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The history of video games essay
Birth of the video game industry
Birth of the video game industry
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The evolution of the video game industry can be traced through the metamorphosis of the early, complex, fantasy-world based games that were focused on the avid adolescent gamers using conventional joysticks and consoles, to easy, realistic games that appealed to a broader spectrum of age groups using innovative wand-like joysticks and consoles.
When at its nascent stage, the video game industry focused on enticing adolescents by installing gaming systems at recreation centers and malls. With advanced technological enhancements, it became conceivably easier to reach out to other consumers through advanced gaming consoles that were now focused on disseminating to families at their homes. These preliminary gaming consoles were proprietary, permitting the gamers to indulge in games that were developed predominantly for these consoles. Although, the inception of using Personal Computers (PCs) for gaming purposes altered hindered this exclusiveness of gaming, the evolution of the video game industry remained unabated.
The competition amongst the key players of video game industry in the mid-1990s to the early-2000s is noteworthy, considering the fact that technological endeavors were deeply intertwined with competitiveness. Some of the key players of the video game industry namely, Sony and Microsoft had developed and released their exclusive video game consoles, the PS and the Xbox, respectively.
With further technological advancements which paved the way for high-speed internet connections, high-definition video rendering capabilities, it was not long before these organizations conceptualized their video game consoles as ground-breaking home entertainment systems. The incorporation of a Blu-ray player in the Sony’s PS3 console, the ...
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...ring the software and hardware teams work together right from the stages of inception. This nascent collaboration between hardware and software teams allows for the early development and release of first party titles giving them an advantage of obtaining a jump start into the market and also lowering costs in contrast to other third party titles. A fourth strategy that could be adopted is to develop unconventional games that cater to a non-existent audience. Competitors should explore video game console applications to uncharted markets and industries. A final strategy could be to correlate sales of video games with hardware consoles as this has previously proved to be highly beneficial to Nintendo’s Wii.
Works Cited
Carmine Red (May 10, 2009). Nintendo's Fiscal 2009 Sales and Income Reach Record Levels. Retrieved from http://www.nintendoworldreport.com/news/18409
During the 1990’s the video games were constantly changing.this decade saw tons of innovations in the gaming industry. The creation of 32-bit games and 3D games dominated the virtual world: Contra, Battletoads, Mortal Kombat, etc. Video game genres developed and branched out, creating some of the popular genres in video games today, such Role-playing games(RPGs),
See from moving a stick and pressing buttons to story lines, great features, great graphics, and record-breaking sales. I believe you see how it went from simple to complex, these aren’t all the games just the ones I thought were the best of both era’s.
An examination of videogames in popular culture is a complicated one. There is a large debate as to what is the very first video game. The supposed earliest known video game was created by Thomas T. Goldsmith Jr. and Estle Ray Mann on a cathode ray tube in 1947. The game was a missile simulator similar to radar displays from World War II, and overlaid sheets of paper were used for targets since graphics were unknown at this time. On May 5, 1951, the NIMROD computer was presented in Britain. It used a panel of lights for its display and was used to play a game called “NIM”. Later, in 1952, Alexander S. Douglas made the first compu...
In this Paper I will be talking to you about the Next Generation Consoles and about all of their specifics. Next Generation Consoles are the newest and the best consoles and computers out there at this point in time. The consoles that will be my main focus in this paper are the, Xbox One and the PS4. The reason I picked these consoles instead of other consoles or computers is because I wanted to explain to you that these console were just not any other console, but a work of art instead.
...nsoles, gaming hardware, and the uses of video game that were conceived in the 1970s. These innovative concepts have allowed the video game industry to improve to where it is today. The design of the gaming consoles from the 1970s have lead to the sleek, lightweight, video game consoles of today that act as home entertainment systems. The way computer hardware was first used in video game consoles from the ‘70s has paved the way for the small, powerful components we have today that allow better graphics, more interaction, and more complex controllers. Video games have been used for health treatment, education, and training all around the world thanks to the branching out of its uses in the 1970s. These events in video game history has dramatically shaped the way our world is today. A world where we can be ordinary people by day and orc slaying sorcerers by night.
The "Playstation" - a. Wikipedia. The World of the. 7 May 2007. Wikipedia.
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...
In Lev Manovich’s What is Digital Cinema, he states that “traditional film technology is universally being replaced by digital technology.” (Manovich, 178) This is indeed true. Digital technology is changing video games as well. Both films and video games depend on each other. Film studios and video game developers remediate each other’s product to maximize profits. Filmmakers, cinematographers, directors, actors and composers often work on video games. The two industries use the same technology. Both medias tell interrelated stories in both narrative worlds, which Jenkins calls it, transmedia storytelling. Transmedia storytelling is an approach that reconfigures the entire media experience. Video games that are based on films allow the players to interact with the characters that are seen in the film by manipulating the console’s controller.
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
Video games have come a long way. They have evolved from the simple game of Pong into a complex, multi-platform, multi-genre, multi-billion dollar industry.
3. “Video Games” by Chris Jozefowics. Published by Gareth Stevens Publishing 2010. Pleasantville, NY 10570-70000 USA. Produced by Editorials Directions Inc.
Video games have been around about 50 years and they contribute a big part of the U.S. economy. People interact with video games every day throughout different ways, such as cell phone devices, computers, consoles or whatever which has a screen on it. In fact, it has always affected people’s lives. However, not so many people understand the benefits of video games. With video games, people can not only relieve themselves from stress and suffering, but it also improves people’s social experiences while they are exchanging and absorbing knowledge with other people; more than that, people can learn many other things from video games which can help them to achieve great things in lives.
Today, video games have become the preferred choice of entertainment among children and teenagers. Research done in 1998 has shown that kids who own video games spend an average of 90 minutes a day playing them. Clearly, the video gaming industry is a profitable one. With the increasing competition between gaming companies, the advancement of technology and content of games began to change. One of the most significant and concerning changes in gaming is graphics.
Once upon a time gamers would pick their console based on the number of exclusive titles available while the technical hardware was only an after thought. Having clear visuals is nice but that hardware is useless when all the console has is shovelware while everyone else is enjoying 007 Goldeneye or Metal Gear Solid. Looking back, one could say the Fifth Generation era was the Golden Age of console exclusive. Gamers who owned a Nintendo 64 had an impressive collection that consisted of classics like 007 GoldenEye, The Legend of Zelda: Ocarina of Time, Super Smash Bros. and Star Fox 64. PlayStation gamer also had an impressive console exclusive collection that included Metal Gear Solid, the Syphon Filter trilogy, Crash Bandicoot, Driver 2,
Half of gamers prefer to play video games on computers and the other half choose gaming consoles over their personal computers. Today, it is the biggest subject of dispute between all gamers. The gaming industry has become popular, starting in the 1980s and has only gained momentum since that time. Back then, the personal computer was the only device you could use to play video games. The first console was released on the world market at the beginning of the 1990s and it made a big change in the gaming industry. Gaming consoles instantly gained popularity and became an alternative device for gaming and competition with personal computers in the gaming market. Today, we have plenty of consoles to choose from, with the most popular ones being Microsoft XBOX, Sony Playstation, and the Nintendo Wii. There are also lots of handheld consoles, such as PlayStation Vita, which are slightly more limited, but with an advantage of being portable.