their home computers
and their hit arcade game "Pong". Though the Atari 2600 might not have been the first video game system, it was definitely the most successful at that
time and a great success for Atari's first attempt at a home video game console. Thanks to the success of the 2600, video games began to take off and
arcades started popping up all over the world with hits like "Pac–Man" and "Donkey Kong". These would be the
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Video Games: The Consumption of Escapism
In American culture, consumerism is both used to boost status as well as a stress reliever. People purchase items not only to add to their
collection, but to use it as a distraction from their daily routines. To escape the stresses that accumulate from either a long day of work or the
stresses of studying, people purchase goods that serve as a means of entertainment. Shopping in itself for items that are not particularly needed can
be seen as an outlet to relieve stress, because it allows one to add to a collection that one has accumulated over a period of time, such as when a
female has an assortment of shoes, or when a boy collects baseball cards. In today's society it is not always about the collection, but the distraction that
the consumer goods can provide, whether going out to the theatre to see a movie, immersing oneself into a novel, or playing a video game, American
consumer culture thrives off of the purchase of items that serve as a distraction from one's mundane continuation of everyday life.
Throughout history the advancement of consumer goods that focus on escapism is evident, from the development of radios that broadcasted radio
shows to the development of the television, and the plethora of televisions shows that have emerged from it. Entertainment, the ability to be able to
lose oneself in the lives of fictional characters, has evolved into one of the hugest markets found in America, from blockbusters produced in Hollywood
to bestselling authors that
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Human Computer Interfaces : Computer Interface
Human–Computer Interfaces
Technology
Various technologies have been developed to allow for human–computer interaction in gaming. The main ways of human–computer interaction in
gaming are through a mouse and keyboard, a controller and through a touchscreen. Controllers have evolved greatly since their inception, at the same
rate video games have advanced. Controllers started with pong paddles. They came in many variations but the main concept was some form of slider,
whether it moved vertically, horizontally or rotated to move the player up and down the screen during a game of pong. Some only allowed for 1D up
and down movement, while more advanced ones allowed for 2D movement with the Fairchild Channel F allowing for 2D movement, ... Show more
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The design of joysticks were based on flight controls. Another type of controller common during the second generation was the use of keypads, used
by the ColecoVision and the IntelliVision. Games would come with a cardboard overlay to show the games controls. These were typically clunky and
difficult to control compared to the fluidity of joysticks. The Atari 5200 combined both, with a keypad and joystick together with multiple action
buttons on the side and introduced a pause and reset button – innovative for the time.
Atari 2600Magnavox Odyssey2 Atari 5200
ColecoVisionIntelliVision
From the third generation of video game consoles, controllers became the standard method of input for console video games, and have remain so since.
They were first introduced by the Nintendo Famicom in 1983 and have had an increased number of buttons and functions since. During the release of
the fifth generation PS1 the design of controllers had been standardised by Sony (Playstation) and Microsoft (Xbox). Controllers introduce movement
through the D–Pad and analog sticks (introduced in fifth generation, along with the rumble feature) and replaced keypads and fire buttons with
ergonomically placed buttons – with the overall design of controllers made to fit the hand. The Xbox introduced a home screen button during the sixth
generation. During the eighth generation Playstation replaced the select button with a
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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
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Videogames First Entered The Market Place
Videogames first entered the market place in 1972 with the release of the Magnavox Odyssey, but did not become widely popular until the 1980s
with the release of the Nintendo Entertainment System (NES). Between then and now, videogames have not only advanced the technology within the
games themselves, but also changed how we think and act. Primitive in comparison to today's consoles, the NES was revolutionary at the time, both
for its hardware advances and its critical timing of release: directly after the 'Great Videogame Crash of 1983'. In the early 1980s, videogames'
popularity grew at a staggering rate as people saw the rising potential of the medium to fulfill their needs (more on that later). However, many
businesses also saw the... Show more content on Helpwriting.net ...
All three of these ideas work in tandem in games and people are attracted to games that contain more of the feeling that they most desire in them. Take
for example the popularity of dating Sims in Japan. Recently, Japan became a victim of an "upheaval in the [maintained] gender roles. Men were
getting tired of 60 hour work–weeks to support marriages they were barely involved in." (The Game Theorists) Soon Japanese men stopped
marrying all together. To compensate, the men turned to dating sim that would simulate relationships without the constant maintenance that is
needed to maintain a real relationship. Then they could focus more on their job. This is an example of relatedness and of how culture is affected
by videogames and vice versa. Education Videogames have often been scrutinized by the general public as inducing violence in adolescents who
play violent videogames. However, according to British researchers, "Those children who spend more time playing games might be slightly likelier
to be hyperactive and to get into fights. But violent video games seem to have no effect on behavior". (Dotinga) The reason that this has been
disputed for so long is because there is no way to conclusively prove whether or not videogames do induce violence; there are too many variables
such as age, gender, duration of play time, the degree of violence of the
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Translation Vs. Localization : Is It A Synonym For...
This brings me to my real question: what is localization? Is it a synonym for translation? Is it something more? Or is it something else entirely?
A simple Google search of "translation vs. localization" reveals a variety of responses, but most of them focus on the distinction between literal and
dynamic equivalence translations, broadly assigning "translation" to the former, and "localization" the latter. A statement by a translation company
claims, "Translation is the word–for–word rendering of source text from one language [...] into another... [and] is fairly literal–the source and
target–language text should [...] essentially be mirror–images of each other," while "Localization involves translation plus adapting the target–language
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In this case, the message was altered, but it was not to present the same effective message to the target culture as it did the source culture, as in the case
of dynamic equivalence. Instead, it was purposefully changed to create an entirely different perception for the video game console, one that Nintendo of
America thought would result in more sales.
It's clear that localization is not just a synonym for translation used in the technology industry. In fact, I've realized that the goal of translation and the
goal of localization are actually very different.
The ultimate goal of translation is to convey an intelligible message to the target audience. This can include both the fundamental message present in
the text, but also a more encompassing message about the source culture. Looking back at literature and the examples in class, translation was used to
convey a variety of messages about Japan to the US and vice–versa. For example, the translations of Yasunari's works conveyed the "traditional" view
of Japan, painting Japan as a country driven by nature, and the people's emotions as vague and melancholy. The translation of "Aghwee," on the other
hand, presented Japan as a modern, Westernized
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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
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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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Evolution Of The Interactive Entertainment Industry
The pace of technological change has been proceeding exponentially for the past 70 years. The evolution of the interactive entertainment industry has
rapidly improved throughout this time. The gaming industry has been a passion of mine for as long as I can remember. I feel privileged growing up
with such rapidly advancing technology around me. As industry is such a passion of mine, it is exciting looking into the endless possibilities within the
field, and the ever advancing technology. Throughout the last 70 years, there have been many major milestone changes in the interactive entertainment
industry, that been pivotal for many areas of technology. Many of these advancements are what have drawn me to this industry, and drives my passion...
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"In 1972, Atari became the first gaming company to really set the benchmark for a large–scale gaming community. Atari not only developed their
games in–house, they also created a whole new industry around the "arcade," and in 1973, retailing at $1,095, Atari began to sell the first real electronic
video game Pong, and arcade machines began emerging in bars, bowling alleys and shopping malls around the world"(Tech Crunch, 2015). As
people in the tech industry started to realize that they were catching onto something big, the amount of companies beginning to develop video games
increased dramatically. "Between the years of 1972 and 1985, over 15 companies began to develop video games for the rapidly expanding
industry"(Tech Crunch, 2015). The evolution of the gaming console was very rapid, and within years had been significantly improved and modified to
perform at much higher levels. The leading gaming company, Activision, would later be founded in 1979, starting a new era of gaming. The gaming
industry continued its rapid evolution in the 1980s, with increased video game graphics, making many more possibilities for game developers. The
iconic gaming company, EA, was later founded in 1982. The 1980s saw the introduction of 3D gaming, absolutely changing the industry forever. As
well as 3D gaming being introduced around this time, Japans Nintendo Entertainment System was released, and played a massive role in the evolution
of the gaming world. The Nintendo was a huge
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Video Games And Its Impact On Education Essay
Gaming is on the rise and it is easy to fathom that the use of gaming in education is also increasing. Thus, educational gaming is listed as one of the
"10 Major Technology Trends in Education" (Riedel, 2014). One reason gaming is increasing so rapidly is because "the very notion of what a game
is has broadened to include a variety of experiences" (Jayanth, 2014). Michael D. Gallagher, president and CEO of Entertainment Software
Association which conducts consumer research and analysis said, "Video games are the future. From education and business, to art and entertainment,
our industry brings together the most innovative and creative minds to create the most engaging, immersive and breathtaking experiences we've ever
seen" (Entertainment Software Association, 2016). We as teachers seek to engage our students. If video games and gaming can better involve our
students in the lesson, it is my belief that we should absolutely use it in our classroom. This trend is shaping education technology because digital
gaming is just that, digital. It requires some sort of technological devices in order to play. There are gaming applications that are minute and do not
require much from a device. Basically, anyone can play these games so long as they have technology equipment. You also have much more extensive
games that require special hardware, such as a certain processor, large amounts of memory and a graphics card. Depending on the game you employ in
your classroom will
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Lewis Galoob Toys, Inc. V. Nintendo Of America
Abstract
Lewis Galoob Toys, Inc. v. Nintendo of America, Inc. (1992) was a court case which revolved around whether the software altering a copyright
protected game contributes to copyright infringement from the fair use and creation of derivative work perspectives. Nintendo of America, Inc. (later
in this paper referred to as Nintendo) primarily markets and sells home video games hardware systems along with compatible video game cartridges. On
the other hand, Lewis Galoob Toys, Inc. (later in this paper referred to as Galoob) is a US based company which sells and markets toy products and is
best known for distributing Game Genie in the United States of America. Nintendo sued Galoob on the grounds of copyright infringement and the
creation ... Show more content on Helpwriting.net ...
One drawback with these video games is that there is no picking up the game from the left off and so the games had to go all the way to the beginning
of the game and start new. Galoob introduced Game genie, which when plugged into the Nintendo Entertainment system would grant the wishes of the
players by altering some of the aspects of the game. Such as, granting additional lives to the gamer's on–screen character, giving them additional
magical powers, increasing the speed at which these characters can travel. Thus, allowing the gamers to alter the game as they wish for their personal
enjoyment. However, Nintendo is not pleased with Galoob's Game genie and sued Galoob for copyright infringement. Nintendo's argument was that
Galoob has infringed its video game copyrights by the creation of derivative work. After careful consideration of the proofs submitted and analyzing
the briefings set forth by both the parties involved, three of the four rulings of district court favored Galoob and therefore vacated the pending
preliminary infringement injunction set forth on it for the following reasons. The court decided that Galoob is neither a direct nor a contributory
infringer under 17 U.S. Code. В§ 101, since the consumers only used Game genie to temporarily alter the game attributes just to personalize the game
as per their preferences. Therefore, such an alteration of the game by the consumers does not contribute to the creation of the derivative work. Even
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Video Games : A World Full Of Realistic 3d Environments
Through the years, the technology involved in creating and playing video games has continued to evolve in ways that its founder might never have
dreamed possible. Starting with tabletop roleplaying and card games and monochrome arrangements of lines, it has since traversed through 8–bit
landscapes to become a world full of realistic 3D environments and characters. Currently, it is even venturing into virtual–reality with life–like graphics
so the players can genuinely put themselves inside of the game. The industry has taken leaps and bounds in just the last half of a century to reach its
current point, and it is only showing the promise to continue to progress further from here.
