Maxis Software was founded in 1987 by Will Wright and Jeff Braun in order to publish SimCity on home computers because SimCity didn't have a publisher for the PC or Mac due to developers doubting that the game could be a success (Keighley, n.d.). In 1989, Wright and Braun made an agreement with Broderbund to co-publish SimCity, but the game did not take off until after a couple months and because of the word-of-mouth praise, which included a full-page article by Time magazine (Keighley, n.d.). SimCity was a massive success, but Maxis struggled to release another hit game as they tried various other Sim- titles which included: SimAnt, SimFarm, SimEarth, SimLife, SimTower, SimIsle and SimHealth (IGN, n.d.). Wright did not originally want to design …show more content…
The company then struggled to create new games and did not have a good year for sales and ideas in 1996, but in 1997, Electronic Arts decided to acquire Maxis as they wanted to improve their standings in the PC game market (Keighley, n.d.). EA then appointed Luc Barthelet to lead the restructuring of Maxis and the first six months saw a total reorganization at Maxis, with the entire top-level management and most of the sales and marketing team exiting the company, including company president Sam Poole. At this point, Will Wright was still with Maxis and started to move forward with his idea Dollhouse which morphed into The Sims (Keighley, n.d.). Once The Sims were released in 2000, its success assisted in revitalizing Maxis and inspired them to continue creating expansion packs and sequels (Electronic Arts, …show more content…
The Sims contributed to videogames as millions of players beginning to play even though it really was just “occupying themselves with the mundane tasks of running a digital minion’s life—from kitting out a new pad to managing bathroom breaks” (Fitzpatrick et.al, 2016). Even though meeting the needs of Sims is an important part of gameplay, and the only real objective, the process through which needs are met and how the Sims live their lives are left completely up to the player. The game was truly built with customization in mind as shown through house building options, room furnishing abilities, and the personalization of characters. The idea of being a more inclusive and customizable game was reflected in the Create-a-Sim feature which allowed players to create Sims and families with up to eight total members. Individuals playing The Sims could customize a Sim's skin color, their age, their gender, their personality, and change the Sim's basic head and body (EA, ). These customizations allowed for a unique gaming experience that was not offered as extensively in other games compared to The Sims when it was
Submaximal and maximal exercise testing are two analytic methods that can be used to examine the cardiovascular, and cardiorespiratory fitness/health levels of the individual being examined. Submaximal testing is usually preferred over maximal mainly because the submaximal exam is more practical in a fitness/health environment. Both test require the individual being examined to perform controlled exercise on a(n) treadmill/ergometer until either steady state has consecutively been reached (submax), or the individual reaches their max (close to it). Being that both test are set to exceed time limits of more than 3 minutes we examine the use of the ATP-PC, Glycolytic, and Oxidative energy systems. Although a huge portion of the test involves the use of the oxidative energy system, we must remember that the three systems are co-occurrent.
The Revised Children’s Manifest Anxiety Scale (RCMAS-2) is a revision of the Children’s Manifest Anxiety Scale (CMAS) created by Cecil Reynolds and Bert Richmond in 1985 (Reynolds & Richmond, 2008). The RCMAS-2 includes an updated standardization sample, improved psychometrics, and broadened content (Reynolds & Richmond, 2008). Although these revisions occurred, the brevity, elementary reading level, and content-based item clusters were retained, offering an updated and effective tool for understanding and treating anxiety in school-aged children (Reynolds & Richmond, 2008).
If you ask any Canadian what they were doing on september 28 1972, there it a good chance they will say watching the Canadians and soviets battling it out for the title of the summit series. It was one of the largest rivalry games in Canadian history. Kids in school watched the games during class, People across the nation sat on the edge of their seats for the month of september and were thrilled when Canada pulled off the victory. All of the hype leading up to the event made people wonder if the summit series was the biggest event in Canadian sports history or even Canadian history in general.There is no doubt that the summit series was a huge milestone for Canada and brought the nation together for an exciting ride, even to this day we still see the effects of this great event, it sculpted the game of hockey that we know and love today.
How will you contribute to the mission of the National Health Service Corps in providing care to underserved communities?
As Martin Luther King Jr. once said, “Faith is taking the first step even when you don’t see the whole staircase.” (Brainyquote.com) Martin Luther King Jr. was born in January 15, 1929 in Atlanta, Georgia. King skipped ninth and eleventh grade. He stood up and became a leader in the Civil Rights Movement to try to get equal rights for all. In 1964, he was the youngest to ever receive a Nobel Peace Prize. He is very well known for his "I Have A Dream" speech which took place in front of the Lincoln Memorial in Washington DC on August 28, 1963. Martin Luther King Jr. should be Innovation Academy's most influential person because he was a great public speaker, he supported and helped others, he also influenced others.
Bissell, Tom. "Extra Lives: “Why Video Games Matter.” They Say / I Say 2nd Ed. Birkenstein, Cathy, Russel Durst, and Gerald Graff New York: W.W. Norton & Company, (2012). 349-361. Print.
