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History of Nintendo products
Atari: First video game launched
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The Video Game Crash of 1983, while rarely talked about, was a major influence on modern electronics in America as a whole. This goes far beyond video games. If we had not recovered from the electronics recession modern personal computers, laptops, smartphones, and many other devices would not be nearly as advanced as they currently are. Let’s take a step back and look at the worst time in the evolution of electronics. This mess starts with Atari. In 1972 the then small Atari Incorporated released it’s first video game, the arcade cabinet Pong. It was a success for the company and lead to the release of home versions of the unit in 1975. Sears approached Atari for this home version of Pong, it was branded as Sears TeleGames Pong and sold …show more content…
With the success of Donkey Kong in 1981 and three sequels for it they sought to create their own hardware. In July of 1983 Nintendo released the “Nintendo Family Computer” later shortened to the “Famicom” in Japan. Upon release it saw massive success leading Nintendo to seek a global launch of the system. Nintendo had previously worked with Atari to create the home version of Donkey Kong and where negotiation releasing the “Famicom” under the Atari brand name due to its popularity. However this was delayed due to Atari’s financial problems and later canceled. A small american division of Nintendo made plans to continue with the U.S. release of the “Nintendo Family Computer”, but with plans to americanize the system. The Famicom saw an entire redesign in the west and was renamed the “Nintendo Entertainment System” like the it's Japanese counterpart the system's name was shortened to the “NES”. Rather than being marketed as a children's toy like Atari, Mattel, and Coleco had done with their systems the NES was marketed as a personal computer and an entertainment system. It was sold in stores like an electronic next to televisions and vcr’s to further distance itself from the children's toy sections of stores. “Introduced in 1985, the NES was an instant hit. Over the course of the next two years, it almost single-handedly revitalized the video game industry. Selling over 60 million units, people brought games like Mario and Zelda into their homes for the first time on the NES.” it was an overnight
The United States, as well as the world, is more and more dependent on electronics. Everything around us runs on electricity; from the cars we drive, our dependency on mobile electronics we use, all the way down to the cappuccino machines that make our favorite beverages. We love our electronics. Last year alone “retail sales of consumer electronics fell just short of $1 trillion in 2011,” reports John Laposky of TWICE magazine, and those sales “are predicted to hit $1.04 trillion in 201...
Ryan McNally Dr. Tara Causey ENGL 1101 30 November 2017 Super Mario 64: The Game changer Super Mario 64 for the Nintendo 64, created by the Nintendo corporation, was one of the most influential on the gaming industry and the gaming community. The release of Super Mario 64 had a huge impact on the gaming world. It changed how the gaming industry and community viewed video games.
The author primarily appeals to the audience using logos. He brings statistics and data from research studies throughout the essay. He either provides background information on why the studies are misleading or just presents a fact. For instance, “According to a 2001 U.S. Surgeon General 's report, the strongest risk factors for school shootings centered on mental stability and the quality of home life, not media exposure” (Jenkins, “Reality Bytes: Eight Myths About Video Games Debunked”). He provides data like this through the essay. He is strongly trying to appeal to the audience’s sense of logic and
Kent, S. (2001). The Ultimate History of Video Games. New York City, New York: Three Rivers Press.
Gallagher, Danny. “7 Health Benefits of Playing Video Games.” The WEEK. The WEEK Publications, Inc. 10 March 2013. Web. 3 May 2014.
Lardener, J. (2010, March 18). A History of Home Video and Video Game Retailing. Retrieved
The case study highlighted that the new game Wii introduced by the company had the ability to attract individuals considered non-gamers or casual gamers. The Wii was not as powerful or technologically advanced as the Xbox 360 and the PS3, but its success lies in its ability to provide a new means of playing video games. The innovative design of the Wii’s controller, which had built in motion sensors, created a whole new gaming experience for users - on...
Instead of the franchises popularity having a positive impact, overtime, it infected the gaming market along with it’s consumers and developers such as Microsoft Game Studios and EA. It has become an aggrandized cancer on the face of video games everywhere, destroying franchises a...
Video games started as arcade machines with simple graphics and even simpler stories, soon evolving into home gaming with The Magnavox Odyssey, the world’s first home-gaming console. It invaded living rooms in 1972, selling 300,000 units. Since then there has been many consoles and games released, some have been huge commercial successes which
As a result of the increasing demand on Wii, Nintendo’s management decided to make W...
The Web. 6 May 2014. http://www.bmigaming.com/videogamehistory.htm>. Williams, Michael “Sega to Make its Video-Game Software, Arcade Operations Separate Companies.” Wall Street Journal, Eastern edition.
Whether they be first-person shooters like Call of Duty, sports games like Madden or Fifa, racing games like Forza or Mariokart, or even games and apps on your phones, there are quite a bit of gamers in here. According to the Entertainment Software Association, about 59% of American play some sort of video game, so gaming isn’t all that uncommon (Entertainment Software Association, 2014). As such, there must be some sort of effect on the audience of this growing form of entertainment.
Video games first appeared in the early 1970's. It all started with a simple white ball bouncing back and forth on the screen. In 1986, Nintendo introduced its first line of home video game consoles. With the Nintendo Entertainment System (NES) on the market, the home video gaming industry surged and immediately became popular among children. Since then, not only have video games increased in popularity, but there have been vast improvements in graphics, game play, and forms of gaming.
In society’s current era of technological advancement, video games have gone a long way since they were first created. Video games in the twenty-first century are no longer just toys or junk in the lifestyles of the youth. They have become innovative inventions that not only entertain its users, but also help aid the people in both the academic field and in jobs. The influences that video games bring about in the culture of the youth today are, in fact, not the negative influences that most people think. Video games are actually this generation’s new medium for educating the youth. The information they learn are also mostly positive and useful things that they may apply in their future lives (Prensky 4). In a generation that revolves around technology and connectivity, developers and educators have already been able to produce fun and interesting games that can teach and train people. Video game developers and educators should continue to collaborate in order to create more positive, educational, and appealing games.
Video games are electronic sports which involves user interface and user interactivity. They generate a visual response which helps to provide excitement and entertainment. Video games are played on computers, televisions, or any kind of device with a display screen. People play video games for fun and also because some games are more productive and useful. With growth in technology video games have become very popular in children. Those games can be informative and a brain-builder for children but at the same time it may be so violent that they not only become the reason for the children to be destructive but also vigorously increase anti-social behavior.