The predecessors for most, if not all, video games and consoles are the tabletop roleplaying games and trading card games. For example, Nintendo, one
of the largest video game companies in the world, started out as a small company printing simple Hanafuda playing cards in 1889 (Erbland, 2014).
In 1967, the "Brown Box" was invented by Ralph H. Baer, who is now known as the "Father of Video Games." This Brown Box was a large,
rectangular wooden box with two controllers attached. He created it to work with ordinary TV sets at the time, and it came with six simple games
installed; ping–pong, tennis, handball, volleyball, chase games and a light–gun game (Poh, 2011). The user could switch between the games using
various combinations of the switches located on the front of the console. Baer licensed his
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Video Game Music Essay
The History of Video Game Music
In America, video game music is seen as one of the lowest forms of entertainment and its composers are obscure and unknown to most of those who
play the games, while in Japan, it is a major component of their popular culture, and composers such as Koji
Kondo are treated like famed celebrities. Game music is still not widely considered an art form, and yet the compositions have become as complex and
sophisticated as arrangements for film and television.
In 1958, engineer William Higginbotham at the National Laboratory made the very first video game called Tennis for Two. In 1963, MIT student Steve
Russell programmed the game Spacewar. In 1972, Magnavox released the very first home ... Show more content on Helpwriting.net ...
In 1981, ATARI released their "Pokey chip," which was a dedicated audio processor. Included in the 5200 home console2, "the Pokey chip used four
separate channels which controlled the pitch, volume, and distortion values of each, allowing a four–piece virtual band to perform for the first time."
In 1983 the advent of MIDI
(Musical Instrument Digital Interface) allowed for composers to use up to 128 different timbres with 16 separate tracks, all without taking up precious
memory space. Composer
Bobby Prince of the Id software company employed midi files in the popular Commander
Keen series. (Episodes four through six) The only problem with MIDI is that the quality of the music varies with different sound cards. 2
In 1985, Nintendo released their first console, the Nintendo Entertainment
System. (NES). Although manufacturing was discontinued in 1995, Nintendo experienced enormous popularity; 50 million consoles and 350 million
games were sold. 2 Nintendo was talented at offering difficult challenges for one's hand–eye coordination, providing quality soundtracks, fast game
play, and a fun and exciting plotline that makes you want to play the game again and again. 2 An example of such music is Battletoads. It's all about
some toads that like to get into fights, and there are two levels in the game in which they jump onto
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Nintendo Research Paper
Abstract
The birth of Nintendo dates back over 100 years ago and originally made only Japanese playing cards. This paper will explore how Nintendo started
out as a playing card company and became one of the biggest gaming corporations that are alive today. It will also explore the success and failures of
the company and how it achieved the status it has today. We will discuss the technology of gaming and how it evolved over time.
Nintendo: How it changed our world The life of Nintendo dates back to 1889 when an enteprenueur by the name of Fusjiro Yamauchi began making
Japanese playing cards. By 1933 Nintendo was born and the company was established officially as an unlimited partnership titles Yamauchi Nintendo &
Co. These hanafuda ... Show more content on Helpwriting.net ...
It was meant to be a cheap computer for a family to use, but it ended up just being a game console. After complaints of the games freezing up, they
wanted the help of another, more experienced game company, Atari, but the Video Game Crash of 1983 nearly killed Atari.
Nintendo created the Game and Watch and released it in 1980. It was immensely popular in Japan, but not so much in America. In America, they made
the huge mistake of trying to sell it as a toy. Despite that, it made handheld games extremely
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Video Game Console Research Paper
The video game console is a gaming system to play video games on the television invented by Ralph Baer and it was invented because Ralph
wanted to make his dream come true for the first time. Ralph made models to test his invention and make a good console that was worth paying
for. Although it took some time to build, he never gave up and kept on trying if he didn't get it right the first time. He was a very good man and
received many awards for his accomplishments. His story was that he was while living in Germany a war was going to happen and he didn't want to
get killed before he could have his dream to come true. He moved fast so he can go to the United States of America to live his dream of making a video
game console. Today they are made with a 3D feature and not like... Show more content on Helpwriting.net ...
Baer: he was nicknamed "The Father of Video Games". In 1975 there was a console called Atari Sears Tele
–Game Pong System. Another interesting
fact is that the consoles are banned in China. The video game console is important because it helped develop a gaming life for some people and
community for a lot of people that like to play video games. Today its role is for kids and adults to enjoy their gaming life and interact with friends
on a video game to get in touch more often. The video game console has evolved over about 48 years and it has changed in many ways. One way it
has changed is well just everything and it was not able to be connected with your TV back then but now you can. One interesting fact is that the
Nintendo and play station were sold with 155 million units. The very first video game console came out in 1972 and it was called The Magnavox
Odyssey. It became popular in the 1970's and 1980's. The first ever video game to play on the video game console was Tennis for Two. It was the
very first one even though people thought the first video game was Pong most of those people were wrong. In 1976 they released a console named
Fairchild Channel F in
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Nintendo Research Paper
The first console was called the Brown Box and was mad by a TV maker, Ralph Baer. The Brown Box was made in 1967. Nolan Bushaell bounded
Atari in 1972. Atari then had its first big hit with the infamous Pong. In 1980 Mattel releases the Intelivision which is the first challenge against Atari's
rule. Nintendo wasn't always the video game we know, it was originally a Japanese playing card company. In 1985 Nintendo releases the Nintendo
releases the Nintendo Entertainment System, Wow what a creative name that is. Then in 1989 they released their second smash hit with the
Gameboy, to compete with other companies such as Atari, Who released their Atari 2600. It included the newly released Tetris which would grow
to become a massive hit to top off the huge sales of the Gameboy. In 1991 the super Nes is released. Then the original PlayStation is released in
1995 becoming extremely popular. To combat this popularity Nintendo released the Nintendo 64 in 1996. It includes favorites such as Mario 64,
Zelda, and Metroid. The PS2 is released in 2000 marking the beginning of a new era of game consoles. It is the first console to include 128 bit
graphics. A problem with original game consoles such as the Atari 2600 is they had little memory. With such little memory Graphics could only be
up to 160 by 228 pixels. The normal today is 1925 by 1080 pixels. Some of the earliest adventure games used text instead of images to create the world
you're in. The first of these "text" games was
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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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The History Of Video Games
Christian De Lira Hinojos
Mr. Wallace
English 12, 3rd
5 February 2015
The History of Video Games So, I'm going to change things a bit. Instead of just talking about dates and numbers, which can be boring; I'm going
to give this a little casual twist. So, in order to start the history let's get a few facts out of the way. Let's talk about gamers, mainly because I'll be
using the term a lot; gamers are people who spent a lot of time playing videogames. The Average gamer playing video games has spent twelve years
playing them. Adult gamers have an average of fourteen years of playing videogames, guys have an average of sixteen years, and girls have an
average twelve years. Speaking of girls did you know that 47% of gamers are girls? I would have never guessed that, but it's a fact. So, as of 2013
49% of all people who live in The United States owns a console. All of them that own a console have at least two of them. Me, I own eleven... I
think I may have a problem. Anyway, now that some of the facts are out of the way let's start, THE HISTORY OF VIDEOGAMES! Now before I
start I want to talk about all the most important events in the history of videogames, as I call them eras. Each era is very important because they
shaped the videogames we know and love today. The Beginning Era
So, what was the very first videogame ever created? Do you think you know? Most people guess Pong, The Atari, Nintendo's Super Mario Bros.,
Pac–Man, but all of them are wrong. Can you guess the Father
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The Evolution Of Video Games
Composition II
John Reynolds
4/28/2016
Research paper: The Evolution of Videogames.
What is the definition of videogame? According to the dictionary, it is a game played by electronically manipulating images produced by a
computer program on a television screen or other display screen. I have loved to play video games ever since I was a little kid. I still remember the first
video game I ever had, it was called Sega Genesis 2. It was one of my all–time favorite games. I was so sad the day it died because of its "old age". I
do not actually remember how old I was, but I remember that some years passed before I received another one. The second videogame I ever had was
the PlayStation one. Over the years I stuck with the PlayStation videogame–type until now that I have a Ps4. It is amazing to see with our own eyes
how much videogames change over the years. It is funny how every time a new console game comes out I hear the phrase: "it looks just like real!"
As a matter of fact, as the technology evolves, the videogames evolve. Since the first videogames were created their content, controllers, and graphics
have evolved over time into the games that are played today.
The attribution of the first videogame ever created goes to the American government physician William Higinbotham (also developer of the first
nuclear bomb). In 1958 he created the first video game made just for entertainment and it was called Tennis for Two. The earliest known computer
games actually
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Video Games Have Come A Long Way
Video games have come a long way since Pac–Man hit arcades in 1980. In the last thirty plus years, we have seen video games revolutionize art and
entertainment. At first riding the coattails of computer advancements, video games now drive technological progress in the search for innovation and
complete player immersion. Video games have started to go beyond the quest for the best graphics. Games like Pokemon Go are pushing the bar and
blurring the line between the game and real life through augmented reality. Video games now give many people motivation in life and allow for more
human interaction in both the real and virtual world. In many ways, video games are the human attempt to succeed where evolution has failed us.
Evolution has equipped humans with the ability to survive, but survival means something completely different nowadays. We no longer need to hunt
with our hands, hide away from predators, or scavenge for food. Our landscape has changed from the wilds to the shopping mall. When the modern
human faces the situation of "how do I speak to someone I find attractive?" or "delivery, dine–in, or take out?" ––As silly as it may sound, these
simple, specific examples are the type of problems that have replaced predators and famine–– what mechanisms have humans gained from evolution to
face these problems? This is where technology and the future of video games come into play. To face the modern world, humans will redefine what it
means to be entertained, interact with
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Video Games
Video Games – The Forgotten Art Ask any major in the fine arts for the definition of art. They're likely to tell you that it is self
–expression through the
use of some sort of medium. Most commonly thought of are clay for a sculpture, paint for a masterpiece, even music notes for a four–movement suite.
The last thing you'd think of is a computer program for a video game. But why not? Don't video games incorporate both artwork and music? Each
one is considered art, but many people consider the result, when put together, to be a waste of time. Through personal experience, I would have to
define art as not only a way to express yourself, but as a source of inspiration to others. Not only do video games use art with music, they oftentimes...
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For example, most military games are based solely on some war or other, such as the games Call of Duty or Medal of Honor. Neither game is very
original, as they really have no storyline other than to run around shooting the enemies. Originality is a prime requisite of a game being considered
art. Other games lacking in uniqueness are games based on movies or books. Most famous in this category are the Star Wars games and Lord of the
Rings series. Both may be very fun to play, but being fun to play does not make them art. Art is original, fresh, never–before–thought–of material. Star
Wars and Lord of the Rings both have engaging storylines, but said storylines had already been established years before any game was produced.