Maus is a graphic memoir by Art Spiegelman, about a father, Vladek, survivor of the Holocaust and a son, Arty, who wants to know what was it like living during the Holocaust era. During the holocaust years, Vladek was advised by a rabbi that his tattooed number will bring him luck. Throughout the story, he continues to personify the luck his number represents by being persistent and hardworking. Despite suffering starvation, thirst, and not feeling well, Vladek continues to remain humble by helping his fellow inmates. Many years passed after the war ended, Vladek was portrayed as this conservative man, but there was a reason behind that mask. Vladek did not want people to step over him like he was stepped on before; he wanted to teach Arty
Both passages concern the same topic, the Okefenokee Swamp. Yet, through the use of various techniques, the depictions of the swamp are entirely different. While Passage 1 relies on simplicity and admiration to publicize the swamp, Passage 2 uses explicitness and disgust to emphasize the discomfort the swamp brings to visitors.
The history of video games began in early 1950s, and it continued in development until today. video games gained popularity as movies and T.V shows, and like movies which producers focus on the story plot, each character role, and the way they are being represented, videogames have the same concerns, especially character 's role and, representation, because most of players will not care about the game’s story, they just want to have fun playing the game, but the player will play as a character, or meet other characters from various gender, and that what make game designers care about the gender and, characters representation. and by the way of presenting gender, it will control the number of players of both genders, because it could connect to their life. games industry made researches about what both genders want in their game,
When I found out I qualified to be a candidate for the NJHS, I knew I had to take this chance. This group is made up of people who depict leadership, character, citizenship, academic success, and service and I would love to join. These characteristics wouldn't just be valuable for a candidate to have, but for everyone to have to exceed in life. If I were to be in the National Junior Honor Society, it would give me an opportunity to ameliorate my future and motivate me to do better.
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.
Role-playing games are becoming increasingly popular in this age due the assistance of the Internet. In these types of game a person can assume a character and give this character a personality, physical features and “live” through them. All though in past years “pen and paper” types have dominated the rpg world, now MUDs are making it possible to role-play along with thousands of others A MUD is a network-accessible, multi-participant virtual reality that is primarily text-based. (Bruckman, 1992). Although the term “virtual reality” often refers to a computer-simulated environment that contains varying degrees of audio/visual interface, this form of virtual reality is mainly text-based. Elizabeth Reid further explains by saying:
Gaming has long been considered a male-dominated activity. There have been numerous scientific studies conducted to analyze the impact video games have on an individual and vice versa, however one of the most common discussions concerning the gaming community is sexism. With today’s growing audience and the popularity of smart phone gaming, it is a mystery as to why gaming has managed to keep its male-minded stereotypes. Most games reflect the sexist gender roles imposed upon gamers by society, however today’s response is a heated protest, some more dramatic than others. Most gamers are demanding more female protagonists, and developers are listening, but it’s a slow climb to equality in the world of pixels and fantasy. Let us discuss the surrounding influences of the video game community, some setbacks and remarkable breakthroughs in diversifying, and the ways gamers shape the games they play.
The majority of the adult American population age 18+ is unfamiliar with the ever-growing virtual community known as Second Life. Second Life is a virtual world developed by Linden Lab, which offers its residents a place to connect, a place to shop, a place to work, and a place to love. There are many advantages for people to create a Second Life for themselves. Second Life’s residents are given the ability to explore any region they choose and allows one the ability to be themselves, or even someone different. For many, it is a freeing experience from the daily routine of “real life”. Second Life’s virtual experience also has sound; audible conversation, babbling brooks, wind in the swaying trees, and built-in chat and instant messaging. Residents purchase property, game with other residents, create objects, join clubs, attend classes, start businesses, or just hang out. The presentation of Second Life is extraordinary, making it a significant, almost guilty, indulgence. Before embarking on a journey in Second Life, one must first create an avatar. New Second Life users choose from standard male and female avatars. Residents and their avatars do not always choose the gender they are in real life. Once the gender choice is completed, residents go on to tailor their avatar’s look in a way they believe mainly suits their style, or the Second Life “lifestyle” they selected. For instance, a trained user may possibly craft a cat that follows him all over the place. Residents build items for diverse reasons. Several do this in order to strengthen the theme of a certain region or specific avatar; some construct items simply for amusement. Even though Second Life extends a convincing adventure for residents from different...
The experience of game play can be described as an activity in which the player is virtually embodied in the game world. Anyone who has experienced the world of gaming knows how the engaging experience can manifest itself with “sweaty palms and chills down the spine” (http://www.eludamos.org/index.php/eludamos/article/viewArticle/80/147) when coming face-to-face with alien creatures; or with the adrenaline rush we get when racing a high speed automobile head-to-head with a friend. Gaming is an excellent source of entertainment. It provides an opportunity for social growth, provides a meaningful form of exploring expression, and provides heightened sensitivity.