Again, to be art, a video game must have an original storyline, not a preconceived one. As a rule, few games meet the originality criterion, but there
are exceptions. The Legend of Zelda. To any gamer it is a familiar name. The reason is simple– it was the first of its kind. The Legend of Zelda was
the dawning of the role–playing genre in video games. As a role–playing game, it allowed the gamer to be in the decision–making role, not just a
straight line, no choices game, as most were at the time. This was a new concept for a video game at the time The Legend of Zelda was released. The
storyline was a huge success, as it drew the players into the game world, made them feel as if they were a part of it. In The Legend of
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The Effects Of Video Games On Pop Culture
Around the middle of the 20th Century man cultures started to grow beyond what they previously were thanks to different mediums (such as
television and music) helping to push boundaries; with this came the birth of pop culture. Considering pop culture is a shortened version of popular
culture it's clear that many of the things in pop culture would be short lived. The short lived trends and happenings are labeled as "fads". Strangely
enough, some fads are made to transform and actually become a mainstay in the varying international cultures. One such example might be familiar as
it is common in today's society. This example is, indeed, video games. When video games were first being introduced to the general public they weren't
all that... Show more content on Helpwriting.net ...
This led to a market that was flooded with consoles and left many consumers confused. Adding to this confusion was the fact that there wasn't many
reliable sources for game information. The market was overwhelmed with lackluster and poorly made games and no one was being informed as to
which games these were. So eventually people just stopped buying games. All of this mixed with Atari manufacturing too many console units and
games led to a market crash many call "The Video Game Crash of '83" causing many to label video games as a dying fad. Several years had passed and
a Japanese company by the name of Nintendo decided it wanted to enter the market. Nintendo's Family Computer, or Famicom, was doing well in
Japan and Nintendo wanted to try and find success in North America. This proved to be difficult because America was still wary on the idea of game
consoles after the crash. To try and avoid the skepticism that came with items labeled as a game console, Nintendo rebranded the Famicom as the
Nintendo Entertainment System and marketed it as a toy. Believe it or not, this actually worked and Nintendo became a household name. In order to
keep their success going Nintendo took steps to avoid another market crash. Nintendo would put developers under a contract that kept them on their
console and would keep them from developing games for developers. Developers also had a limited amount of games they could release in a year as
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Annotated Bibliography On The Master System
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From today 's featured article
Sega Master System
The Master System is a third–generation home video game console from Sega, released in the late 1980s. The original models took game cartridges as
well as credit–card–sized Sega Cards; accessories included a light gun and 3D glasses. The system 's hardware was superior to that of the competing
Nintendo Entertainment System, and it boasted several well–received game titles, but Nintendo 's licensing practices prevented Sega from acquiring
many of the more popular titles. Sega failed to gain a significant market ... Show more content on Helpwriting.net ...
... that Edwin McMillan and Glenn T. Seaborg were awarded the Nobel Prize in Chemistry in 1951 for their discovery of the transuranium elements?
... that the Walker Art Gallery changed the name of Giovanni Segantini 's painting The Punishment of Lust to avoid offending the Victorian public?
... that Osaka TЕЌin High School 's baseball team became national champions in just their fourth year of existence?
... that scholars have uncovered the record books of the Tripoli Jewish community and 18th–century manuscripts in the study hall of Hakham Saul
Adadi?
... that although Wolf Run is only 0.9 miles (1.4 km) long, it was historically used as a water supply for the Lehigh Valley Railroad?
... that a Ni no Kuni collectible card game was developed for mobile devices?
... that the title of Mariah Carey 's song "H.A.T.E.U." is an acronym for "Having A Typical Emotional Upset"?
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At least 41 people are killed when an Antonov An–12 cargo plane crashes near Juba, South Sudan.
Romanian Prime Minister Victor Ponta (pictured) resigns over the fatal Colectiv nightclub fire.
Cyclone Chapala becomes the first hurricane–force storm on record to strike mainland Yemen.
In horse racing, Michelle Payne becomes the first female jockey to win the Melbourne Cup, riding Prince of Penzance.
In baseball, the Kansas City Royals defeat the New York Mets to
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Video Games And The Video Game Industry
In the year 2016, the video game industry hit an important milestone. As seen in this 2015–2019 analysis, the industry hit a market value of over
$100,000,000,000: ("THE GLOBAL GAMES MARKET REACHES $99.6 BILLION IN 2016, MOBILE GENERATING 37%"). Just like today, 1983
was looking great for the future of video games. However, unlike today, 1983 did not go great for thevideo game industry, it went awfully. In 1983, the
video game industry crashed and has not fully recovered to the value of the market since. ("Video Games in the United States"). Due to the unfortunate
events of over–sensationalised media, an overflowing market, incorrect judgements, and poor business, the video game industry hit rock bottom in
1983 and took a mastermind ... Show more content on Helpwriting.net ...
In the 1970's to the early 1980's the video game market was doing exceptionally well for a fairly new industry. As well, the market was not fully
utilized and allowed new small startups to be formed. These startups were making games as fast as they could, because as soon as any game hit
the market it sold swiftly. As time went on, the number of startups grew and the market value could not keep up, forcing the startups to make
games at an even faster rate. In 1983, the market was so full of games, most which were rushed, terrible excuses for a game, that the market finally
popped like a bubble. In an episode of "Engines of Ingenuity," Dr. Andy Boyd, a faculty member of the Department of Industrial Engineering at the
University of Houston, claims, "The biggest culprit appears to have been a flood of poor quality games" (Boyd). These poor quality games sold
abysmally and if the company, making the game, was not large enough, the company would fail as most could only make one game before losing all of
their money. The startups failing left and right, and the enormous amount of bad games were causing many to lose interest in games, further hurting the
market and industry. As Dr. Boyd explains further that, "Many industry pundits were ready to write off home video games altogether, referring to them
as a passing fad" (Boyd). Like all industries, if the consumers losses interest then the consumer 's' money losses interest in the industry. With the
overflowing number of crappy
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Research Paper On Nintendo
This essay will talk about how Nintendo is currently the best company in the video game race. It will discuss all of Nintendo's innovations to the video
gaming industry as a whole and how without Nintendo, the video game industry would be drastically different. An example of an event that would
have altered the video game industry without Nintendo would be the Video Game Crash of 1983, where video games were being reproduced at a rate
where all copies couldn't be sold and how all of the games at the time were essentially the same, repetitive gameplay. Nintendo's franchises will be
discussed in detail to explain how Nintendo is superior to the other video game companies, without taking away the achievements other companies have
produced, besides ... Show more content on Helpwriting.net ...
The memories Nintendo have given to generations of gamers are some that will never be forgotten. Other companies, such as Sony and Microsoft,
has produced some very memorable games too, but without Nintendo, they would have never gotten anywhere. The Nintendo Entertainment System
is still played to this day, and is one of the best consoles in history with it's rich library full of classics.. Although the Nintendo Entertainment
System was not the first video game console, it revived the idea of grander videos games and Nintendo is to thank for that. They have stretched the
boundaries of the games far more than anyone thought was possible. Plus with the Video Game Crash of 1983, Nintendo basically saved the future
of video games. Everything that Nintendo has done has been inventive, whether it was successful or a failure. The Virtual Boy (INSERT DATE) was
an attempt at virtual reality, which was a failure as it gave players headaches due to the red and black graphics. Even though the Virtual Boy was a
colossal failure, the innovation of the handheld systems was a massive success and is still a popular trend among gamers
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Zelda Research Paper
The Legend of Zelda(NES) is a high fantasy action–adventure video game series created by Japanese game designers Takashi Tezuka and Shigeru
Miyamoto. It was developed and published by Nintendo. The main platforms associated with this game include: Game boy, Nintendo 64, Gamecube,
Wii, and the Nintendo Entertainment System. The Legend of Zelda plots centers on a boy named Link whose goal is to collect the eight fragments of
the Triforce of Wisdom in order to rescue Princess Zelda from the enemy, Ganon. Over time, players tend to become quite skilled if they play The
Legend of Zelda often causing the competition aspect of it to grow. Thus, gamers found a new way of approaching the game, called "sword less" speed
running. This game strategy is performed with the intention of completing the game as fast as possible without using a sword until the fight with the
antagonist, Ganon. ... Show more content on Helpwriting.net ...
Gamers who are skillful in this game strive to have the World Record time, as a result "sword less" speed running become a popular gaming strategy.
The speed running aspect of it changed this non–competitive game by nature to an intense, worldwide race. The metagame articulates a political
concept outside the game, because "sword less" speed running defies the rules/instructions that the developers have set for the gameplay. Link, the
protagonist throughout the game ensures the survival of an established monarchy, demonstrating that democracy is incompetent. "Sword less" speed
running is the most challenging and quickiest strategy to beat The Legend of Zelda, in this paper we will be analyzing player's different strategies
associated with "sword less" speed
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Nintendo DS Analysis Essay
Introduction
The product I have chosen to study is the Nintendo DS. This product is one of Nintendo's most recently released games consoles. I will explain
what the Nintendo DS does. It is a handheld games console that consists of a book like structure. It has a small LCD screen on each side. One is a
touch screen and the other is a viewing screen. The console also incorporates a microphone and has Wi–Fi capabilities. This allows the user to operate
the game by using a small stylus on the touch screen, it can also listen to voice commands and can be used with other players if utilising the Wi–Fi
feature. Nintendo is one of the world's most globally recognised brands. It was founded in Kyoto, Japan in 1889. What it developed in those ... Show
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It is how the product is introduced and represented to the potential customer which makes the product desirable.
The marketing environment consists of three key sections.
1: The micro–environment: This environment holds the forces close to the company that affect its ability to serve its customers. These are the
employees, suppliers, stakeholders and customers. Relationships in the micro environment can change over time. It influences the company directly
and is the environment where the company can enforce some control or influence.
2: The macro– environment: This environment holds all the forces that are out of the direct control of the company. Such forces are described as follows.
Political Environment
Economic Environment
Social and cultural Environment
Technological Environment
Any organisations or companies that do not allow themselves to adapt to these environmental changes may suffer in the long term.
3: The internal – environment: This is where all factors that affect the company are internal. Internal functions such as finance operations etc, they
impinge on the marketing function. This is affected by the organisational processes and the allocation of responsibilities within the company.
Strengths
Weaknesses
Opportunities
Threats
Applying these factors to my chosen product The Nintendo DS Lite by Nintendo Company
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Cause And Effect Of Video Games
Julian Ruvalcaba
December 11, 2017
American Lit.
The Effects of Video Games
Today we see video games as a fun way to spend your time or a complete waste of time. Video games are sold and played worldwide. Video games
were first used by scientist. In 1952, British professor A.S. Douglas created OXO, also known as tic–tac–toe, as part of his doctoral dissertation, which
is a long essay on a particular subject, at the University of Cambridge. The first arcade video game sold commercially was Computer Space by Nutting
Associates, which was introduced in 1971. In 1972, Atari offered a new video game called Pong. An interesting thing to mention is that Atari was
created by Nolan Bushnell, the man who created Computer Space. He left Nutting Associates to create Atari. Pong was the first truly successful
commercial arcade video game. It was a great hit when it came out.
In 1975, Atari introduced a home version of Pong, its popular arcade game. The original home version of Pong was sold only at Sears, and even had
the Sears logo. Pong was a phenomenal success, paving the road to the future of home video games. Introduced in 1977 the Atari 2600, Atari Video
Computer System used removable cartridges, allowing people to play many games on a single system. Systems like the Atari 2600, its descendant, the
5200, helped to generate interest in home video games for a few years. But interest in video games started to decline because the quality of the home
product. The home versions But
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History Of Home Video Game
History of Home Video Game Consoles The video game industry has gone through some interesting developments over the past fifty years. Video
games are as much of a pass time as watching network television, or going to see a movie. The initial motivation for video game production was to
bring interested consumers to the computer market and has evolved into many forms and designs to give the end user an artificial experience of
playing table tennis with a friend, or an imaginary friend. This paper will cover the history of video game consoles that were released from 1958 until
present day.
Home Console Timeline
Tennis for Two game is the first video ever created. The game was invented in October 1958 by an American physicist by the name... Show more
content on Helpwriting.net ...
In 1966, while working as an engineer for Sanders Associates, Baer "scribbled out a four–page description for the 'game box' that would allow people
to play action, sports and other games on a television set. (Mullis, 2014) Seven prototypes were developed and the first patent was filed in 1971
making it the first video game patent in history. Magnavox was given the license and they developed the Odyssey in 1972 making it the world's first
home video game.
During the same year, Atari was launched by Nolan Bushnell and Ted Dabney and Pong was released, becoming the first video game to reach a
mainstream audience. In 1976, Coleco released its first console called Telstar and Fairfield Camera & Instrument released theirs called Channel F. The
Telstar console had games programmed into the hardware and newer models would introduce new game titles and hardware features such as a light
gun and color. Channel F was the first console that featured individual cartridges that resembled 8–track audio tapes.
Atari released their first cartridge based system in 1977 which was first known as the Video Computer System, later called the Atari 2600. In 1978,
Midway Games released Space Invaders, the first game that allowed players to track their highs cores using three letters. Mattel released Intelivision
which was "the first real competitor of the Atari 2600." (Kudler, n.d.) Atari developed
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Video Game Industry : Nintendo And Sony
INTRODUCTION
Nowadays, the video game industry is one of the faster growing sectors in the world and it is unbelievably expected to increase its revenues for the
years ahead. Big giant's companies as Nintendo, Sony and Microsoft are constantly competing and technology and innovation are vital to keep pace
with this demanding and challenging field. This essay will discuss two companies within the video games industry, Nintendo and Sony, trying to define
their international strategies and their procedures in entering markets abroad, crossing the national borders and consolidating a strong multinational
presence. The choice of Nintendo and Sony is due to different reasons. These two companies are both competing for the leadership and while Nintendo
was almost the only one dominating the gaming market, Sony interrupted this dominance with PlayStation 1 and shifted the balance of the power.
Additionally, their strategies and their approaches are different because are based on the division of the market and on distinct objectives.
To begin with, a brief overview of the video game industry will be presented in order to give a basic understanding of this relatively recent area,
showing its market size and its influence per country.
Secondly, the present essay will focus on a short history of both companies to illustrate their progressive internalization, their up–to–date firm size and
their competitiveness in the market.
Finally, the main topic will be covered, namely the
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Nintendo History Essay
Part I – Gaming Console Industry Pre–Xbox
Video gaming: A Brief History
Atari pioneered the video game industry in 1971 with a title called Pong, which was sold as an arcade game for $1,200 each. The console market
did not take off until 1977, when Atari 2600 was launched (Lipson, 2009) and this became the first generation of consoles. In the videogame industry,
consoles are primarily stationary "boxes", which require a monitor or television set for use. Known as consoles or platforms, these devices are
standardized computers tailored for gaming and produced by a single firm. The term "generations" is meant to define "chapters" in the industry denoted
by a series of console launches with significant technology improvement compared to the previous launches (Exhibit 1).
The key metric for technological progress in video ... Show more content on Helpwriting.net ...
Its first U.S. console, released in 1985, was the Nintendo Entertainment System ("NES") and was the first major video game platform to achieve global
success. Nintendo experienced its golden era in early 1990s, becoming the top player in both home and handheld consoles.
However, Nintendo's lead was severely diminished in the fifth generation era, where it lost to Sony due to its inability in adapting to the shift in
gamer demographics. The average age of gamers had gone up; however, Nintendo's image was still very much a "kid–friendly" game console, allowing
Sony to capture most of the older gamers. Sales were down from 50M units in the Super NES console line to 30M in the Nintendo 64 console line,
Nintendo's product in the fifth generation. Nintendo was also disadvantaged by its higher royalty charge to software developers, resulting in lower
number of game titles being produced. In the sixth generation, its product Nintendo GameCube continued to challenge PlayStation 2 ("PS2") and
eventually
... Get more on HelpWriting.net ...
Video Games And Its Effect On Society
Video games are revolutionary in this age and they are improving more and more. There are lots of kind of games, some of them have adventures
on it and others can make you scared. Companies are the ones that produces these games in a great number. Nowadays most of them have tons of
people working on a game to make sure that they produce an incredible product so kids can enjoy a good experience. You may think that only kids
buy this things, but a surprising number of adults buy video games and this number is increasing faster. The reason why this number is going up is
because the developments that video games are having in this last years. Now instead of grabbing a controller to play a game you can play with a
helmet for virtual reality and... Show more content on Helpwriting.net ...
You may do not know the game but you may know the famous song that the game has. "To this day its music is probably the most recognizable of
any video game ever". (Justin Pot). Another big game console was SEGA, this was founded in 1951 by David Rosen. Over the years, SEGA, which
was eventually bought by Japanese investors, developed games for the consoles and in 1986 entered the console business with the Sega Master System.
"The Sega Master System was the first of Sega 's consoles to see widespread distribution outside of Japan, and went head–to–head with the Nintendo
Famicom (Nintendo Entertainment System outside of Japan) across the world. Sega was unsuccessful at dethroning Nintendo in the key markets of
Japan and North America. However, significant sales in Europe and South America saw the console outsell the NES in those regions, and supported as
late as the mid–1990s in Europe and through to the present day in Brazil, receiving a large library of software in those regions. It is Sega 's second
most successful video game console of all time, with an estimated 19 million units sold worldwide, largely in Brazil and Europe." (Sega Retro)
Another game console is the PlayStation and now it is one of the famous consoles in the world. On December 3, 1994, the PlayStation was finally
released in Japan. The people 's reaction for PlayStation release was not a big hit, instead the reaction was
... Get more on HelpWriting.net ...

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Gameplay Video Game Platforms For The Future

  • 1. Gameplay Video Game Platforms For The Future Formatting Video Game Platforms for the Future Video games have hugely impacted world culture since the late 1970's. Video game companies like Atari and Midway helped lead this digital revolution by introducing arcade games such as Pong, Pac–Man, and Asteroids. Though Atari and Midway receive the most recognition for beginning this videogame revolution, none of this would have been possible if not for Japanese companies like Namco and Taito, who created the software for such games. Because of companies like Namco and Taito the advancements of video game technology have led us to have mobile and in–home versions of our favorite games. In March 1980, the video game industry had made an attempt to adapt to the everyday lives of people. Atari created the first successful in–home video game console called the Atari 26001. This 8–bit game console had the ability to bring the fun of the arcade to the comfort of home. The Atari 2600 used game cartridges as seen to the left. These cartridges were compact and almost unbreakable. Each cartridge's outside had a scene from the game with a short description of what the game was about. By the mid 80's there was a great array of games for the Atari 2600 but there was also competition. In 1985 Nintendo created its own 8–bit video game console called the Nintendo Entertainment System (NES). The NES had games like The Mario Brothers and Donkey King. NES had blown up in Singapore but in America it was another story. The NES was too ... Get more on HelpWriting.net ...
  • 2. 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 ...
  • 3. Space Invaders In The 1970's 1970's After looking around for an iconic game in this era there were only a few choices and I chose Space Invaders. Space invaders was first released in 1978 on arcade machines. I chose this game because when you think about top arcade games in history this would most people's top 5. This game should be known in the history of gaming because it was the first Japanese game to do so well in America even though there were a few before it. In just 4 years in America it made $2 billion (Peckham, n.d.). However it wasn't just the American market it was doing so well back in Japan there was a nationwide shortage of 100 yen coins because the game was being played by so many people in Japan (Edwards, n.d.). It inspired space–themed games not to be ... Show more content on Helpwriting.net ... Final fantasy was released in 1987 by the company square (which would later merge with a company called Enix and become the company that is well known now Square Enix). However it didn't hit the US markets until 1990. It came out on the Nintendo entertainment system (NES for short). I chose this game because this game franchise is the reason I and expect many people love RPG's. Also this game is also regarded as the most successful and influential RPG to be played on the NES. This game is the reason why the company square didn't go bankrupt due it overwhelming popularity. It was called final fantasy as the company thought it was going to be the last game they made little did they know it was the reason the company didn't go under (Thomas, n.d.). It also increased the sales of the NES because if you loved RPG games which a lot of people do the only place you could play it was the NES. This game is just the first of long line of successful games (Final Fantasy series). It also helped cement making the RPG genre more popular. The game is a turn based role playing game. Where when you are battling against enemies you have to take turns in fighting not both fighting at the same time. At the time the graphics of the game were met with overwhelming praise as well as the soundtrack that accompanied the game. In the game you play as four light warriors that are prophesized to appear ... Get more on HelpWriting.net ...
  • 4. Addiction In Brave New World In 1981, the iconic video game character, Mario, flashed on television screens made possible by the Nintendo Entertainment System, marking the beginning of video games taking over the globe. The retro, pixel interfaces of video games quickly strides to advance its graphics, gameplay and quality, becoming an ambitious industry as the years continue on. In the early 1900s, this was an unreal thought by society from the technology at the time, including a man named Aldous Huxley. The author of the novel Brave New World, published in 1932, Huxley creates a dystopian science fiction novel in which a futuristic society must be stabilized, kept together by conditioning the individual. The novel bares a resemblance to advancing technology in the modern day world, particularly the video game industry. As the visuals of games continue to become more realistic and engaging gameplay created by the companies, it presents simulated worlds where the player will get lost in. Real life becomes non–existent, sinking ... Show more content on Helpwriting.net ... Whether gambling, alcohol or shopping, it is surprising to find video games being a part of this growing list. Video game addiction is a growing epidemic that is running rampant through the world, including parts of Asia. Death from video games is becoming more common and sounds like a horror story (Flanagan). Contributing to the increase are illnesses and social disorders, two well–known conditions being social anxiety and depression. By shutting themselves out from the real world, the only light being the screen of their television or computer and eyes glued to the screen, their basic needs are ignored. Sitting in a chair for hours on end, the body deteriorates from negligence. The different video game genres help fulfill basic psychological needs too, but can lead to a secret underlying problem. Playing for days can certainly feel like a medication taken everyday and life spinning out of control ... Get more on HelpWriting.net ...
  • 5. Video Games : The Decade Of Decadence The 1980s were also known as the decade of decadence. Technology that had been introduced in the 1980s was not any different. Although most of the major technology began in the 1970s, the 1980s improved on the technology and made it more affordable and available for mass consumer consumption. The 1980s was truly the beginning of the personal electronic device revolution, making everything from computers to music and video games more available for personal use. Video games were around long before the 1980s. Programmers had been making video games for arcades as far back as the early 1960s (Kent 65). The late 1970s, however, brought video games into the home with gaming consoles. Nonetheless, these consoles remained quiet until a small... Show more content on Helpwriting.net ... The system went on to sell out at almost all locations. The success of the NES System has been attributed to its impressive graphics and the speed and game control that the Nintendo developers had created. By 1991 more than 33 millions homes had an NES system (Kent 73). Nintendo lead the way in the home gaming console industry paving the way for such companies as Sony and Microsoft, which dominate the video game industry today. However, video games were not the only technology that made the leap to personal use. Computer technology was well in the works before the 1980s, yet, it was in the 1980s that the leap to home computing was made and thus launched the careers of two of the most famous men in the computing industry, Bill Gates, founder of Microsoft, and Steve Jobs, of the Apple Corporation. However, it was IBM that won the race to producing the first personal computer. IBM introduced the first personal computer PC in August of 1991 (History of the PC). "The first PC was good but not spectacular (History of the PC). However, IBM used many third party developers and companies, which helped, make the IBM the preferred PC. The first PC ran off of Microsoft Dos operating system. This made the IBM easier to add features to, but also made it easier for other companies to come up with their own versions of the PC. Microsoft was not exclusive to IBM allowing room for competitors. Competition came from all different kinds of computer ... Get more on HelpWriting.net ...
  • 6. The Nintendo Entertainment System Which is Best? Theres different types of motion used in many gaming systems. You can be standing, sitting down, using controllers, or not using any controllers at all. There are at least many different types of movement motions involved in both types of electronics made by different companies. The Kinect may have more free motion, but the Wii seems more enjoyable for families to use and have fun. The Nintendo Entertainment System was introduced in 1985 which became an instant hit, selling over sixty million units. In 2006, Nintendo introduced the Wii and with it contained more advanced, revolutionary features. The Wii contained wireless motion–sensitive remote controllers, built in Wi–Fi capability (Nintendo), and a lot of other features that made it the best selling in the world. As for the Kinect; introduced by the company of Xbox 360 in 2010. With Kinect for the Xbox, you can command and control the Kinect with the use of your voice and gestures, and play games where you are the controller (Xbox).
  • 7. In theses ads, both companies are trying to target families with the use of ethos, pathos, and logos. The companies try to sell their product by using other families in the ad to catch the eyes of others on why they should by the Kinect or the Wii. In the Kinect Ad, it shows the emotion, also known as pathos, of the two girls on the couch, smiling but their not even playing, and the two guys that are playing are not ... Get more on HelpWriting.net ...
  • 8. Success Entry Of Nintendo 's Wii Video Game Console The existing strategic management literature assumes that the success or failure of competing platform based firms is determined by the relative importance of platform quality, indirect network effects and consumer expectations. This paper examines the role of a first party content as a tool of coordination in platform–based markets. Previous papers have handled first party content by either assuming that it is qualitatively identical to third party content or simply abstracted away from the issue by assuming that it doesn't exist. I develop a basic, theoretical model which introduces the possibility of a firm disadvantaged in platform quality, installed base size and expectations to overcome a successful incumbent into the industry. I demonstrate the applicability of my theory by examining the success entry of Nintendo's Wii video game console into the home console market, which was able to overtake the industry leader at the time, Microsoft, despite having an installed base disadvantage, low consumer expectations and lower platform quality than its competitors, something that is impossible to explain using existing theoretical frameworks. First–party applications, in the context of a two–sided market, are applications produced by the provider of a platform, rather than independent, third–party developers. An application is any good or service whose usage is enabled by the adoption of the platform. The platform and the application are complementary goods. Examples ... Get more on HelpWriting.net ...
  • 9. Video Games And The Video Game The 2000's and 2010's has become the most transformative age for video games and the gamers who make them popular. Within the last 15 years the amount of gaming devices in homes has risen to eighty–eight percent. This is a large leap from where the original "Brown Box" console created by Ralph Baer in nineteen sixty–seven, but video games didn't just go through a cut scene and magically appear in everyone's homes. They have had it rough from lawsuits, heavy competition between companies, and even government intervention. After all that though they have become a staple in many people's life's and have granted many young adults from across the world gather a major following and earn a living all from home. The two big stars from the first in home consoles came from Sega and Nintendo. These two video game giants had such a strong competition that it became an all–out war known today as the "console war". Sega released their Master System to combat Nintendo's Nintendo Entertainment System (NES). While Nintendo was still enjoying their success with the NES in 1985, Sega attempted take a strong hold in this battle with their Master System. This console failed to do the job as Nintendo was a more well–known company at the time and due to that they won to the consumers. Sega quickly developed an idea. Consoles at that time were all 8–bit and Nintendo was no different. Sega rather than releasing a console to compete with Nintendo, they were going to release a console with no ... Get more on HelpWriting.net ...
  • 10. How Video Games Changed Throughout History From Fad to Phenomenon: How Video Games Changed Throughout History Around the middle of the 20th Century man cultures started to grow beyond what they previously were thanks to different mediums (such as television and music) helping to push boundaries; with this came the birth of pop culture. Considering pop culture is a shortened version of popular culture it's clear that many of the things in pop culture would be short lived. The short lived trends and happenings are labeled as "fads". Strangely enough, some fads progress beyond their short lifespan and actually become a mainstay in the varying international cultures. One such example might be familiar as it is common in today's society. This example is, indeed, video games. When video games were first being introduced to the general public, they weren't all that exciting. Most gaming took place in arcades and most arcades didn't have many game cabinets due to their being very few games to begin with. However, all of this changed when the Atari 2600 was released. At the time, Atari was known for their home computers and their hit arcade game "Pong". Though the Atari 2600 might not have been the first video game system, it was definitely the most successful at that time and a great success for Atari's first attempt at a home video game console. Thanks to the success of the 2600, video games began to take off and arcades started popping up all over the world with hits like "Pac–Man" and "Donkey Kong". These would be the ... Get more on HelpWriting.net ...
  • 11. Video Games: The Consumption of Escapism In American culture, consumerism is both used to boost status as well as a stress reliever. People purchase items not only to add to their collection, but to use it as a distraction from their daily routines. To escape the stresses that accumulate from either a long day of work or the stresses of studying, people purchase goods that serve as a means of entertainment. Shopping in itself for items that are not particularly needed can be seen as an outlet to relieve stress, because it allows one to add to a collection that one has accumulated over a period of time, such as when a female has an assortment of shoes, or when a boy collects baseball cards. In today's society it is not always about the collection, but the distraction that the consumer goods can provide, whether going out to the theatre to see a movie, immersing oneself into a novel, or playing a video game, American consumer culture thrives off of the purchase of items that serve as a distraction from one's mundane continuation of everyday life. Throughout history the advancement of consumer goods that focus on escapism is evident, from the development of radios that broadcasted radio shows to the development of the television, and the plethora of televisions shows that have emerged from it. Entertainment, the ability to be able to lose oneself in the lives of fictional characters, has evolved into one of the hugest markets found in America, from blockbusters produced in Hollywood to bestselling authors that ... Get more on HelpWriting.net ...
  • 12. Human Computer Interfaces : Computer Interface Human–Computer Interfaces Technology Various technologies have been developed to allow for human–computer interaction in gaming. The main ways of human–computer interaction in gaming are through a mouse and keyboard, a controller and through a touchscreen. Controllers have evolved greatly since their inception, at the same rate video games have advanced. Controllers started with pong paddles. They came in many variations but the main concept was some form of slider, whether it moved vertically, horizontally or rotated to move the player up and down the screen during a game of pong. Some only allowed for 1D up and down movement, while more advanced ones allowed for 2D movement with the Fairchild Channel F allowing for 2D movement, ... Show more content on Helpwriting.net ... The design of joysticks were based on flight controls. Another type of controller common during the second generation was the use of keypads, used by the ColecoVision and the IntelliVision. Games would come with a cardboard overlay to show the games controls. These were typically clunky and difficult to control compared to the fluidity of joysticks. The Atari 5200 combined both, with a keypad and joystick together with multiple action buttons on the side and introduced a pause and reset button – innovative for the time. Atari 2600Magnavox Odyssey2 Atari 5200 ColecoVisionIntelliVision From the third generation of video game consoles, controllers became the standard method of input for console video games, and have remain so since. They were first introduced by the Nintendo Famicom in 1983 and have had an increased number of buttons and functions since. During the release of the fifth generation PS1 the design of controllers had been standardised by Sony (Playstation) and Microsoft (Xbox). Controllers introduce movement through the D–Pad and analog sticks (introduced in fifth generation, along with the rumble feature) and replaced keypads and fire buttons with ergonomically placed buttons – with the overall design of controllers made to fit the hand. The Xbox introduced a home screen button during the sixth generation. During the eighth generation Playstation replaced the select button with a
  • 13. ... Get more on HelpWriting.net ...
  • 14. 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 ...
  • 15. Videogames First Entered The Market Place Videogames first entered the market place in 1972 with the release of the Magnavox Odyssey, but did not become widely popular until the 1980s with the release of the Nintendo Entertainment System (NES). Between then and now, videogames have not only advanced the technology within the games themselves, but also changed how we think and act. Primitive in comparison to today's consoles, the NES was revolutionary at the time, both for its hardware advances and its critical timing of release: directly after the 'Great Videogame Crash of 1983'. In the early 1980s, videogames' popularity grew at a staggering rate as people saw the rising potential of the medium to fulfill their needs (more on that later). However, many businesses also saw the... Show more content on Helpwriting.net ... All three of these ideas work in tandem in games and people are attracted to games that contain more of the feeling that they most desire in them. Take for example the popularity of dating Sims in Japan. Recently, Japan became a victim of an "upheaval in the [maintained] gender roles. Men were getting tired of 60 hour work–weeks to support marriages they were barely involved in." (The Game Theorists) Soon Japanese men stopped marrying all together. To compensate, the men turned to dating sim that would simulate relationships without the constant maintenance that is needed to maintain a real relationship. Then they could focus more on their job. This is an example of relatedness and of how culture is affected by videogames and vice versa. Education Videogames have often been scrutinized by the general public as inducing violence in adolescents who play violent videogames. However, according to British researchers, "Those children who spend more time playing games might be slightly likelier to be hyperactive and to get into fights. But violent video games seem to have no effect on behavior". (Dotinga) The reason that this has been disputed for so long is because there is no way to conclusively prove whether or not videogames do induce violence; there are too many variables such as age, gender, duration of play time, the degree of violence of the ... Get more on HelpWriting.net ...
  • 16. Translation Vs. Localization : Is It A Synonym For... This brings me to my real question: what is localization? Is it a synonym for translation? Is it something more? Or is it something else entirely? A simple Google search of "translation vs. localization" reveals a variety of responses, but most of them focus on the distinction between literal and dynamic equivalence translations, broadly assigning "translation" to the former, and "localization" the latter. A statement by a translation company claims, "Translation is the word–for–word rendering of source text from one language [...] into another... [and] is fairly literal–the source and target–language text should [...] essentially be mirror–images of each other," while "Localization involves translation plus adapting the target–language ... Show more content on Helpwriting.net ... In this case, the message was altered, but it was not to present the same effective message to the target culture as it did the source culture, as in the case of dynamic equivalence. Instead, it was purposefully changed to create an entirely different perception for the video game console, one that Nintendo of America thought would result in more sales. It's clear that localization is not just a synonym for translation used in the technology industry. In fact, I've realized that the goal of translation and the goal of localization are actually very different. The ultimate goal of translation is to convey an intelligible message to the target audience. This can include both the fundamental message present in the text, but also a more encompassing message about the source culture. Looking back at literature and the examples in class, translation was used to convey a variety of messages about Japan to the US and vice–versa. For example, the translations of Yasunari's works conveyed the "traditional" view of Japan, painting Japan as a country driven by nature, and the people's emotions as vague and melancholy. The translation of "Aghwee," on the other hand, presented Japan as a modern, Westernized ... Get more on HelpWriting.net ...
  • 17. 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 ...
  • 18. Evolution Of The Interactive Entertainment Industry The pace of technological change has been proceeding exponentially for the past 70 years. The evolution of the interactive entertainment industry has rapidly improved throughout this time. The gaming industry has been a passion of mine for as long as I can remember. I feel privileged growing up with such rapidly advancing technology around me. As industry is such a passion of mine, it is exciting looking into the endless possibilities within the field, and the ever advancing technology. Throughout the last 70 years, there have been many major milestone changes in the interactive entertainment industry, that been pivotal for many areas of technology. Many of these advancements are what have drawn me to this industry, and drives my passion... Show more content on Helpwriting.net ... "In 1972, Atari became the first gaming company to really set the benchmark for a large–scale gaming community. Atari not only developed their games in–house, they also created a whole new industry around the "arcade," and in 1973, retailing at $1,095, Atari began to sell the first real electronic video game Pong, and arcade machines began emerging in bars, bowling alleys and shopping malls around the world"(Tech Crunch, 2015). As people in the tech industry started to realize that they were catching onto something big, the amount of companies beginning to develop video games increased dramatically. "Between the years of 1972 and 1985, over 15 companies began to develop video games for the rapidly expanding industry"(Tech Crunch, 2015). The evolution of the gaming console was very rapid, and within years had been significantly improved and modified to perform at much higher levels. The leading gaming company, Activision, would later be founded in 1979, starting a new era of gaming. The gaming industry continued its rapid evolution in the 1980s, with increased video game graphics, making many more possibilities for game developers. The iconic gaming company, EA, was later founded in 1982. The 1980s saw the introduction of 3D gaming, absolutely changing the industry forever. As well as 3D gaming being introduced around this time, Japans Nintendo Entertainment System was released, and played a massive role in the evolution of the gaming world. The Nintendo was a huge ... Get more on HelpWriting.net ...
  • 19. Video Games And Its Impact On Education Essay Gaming is on the rise and it is easy to fathom that the use of gaming in education is also increasing. Thus, educational gaming is listed as one of the "10 Major Technology Trends in Education" (Riedel, 2014). One reason gaming is increasing so rapidly is because "the very notion of what a game is has broadened to include a variety of experiences" (Jayanth, 2014). Michael D. Gallagher, president and CEO of Entertainment Software Association which conducts consumer research and analysis said, "Video games are the future. From education and business, to art and entertainment, our industry brings together the most innovative and creative minds to create the most engaging, immersive and breathtaking experiences we've ever seen" (Entertainment Software Association, 2016). We as teachers seek to engage our students. If video games and gaming can better involve our students in the lesson, it is my belief that we should absolutely use it in our classroom. This trend is shaping education technology because digital gaming is just that, digital. It requires some sort of technological devices in order to play. There are gaming applications that are minute and do not require much from a device. Basically, anyone can play these games so long as they have technology equipment. You also have much more extensive games that require special hardware, such as a certain processor, large amounts of memory and a graphics card. Depending on the game you employ in your classroom will ... Get more on HelpWriting.net ...
  • 20. Lewis Galoob Toys, Inc. V. Nintendo Of America Abstract Lewis Galoob Toys, Inc. v. Nintendo of America, Inc. (1992) was a court case which revolved around whether the software altering a copyright protected game contributes to copyright infringement from the fair use and creation of derivative work perspectives. Nintendo of America, Inc. (later in this paper referred to as Nintendo) primarily markets and sells home video games hardware systems along with compatible video game cartridges. On the other hand, Lewis Galoob Toys, Inc. (later in this paper referred to as Galoob) is a US based company which sells and markets toy products and is best known for distributing Game Genie in the United States of America. Nintendo sued Galoob on the grounds of copyright infringement and the creation ... Show more content on Helpwriting.net ... One drawback with these video games is that there is no picking up the game from the left off and so the games had to go all the way to the beginning of the game and start new. Galoob introduced Game genie, which when plugged into the Nintendo Entertainment system would grant the wishes of the players by altering some of the aspects of the game. Such as, granting additional lives to the gamer's on–screen character, giving them additional magical powers, increasing the speed at which these characters can travel. Thus, allowing the gamers to alter the game as they wish for their personal enjoyment. However, Nintendo is not pleased with Galoob's Game genie and sued Galoob for copyright infringement. Nintendo's argument was that Galoob has infringed its video game copyrights by the creation of derivative work. After careful consideration of the proofs submitted and analyzing the briefings set forth by both the parties involved, three of the four rulings of district court favored Galoob and therefore vacated the pending preliminary infringement injunction set forth on it for the following reasons. The court decided that Galoob is neither a direct nor a contributory infringer under 17 U.S. Code. В§ 101, since the consumers only used Game genie to temporarily alter the game attributes just to personalize the game as per their preferences. Therefore, such an alteration of the game by the consumers does not contribute to the creation of the derivative work. Even ... Get more on HelpWriting.net ...
  • 21. Video Games : A World Full Of Realistic 3d Environments Through the years, the technology involved in creating and playing video games has continued to evolve in ways that its founder might never have dreamed possible. Starting with tabletop roleplaying and card games and monochrome arrangements of lines, it has since traversed through 8–bit landscapes to become a world full of realistic 3D environments and characters. Currently, it is even venturing into virtual–reality with life–like graphics so the players can genuinely put themselves inside of the game. The industry has taken leaps and bounds in just the last half of a century to reach its current point, and it is only showing the promise to continue to progress further from here. The predecessors for most, if not all, video games and consoles are the tabletop roleplaying games and trading card games. For example, Nintendo, one of the largest video game companies in the world, started out as a small company printing simple Hanafuda playing cards in 1889 (Erbland, 2014). In 1967, the "Brown Box" was invented by Ralph H. Baer, who is now known as the "Father of Video Games." This Brown Box was a large, rectangular wooden box with two controllers attached. He created it to work with ordinary TV sets at the time, and it came with six simple games installed; ping–pong, tennis, handball, volleyball, chase games and a light–gun game (Poh, 2011). The user could switch between the games using various combinations of the switches located on the front of the console. Baer licensed his ... Get more on HelpWriting.net ...
  • 22. Video Game Music Essay The History of Video Game Music In America, video game music is seen as one of the lowest forms of entertainment and its composers are obscure and unknown to most of those who play the games, while in Japan, it is a major component of their popular culture, and composers such as Koji Kondo are treated like famed celebrities. Game music is still not widely considered an art form, and yet the compositions have become as complex and sophisticated as arrangements for film and television. In 1958, engineer William Higginbotham at the National Laboratory made the very first video game called Tennis for Two. In 1963, MIT student Steve Russell programmed the game Spacewar. In 1972, Magnavox released the very first home ... Show more content on Helpwriting.net ... In 1981, ATARI released their "Pokey chip," which was a dedicated audio processor. Included in the 5200 home console2, "the Pokey chip used four separate channels which controlled the pitch, volume, and distortion values of each, allowing a four–piece virtual band to perform for the first time." In 1983 the advent of MIDI (Musical Instrument Digital Interface) allowed for composers to use up to 128 different timbres with 16 separate tracks, all without taking up precious memory space. Composer Bobby Prince of the Id software company employed midi files in the popular Commander Keen series. (Episodes four through six) The only problem with MIDI is that the quality of the music varies with different sound cards. 2 In 1985, Nintendo released their first console, the Nintendo Entertainment System. (NES). Although manufacturing was discontinued in 1995, Nintendo experienced enormous popularity; 50 million consoles and 350 million games were sold. 2 Nintendo was talented at offering difficult challenges for one's hand–eye coordination, providing quality soundtracks, fast game play, and a fun and exciting plotline that makes you want to play the game again and again. 2 An example of such music is Battletoads. It's all about some toads that like to get into fights, and there are two levels in the game in which they jump onto ... Get more on HelpWriting.net ...
  • 23. Nintendo Research Paper Abstract The birth of Nintendo dates back over 100 years ago and originally made only Japanese playing cards. This paper will explore how Nintendo started out as a playing card company and became one of the biggest gaming corporations that are alive today. It will also explore the success and failures of the company and how it achieved the status it has today. We will discuss the technology of gaming and how it evolved over time. Nintendo: How it changed our world The life of Nintendo dates back to 1889 when an enteprenueur by the name of Fusjiro Yamauchi began making Japanese playing cards. By 1933 Nintendo was born and the company was established officially as an unlimited partnership titles Yamauchi Nintendo & Co. These hanafuda ... Show more content on Helpwriting.net ... It was meant to be a cheap computer for a family to use, but it ended up just being a game console. After complaints of the games freezing up, they wanted the help of another, more experienced game company, Atari, but the Video Game Crash of 1983 nearly killed Atari. Nintendo created the Game and Watch and released it in 1980. It was immensely popular in Japan, but not so much in America. In America, they made the huge mistake of trying to sell it as a toy. Despite that, it made handheld games extremely ... Get more on HelpWriting.net ...
  • 24. Video Game Console Research Paper The video game console is a gaming system to play video games on the television invented by Ralph Baer and it was invented because Ralph wanted to make his dream come true for the first time. Ralph made models to test his invention and make a good console that was worth paying for. Although it took some time to build, he never gave up and kept on trying if he didn't get it right the first time. He was a very good man and received many awards for his accomplishments. His story was that he was while living in Germany a war was going to happen and he didn't want to get killed before he could have his dream to come true. He moved fast so he can go to the United States of America to live his dream of making a video game console. Today they are made with a 3D feature and not like... Show more content on Helpwriting.net ... Baer: he was nicknamed "The Father of Video Games". In 1975 there was a console called Atari Sears Tele –Game Pong System. Another interesting fact is that the consoles are banned in China. The video game console is important because it helped develop a gaming life for some people and community for a lot of people that like to play video games. Today its role is for kids and adults to enjoy their gaming life and interact with friends on a video game to get in touch more often. The video game console has evolved over about 48 years and it has changed in many ways. One way it has changed is well just everything and it was not able to be connected with your TV back then but now you can. One interesting fact is that the Nintendo and play station were sold with 155 million units. The very first video game console came out in 1972 and it was called The Magnavox Odyssey. It became popular in the 1970's and 1980's. The first ever video game to play on the video game console was Tennis for Two. It was the very first one even though people thought the first video game was Pong most of those people were wrong. In 1976 they released a console named Fairchild Channel F in ... Get more on HelpWriting.net ...
  • 25. Nintendo Research Paper The first console was called the Brown Box and was mad by a TV maker, Ralph Baer. The Brown Box was made in 1967. Nolan Bushaell bounded Atari in 1972. Atari then had its first big hit with the infamous Pong. In 1980 Mattel releases the Intelivision which is the first challenge against Atari's rule. Nintendo wasn't always the video game we know, it was originally a Japanese playing card company. In 1985 Nintendo releases the Nintendo releases the Nintendo Entertainment System, Wow what a creative name that is. Then in 1989 they released their second smash hit with the Gameboy, to compete with other companies such as Atari, Who released their Atari 2600. It included the newly released Tetris which would grow to become a massive hit to top off the huge sales of the Gameboy. In 1991 the super Nes is released. Then the original PlayStation is released in 1995 becoming extremely popular. To combat this popularity Nintendo released the Nintendo 64 in 1996. It includes favorites such as Mario 64, Zelda, and Metroid. The PS2 is released in 2000 marking the beginning of a new era of game consoles. It is the first console to include 128 bit graphics. A problem with original game consoles such as the Atari 2600 is they had little memory. With such little memory Graphics could only be up to 160 by 228 pixels. The normal today is 1925 by 1080 pixels. Some of the earliest adventure games used text instead of images to create the world you're in. The first of these "text" games was ... Get more on HelpWriting.net ...
  • 26. 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 ...
  • 27. The History Of Video Games Christian De Lira Hinojos Mr. Wallace English 12, 3rd 5 February 2015 The History of Video Games So, I'm going to change things a bit. Instead of just talking about dates and numbers, which can be boring; I'm going to give this a little casual twist. So, in order to start the history let's get a few facts out of the way. Let's talk about gamers, mainly because I'll be using the term a lot; gamers are people who spent a lot of time playing videogames. The Average gamer playing video games has spent twelve years playing them. Adult gamers have an average of fourteen years of playing videogames, guys have an average of sixteen years, and girls have an average twelve years. Speaking of girls did you know that 47% of gamers are girls? I would have never guessed that, but it's a fact. So, as of 2013 49% of all people who live in The United States owns a console. All of them that own a console have at least two of them. Me, I own eleven... I think I may have a problem. Anyway, now that some of the facts are out of the way let's start, THE HISTORY OF VIDEOGAMES! Now before I start I want to talk about all the most important events in the history of videogames, as I call them eras. Each era is very important because they shaped the videogames we know and love today. The Beginning Era So, what was the very first videogame ever created? Do you think you know? Most people guess Pong, The Atari, Nintendo's Super Mario Bros., Pac–Man, but all of them are wrong. Can you guess the Father ... Get more on HelpWriting.net ...
  • 28. The Evolution Of Video Games Composition II John Reynolds 4/28/2016 Research paper: The Evolution of Videogames. What is the definition of videogame? According to the dictionary, it is a game played by electronically manipulating images produced by a computer program on a television screen or other display screen. I have loved to play video games ever since I was a little kid. I still remember the first video game I ever had, it was called Sega Genesis 2. It was one of my all–time favorite games. I was so sad the day it died because of its "old age". I do not actually remember how old I was, but I remember that some years passed before I received another one. The second videogame I ever had was the PlayStation one. Over the years I stuck with the PlayStation videogame–type until now that I have a Ps4. It is amazing to see with our own eyes how much videogames change over the years. It is funny how every time a new console game comes out I hear the phrase: "it looks just like real!" As a matter of fact, as the technology evolves, the videogames evolve. Since the first videogames were created their content, controllers, and graphics have evolved over time into the games that are played today. The attribution of the first videogame ever created goes to the American government physician William Higinbotham (also developer of the first nuclear bomb). In 1958 he created the first video game made just for entertainment and it was called Tennis for Two. The earliest known computer games actually ... Get more on HelpWriting.net ...
  • 29. Video Games Have Come A Long Way Video games have come a long way since Pac–Man hit arcades in 1980. In the last thirty plus years, we have seen video games revolutionize art and entertainment. At first riding the coattails of computer advancements, video games now drive technological progress in the search for innovation and complete player immersion. Video games have started to go beyond the quest for the best graphics. Games like Pokemon Go are pushing the bar and blurring the line between the game and real life through augmented reality. Video games now give many people motivation in life and allow for more human interaction in both the real and virtual world. In many ways, video games are the human attempt to succeed where evolution has failed us. Evolution has equipped humans with the ability to survive, but survival means something completely different nowadays. We no longer need to hunt with our hands, hide away from predators, or scavenge for food. Our landscape has changed from the wilds to the shopping mall. When the modern human faces the situation of "how do I speak to someone I find attractive?" or "delivery, dine–in, or take out?" ––As silly as it may sound, these simple, specific examples are the type of problems that have replaced predators and famine–– what mechanisms have humans gained from evolution to face these problems? This is where technology and the future of video games come into play. To face the modern world, humans will redefine what it means to be entertained, interact with ... Get more on HelpWriting.net ...
  • 30. Video Games Video Games – The Forgotten Art Ask any major in the fine arts for the definition of art. They're likely to tell you that it is self –expression through the use of some sort of medium. Most commonly thought of are clay for a sculpture, paint for a masterpiece, even music notes for a four–movement suite. The last thing you'd think of is a computer program for a video game. But why not? Don't video games incorporate both artwork and music? Each one is considered art, but many people consider the result, when put together, to be a waste of time. Through personal experience, I would have to define art as not only a way to express yourself, but as a source of inspiration to others. Not only do video games use art with music, they oftentimes... Show more content on Helpwriting.net ... For example, most military games are based solely on some war or other, such as the games Call of Duty or Medal of Honor. Neither game is very original, as they really have no storyline other than to run around shooting the enemies. Originality is a prime requisite of a game being considered art. Other games lacking in uniqueness are games based on movies or books. Most famous in this category are the Star Wars games and Lord of the Rings series. Both may be very fun to play, but being fun to play does not make them art. Art is original, fresh, never–before–thought–of material. Star Wars and Lord of the Rings both have engaging storylines, but said storylines had already been established years before any game was produced. Again, to be art, a video game must have an original storyline, not a preconceived one. As a rule, few games meet the originality criterion, but there are exceptions. The Legend of Zelda. To any gamer it is a familiar name. The reason is simple– it was the first of its kind. The Legend of Zelda was the dawning of the role–playing genre in video games. As a role–playing game, it allowed the gamer to be in the decision–making role, not just a straight line, no choices game, as most were at the time. This was a new concept for a video game at the time The Legend of Zelda was released. The storyline was a huge success, as it drew the players into the game world, made them feel as if they were a part of it. In The Legend of ... Get more on HelpWriting.net ...
  • 31. The Effects Of Video Games On Pop Culture Around the middle of the 20th Century man cultures started to grow beyond what they previously were thanks to different mediums (such as television and music) helping to push boundaries; with this came the birth of pop culture. Considering pop culture is a shortened version of popular culture it's clear that many of the things in pop culture would be short lived. The short lived trends and happenings are labeled as "fads". Strangely enough, some fads are made to transform and actually become a mainstay in the varying international cultures. One such example might be familiar as it is common in today's society. This example is, indeed, video games. When video games were first being introduced to the general public they weren't all that... Show more content on Helpwriting.net ... This led to a market that was flooded with consoles and left many consumers confused. Adding to this confusion was the fact that there wasn't many reliable sources for game information. The market was overwhelmed with lackluster and poorly made games and no one was being informed as to which games these were. So eventually people just stopped buying games. All of this mixed with Atari manufacturing too many console units and games led to a market crash many call "The Video Game Crash of '83" causing many to label video games as a dying fad. Several years had passed and a Japanese company by the name of Nintendo decided it wanted to enter the market. Nintendo's Family Computer, or Famicom, was doing well in Japan and Nintendo wanted to try and find success in North America. This proved to be difficult because America was still wary on the idea of game consoles after the crash. To try and avoid the skepticism that came with items labeled as a game console, Nintendo rebranded the Famicom as the Nintendo Entertainment System and marketed it as a toy. Believe it or not, this actually worked and Nintendo became a household name. In order to keep their success going Nintendo took steps to avoid another market crash. Nintendo would put developers under a contract that kept them on their console and would keep them from developing games for developers. Developers also had a limited amount of games they could release in a year as ... Get more on HelpWriting.net ...
  • 32. Annotated Bibliography On The Master System Welcome to Wikipedia, the free encyclopedia that anyone can edit. 5,003,630 articles in English Arts Biography Geography History Mathematics Science Society Technology All portals From today 's featured article Sega Master System The Master System is a third–generation home video game console from Sega, released in the late 1980s. The original models took game cartridges as well as credit–card–sized Sega Cards; accessories included a light gun and 3D glasses. The system 's hardware was superior to that of the competing Nintendo Entertainment System, and it boasted several well–received game titles, but Nintendo 's licensing practices prevented Sega from acquiring many of the more popular titles. Sega failed to gain a significant market ... Show more content on Helpwriting.net ... ... that Edwin McMillan and Glenn T. Seaborg were awarded the Nobel Prize in Chemistry in 1951 for their discovery of the transuranium elements? ... that the Walker Art Gallery changed the name of Giovanni Segantini 's painting The Punishment of Lust to avoid offending the Victorian public? ... that Osaka TЕЌin High School 's baseball team became national champions in just their fourth year of existence? ... that scholars have uncovered the record books of the Tripoli Jewish community and 18th–century manuscripts in the study hall of Hakham Saul Adadi? ... that although Wolf Run is only 0.9 miles (1.4 km) long, it was historically used as a water supply for the Lehigh Valley Railroad? ... that a Ni no Kuni collectible card game was developed for mobile devices? ... that the title of Mariah Carey 's song "H.A.T.E.U." is an acronym for "Having A Typical Emotional Upset"? Recently improved articles Start a new article Nominate an article In the news
  • 33. Victor Ponta Victor Ponta At least 41 people are killed when an Antonov An–12 cargo plane crashes near Juba, South Sudan. Romanian Prime Minister Victor Ponta (pictured) resigns over the fatal Colectiv nightclub fire. Cyclone Chapala becomes the first hurricane–force storm on record to strike mainland Yemen. In horse racing, Michelle Payne becomes the first female jockey to win the Melbourne Cup, riding Prince of Penzance. In baseball, the Kansas City Royals defeat the New York Mets to ... Get more on HelpWriting.net ...
  • 34. Video Games And The Video Game Industry In the year 2016, the video game industry hit an important milestone. As seen in this 2015–2019 analysis, the industry hit a market value of over $100,000,000,000: ("THE GLOBAL GAMES MARKET REACHES $99.6 BILLION IN 2016, MOBILE GENERATING 37%"). Just like today, 1983 was looking great for the future of video games. However, unlike today, 1983 did not go great for thevideo game industry, it went awfully. In 1983, the video game industry crashed and has not fully recovered to the value of the market since. ("Video Games in the United States"). Due to the unfortunate events of over–sensationalised media, an overflowing market, incorrect judgements, and poor business, the video game industry hit rock bottom in 1983 and took a mastermind ... Show more content on Helpwriting.net ... In the 1970's to the early 1980's the video game market was doing exceptionally well for a fairly new industry. As well, the market was not fully utilized and allowed new small startups to be formed. These startups were making games as fast as they could, because as soon as any game hit the market it sold swiftly. As time went on, the number of startups grew and the market value could not keep up, forcing the startups to make games at an even faster rate. In 1983, the market was so full of games, most which were rushed, terrible excuses for a game, that the market finally popped like a bubble. In an episode of "Engines of Ingenuity," Dr. Andy Boyd, a faculty member of the Department of Industrial Engineering at the University of Houston, claims, "The biggest culprit appears to have been a flood of poor quality games" (Boyd). These poor quality games sold abysmally and if the company, making the game, was not large enough, the company would fail as most could only make one game before losing all of their money. The startups failing left and right, and the enormous amount of bad games were causing many to lose interest in games, further hurting the market and industry. As Dr. Boyd explains further that, "Many industry pundits were ready to write off home video games altogether, referring to them as a passing fad" (Boyd). Like all industries, if the consumers losses interest then the consumer 's' money losses interest in the industry. With the overflowing number of crappy ... Get more on HelpWriting.net ...
  • 35. Research Paper On Nintendo This essay will talk about how Nintendo is currently the best company in the video game race. It will discuss all of Nintendo's innovations to the video gaming industry as a whole and how without Nintendo, the video game industry would be drastically different. An example of an event that would have altered the video game industry without Nintendo would be the Video Game Crash of 1983, where video games were being reproduced at a rate where all copies couldn't be sold and how all of the games at the time were essentially the same, repetitive gameplay. Nintendo's franchises will be discussed in detail to explain how Nintendo is superior to the other video game companies, without taking away the achievements other companies have produced, besides ... Show more content on Helpwriting.net ... The memories Nintendo have given to generations of gamers are some that will never be forgotten. Other companies, such as Sony and Microsoft, has produced some very memorable games too, but without Nintendo, they would have never gotten anywhere. The Nintendo Entertainment System is still played to this day, and is one of the best consoles in history with it's rich library full of classics.. Although the Nintendo Entertainment System was not the first video game console, it revived the idea of grander videos games and Nintendo is to thank for that. They have stretched the boundaries of the games far more than anyone thought was possible. Plus with the Video Game Crash of 1983, Nintendo basically saved the future of video games. Everything that Nintendo has done has been inventive, whether it was successful or a failure. The Virtual Boy (INSERT DATE) was an attempt at virtual reality, which was a failure as it gave players headaches due to the red and black graphics. Even though the Virtual Boy was a colossal failure, the innovation of the handheld systems was a massive success and is still a popular trend among gamers ... Get more on HelpWriting.net ...
  • 36. Zelda Research Paper The Legend of Zelda(NES) is a high fantasy action–adventure video game series created by Japanese game designers Takashi Tezuka and Shigeru Miyamoto. It was developed and published by Nintendo. The main platforms associated with this game include: Game boy, Nintendo 64, Gamecube, Wii, and the Nintendo Entertainment System. The Legend of Zelda plots centers on a boy named Link whose goal is to collect the eight fragments of the Triforce of Wisdom in order to rescue Princess Zelda from the enemy, Ganon. Over time, players tend to become quite skilled if they play The Legend of Zelda often causing the competition aspect of it to grow. Thus, gamers found a new way of approaching the game, called "sword less" speed running. This game strategy is performed with the intention of completing the game as fast as possible without using a sword until the fight with the antagonist, Ganon. ... Show more content on Helpwriting.net ... Gamers who are skillful in this game strive to have the World Record time, as a result "sword less" speed running become a popular gaming strategy. The speed running aspect of it changed this non–competitive game by nature to an intense, worldwide race. The metagame articulates a political concept outside the game, because "sword less" speed running defies the rules/instructions that the developers have set for the gameplay. Link, the protagonist throughout the game ensures the survival of an established monarchy, demonstrating that democracy is incompetent. "Sword less" speed running is the most challenging and quickiest strategy to beat The Legend of Zelda, in this paper we will be analyzing player's different strategies associated with "sword less" speed ... Get more on HelpWriting.net ...
  • 37. Nintendo DS Analysis Essay Introduction The product I have chosen to study is the Nintendo DS. This product is one of Nintendo's most recently released games consoles. I will explain what the Nintendo DS does. It is a handheld games console that consists of a book like structure. It has a small LCD screen on each side. One is a touch screen and the other is a viewing screen. The console also incorporates a microphone and has Wi–Fi capabilities. This allows the user to operate the game by using a small stylus on the touch screen, it can also listen to voice commands and can be used with other players if utilising the Wi–Fi feature. Nintendo is one of the world's most globally recognised brands. It was founded in Kyoto, Japan in 1889. What it developed in those ... Show more content on Helpwriting.net ... It is how the product is introduced and represented to the potential customer which makes the product desirable. The marketing environment consists of three key sections. 1: The micro–environment: This environment holds the forces close to the company that affect its ability to serve its customers. These are the employees, suppliers, stakeholders and customers. Relationships in the micro environment can change over time. It influences the company directly and is the environment where the company can enforce some control or influence. 2: The macro– environment: This environment holds all the forces that are out of the direct control of the company. Such forces are described as follows. Political Environment Economic Environment Social and cultural Environment Technological Environment Any organisations or companies that do not allow themselves to adapt to these environmental changes may suffer in the long term. 3: The internal – environment: This is where all factors that affect the company are internal. Internal functions such as finance operations etc, they impinge on the marketing function. This is affected by the organisational processes and the allocation of responsibilities within the company. Strengths Weaknesses Opportunities Threats Applying these factors to my chosen product The Nintendo DS Lite by Nintendo Company
  • 38. ... Get more on HelpWriting.net ...
  • 39. Cause And Effect Of Video Games Julian Ruvalcaba December 11, 2017 American Lit. The Effects of Video Games Today we see video games as a fun way to spend your time or a complete waste of time. Video games are sold and played worldwide. Video games were first used by scientist. In 1952, British professor A.S. Douglas created OXO, also known as tic–tac–toe, as part of his doctoral dissertation, which is a long essay on a particular subject, at the University of Cambridge. The first arcade video game sold commercially was Computer Space by Nutting Associates, which was introduced in 1971. In 1972, Atari offered a new video game called Pong. An interesting thing to mention is that Atari was created by Nolan Bushnell, the man who created Computer Space. He left Nutting Associates to create Atari. Pong was the first truly successful commercial arcade video game. It was a great hit when it came out. In 1975, Atari introduced a home version of Pong, its popular arcade game. The original home version of Pong was sold only at Sears, and even had the Sears logo. Pong was a phenomenal success, paving the road to the future of home video games. Introduced in 1977 the Atari 2600, Atari Video Computer System used removable cartridges, allowing people to play many games on a single system. Systems like the Atari 2600, its descendant, the 5200, helped to generate interest in home video games for a few years. But interest in video games started to decline because the quality of the home product. The home versions But ... Get more on HelpWriting.net ...
  • 40. History Of Home Video Game History of Home Video Game Consoles The video game industry has gone through some interesting developments over the past fifty years. Video games are as much of a pass time as watching network television, or going to see a movie. The initial motivation for video game production was to bring interested consumers to the computer market and has evolved into many forms and designs to give the end user an artificial experience of playing table tennis with a friend, or an imaginary friend. This paper will cover the history of video game consoles that were released from 1958 until present day. Home Console Timeline Tennis for Two game is the first video ever created. The game was invented in October 1958 by an American physicist by the name... Show more content on Helpwriting.net ... In 1966, while working as an engineer for Sanders Associates, Baer "scribbled out a four–page description for the 'game box' that would allow people to play action, sports and other games on a television set. (Mullis, 2014) Seven prototypes were developed and the first patent was filed in 1971 making it the first video game patent in history. Magnavox was given the license and they developed the Odyssey in 1972 making it the world's first home video game. During the same year, Atari was launched by Nolan Bushnell and Ted Dabney and Pong was released, becoming the first video game to reach a mainstream audience. In 1976, Coleco released its first console called Telstar and Fairfield Camera & Instrument released theirs called Channel F. The Telstar console had games programmed into the hardware and newer models would introduce new game titles and hardware features such as a light gun and color. Channel F was the first console that featured individual cartridges that resembled 8–track audio tapes. Atari released their first cartridge based system in 1977 which was first known as the Video Computer System, later called the Atari 2600. In 1978, Midway Games released Space Invaders, the first game that allowed players to track their highs cores using three letters. Mattel released Intelivision which was "the first real competitor of the Atari 2600." (Kudler, n.d.) Atari developed ... Get more on HelpWriting.net ...
  • 41. Video Game Industry : Nintendo And Sony INTRODUCTION Nowadays, the video game industry is one of the faster growing sectors in the world and it is unbelievably expected to increase its revenues for the years ahead. Big giant's companies as Nintendo, Sony and Microsoft are constantly competing and technology and innovation are vital to keep pace with this demanding and challenging field. This essay will discuss two companies within the video games industry, Nintendo and Sony, trying to define their international strategies and their procedures in entering markets abroad, crossing the national borders and consolidating a strong multinational presence. The choice of Nintendo and Sony is due to different reasons. These two companies are both competing for the leadership and while Nintendo was almost the only one dominating the gaming market, Sony interrupted this dominance with PlayStation 1 and shifted the balance of the power. Additionally, their strategies and their approaches are different because are based on the division of the market and on distinct objectives. To begin with, a brief overview of the video game industry will be presented in order to give a basic understanding of this relatively recent area, showing its market size and its influence per country. Secondly, the present essay will focus on a short history of both companies to illustrate their progressive internalization, their up–to–date firm size and their competitiveness in the market. Finally, the main topic will be covered, namely the ... Get more on HelpWriting.net ...
  • 42. Nintendo History Essay Part I – Gaming Console Industry Pre–Xbox Video gaming: A Brief History Atari pioneered the video game industry in 1971 with a title called Pong, which was sold as an arcade game for $1,200 each. The console market did not take off until 1977, when Atari 2600 was launched (Lipson, 2009) and this became the first generation of consoles. In the videogame industry, consoles are primarily stationary "boxes", which require a monitor or television set for use. Known as consoles or platforms, these devices are standardized computers tailored for gaming and produced by a single firm. The term "generations" is meant to define "chapters" in the industry denoted by a series of console launches with significant technology improvement compared to the previous launches (Exhibit 1). The key metric for technological progress in video ... Show more content on Helpwriting.net ... Its first U.S. console, released in 1985, was the Nintendo Entertainment System ("NES") and was the first major video game platform to achieve global success. Nintendo experienced its golden era in early 1990s, becoming the top player in both home and handheld consoles. However, Nintendo's lead was severely diminished in the fifth generation era, where it lost to Sony due to its inability in adapting to the shift in gamer demographics. The average age of gamers had gone up; however, Nintendo's image was still very much a "kid–friendly" game console, allowing Sony to capture most of the older gamers. Sales were down from 50M units in the Super NES console line to 30M in the Nintendo 64 console line, Nintendo's product in the fifth generation. Nintendo was also disadvantaged by its higher royalty charge to software developers, resulting in lower number of game titles being produced. In the sixth generation, its product Nintendo GameCube continued to challenge PlayStation 2 ("PS2") and eventually ... Get more on HelpWriting.net ...
  • 43. Video Games And Its Effect On Society Video games are revolutionary in this age and they are improving more and more. There are lots of kind of games, some of them have adventures on it and others can make you scared. Companies are the ones that produces these games in a great number. Nowadays most of them have tons of people working on a game to make sure that they produce an incredible product so kids can enjoy a good experience. You may think that only kids buy this things, but a surprising number of adults buy video games and this number is increasing faster. The reason why this number is going up is because the developments that video games are having in this last years. Now instead of grabbing a controller to play a game you can play with a helmet for virtual reality and... Show more content on Helpwriting.net ... You may do not know the game but you may know the famous song that the game has. "To this day its music is probably the most recognizable of any video game ever". (Justin Pot). Another big game console was SEGA, this was founded in 1951 by David Rosen. Over the years, SEGA, which was eventually bought by Japanese investors, developed games for the consoles and in 1986 entered the console business with the Sega Master System. "The Sega Master System was the first of Sega 's consoles to see widespread distribution outside of Japan, and went head–to–head with the Nintendo Famicom (Nintendo Entertainment System outside of Japan) across the world. Sega was unsuccessful at dethroning Nintendo in the key markets of Japan and North America. However, significant sales in Europe and South America saw the console outsell the NES in those regions, and supported as late as the mid–1990s in Europe and through to the present day in Brazil, receiving a large library of software in those regions. It is Sega 's second most successful video game console of all time, with an estimated 19 million units sold worldwide, largely in Brazil and Europe." (Sega Retro) Another game console is the PlayStation and now it is one of the famous consoles in the world. On December 3, 1994, the PlayStation was finally released in Japan. The people 's reaction for PlayStation release was not a big hit, instead the reaction was ... Get more on HelpWriting.net ...