...Pong Core: The core of the game was originally an ideal for a training exercise, assigned and created by a computer scientist who worked for an Atari game company. The ideal was based off of an electronic ping- pong game that was included in the Magnavox Odyssey, the world's first commercial home video game console. Concept: Pong is made up of a simple design, its more like a two- dimensional sports game that simulates table tennis. Each player controls an in- game paddle by moving it vertically across the screen. The players or player simulates hitting a ball back and forth and the goal is to earn more points than the opponent. If a player fails to return the ball to the other side, then the opponent earns a point. Context: The game itself had a type of feel to it that made you want to compete with others, with a scoreboard designed into the game, players were able to keep track of their progress through the rounds. Both players or player had to be the first one to get up to 10 points or risk losing. Features: The features of the game comprised of two paddles that were later divided into eight segments to change the ball's angle of return. The center segments return the ball a 90 degrees angle in relation to the paddle while the outer segments returned the ball at smaller angles. Content: The contents of the game consisted of two paddles and a ball, a borderline that represented each player's playing field, and a scoreboard. It also had sound effects simulating the hitting...
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...The Vehement Link Between Video Games and Aggression Charlotte M. Roberts Liberty University Online Author Note This research paper is a short and cited, Biblically based review, of previously documented evidence on behavioral links between video games and violence. The Vehement Link Between Video Games And Aggression Researchers from the University of Innsbruck, examined 98 studies that tested close to 37,000 participants from the start of the year 2009 (this study was published in the Personality and Social Psychology Bulletin and was a “meta-analysis.” http://www.theguardian.com/science/head-quarters/2014/may/06/violent-video-games-murder-aggression-ann-maguire ). In this study, they came to the realization that video games do affect social behaviours of players of violent video games. Between prosocial outcomes and aggressive outcomes, it was evident that players who participated in games with more aggressive and violent plots and tendencies, (Call of Duty, Halo, and Ghost Recon) had a decrease in acts of kindness, care, and compassion- or altruism-, and an increase in aggressive behaviour, and where more likely to become misanthropic- disliking human-kind and avoiding human society. They also made an interesting discovery that supported the idea that games such as “Super Mario Sunshine,” (a game released by Nintendo in 2002, intended for the GameCube-http://www.mariowiki.com/Super_Mario_Sunshine)- where the objective of the game is that of a “prosocial” nature- created...
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...Introduction The first video game console created only cost $75 dollars. (Stahl, Ted. 2013). Video games are commonly recognized as a great source of entertainment, and according to some are better than television. Video games can be either expensive or inexpensive. They are viewed as having both negative and positive effects in our lives. For example, many parents blame video games for the increase in violence behavior amongst children and teens. They feel that violent games are the contributing factors as to why adolescents have develop more hostile feelings. On the contrary, there are those who view video games as an excellent educational tool. They feel that video games bring a different aspect of teaching that no human being can imitate. Whatever the reason video games are here to stay and are becoming more and more instrumental in our lives. The following report will provide readers with an overview of how pricing in the gaming industry has change over time, concentrating solely on the console system. The report will begin by introducing the different types of videos games that are available to us. Furthermore, the report will offer readers a brief history of the gaming industry. Moreover, the report will illustrate the effect both the life cycle and pricing wars have on overall pricing. Finally, the report will conclude by giving my opinion on the strategy of pricing in the gaming industry. The different types There are various types of video games available...
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...In 1972, the first gaming console named “Odyssey” was released by Magnavox. For the next 20 years, the battle between Pc and console gaming would be dominated by the console. Since then, the gaming universe has evolved in ways leaving the modern consumer confused on which platform is right for them. With the options available for gaming today, there are many factors to take under consideration. The cost of today’s console is $500; whereas, a decent gaming Pc can cost anywhere from $1,000 - $1,500. The cost of games are similar on both platforms, which is approximately $60. Pc games tend to go on sale more frequently than console games. Ease of use should also be considered. Consoles are for whom the gaming community calls “Lazy-Boy Gamer’s”; meaning, turn on the console, relax in a lazy-boy recliner and play games. This is made possible due to the use of a controller. Pc gaming uses a mouse and keyboard to play games, so the user will be sitting at a desk in an upright position which can be uncomfortable over long periods of time. When it comes to graphics, Pc’s have no competition. With more processing power with a Pc, most games run at 60-120FPS (frames per second) while consoles today only run at approximately 30FPS. Frames per second refers to how many frames is rendered onto a screen per second, the higher amount the better. With the graphics capabilities comes a price. The maintenance that is involved with sustaining performance can be challenging for some. Software updates...
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...The Evolution of Videogame Technology and its Impact on Gamers Shubhangi Vhatkar IB Extended Essay 3,902 words Abstract: This essay examines how the development of technology has changed the videogame experience, and how it will continue to change in the future as new technologies appear. Research investigated recorded histories of videogames, personal accounts of videogame experiences, the gaming industry’s impact on society, and specifications for particularly technologies. Predictions for future gaming experiences were based on the increasing rate of technological developments and current prospects of videogame tycoons such as Microsoft, Sony, and Nintendo. Personal knowledge and speculation were included as well. This study demonstrated that as videogame technology grew more sophisticated, gamers found themselves in more personal, immersive, emotionally titillating, morally challenging, and free-ended worlds. The increase in processing power and available memory led to photorealistic visuals, longer storylines, broader gameplay, and socially interactive games that have become second nature to most teenagers today. This second life will only become more influential in our physical and mental states as the scope of modern gaming increases, and new technologies provide for a longer, more poignant, and more immersive gaming experience. Technology, the “practical application of knowledge,” dates back millennia. Even pre-historic man used rock, wood, fur, and fire to...
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...Course Project: Team A DeVry University - Online Technology, Society, and Culture HUMN 432 Aimee James 19 February, 2012 Abstract Here we as a six-member team collaborate to delve into this fascinating industry, taking a trip from describing the technology and its graphics, through its myriad history. Furthering these endeavors continues this journey into the influences surrounding this titanic industry, exploring political, legal, physical, and both positive and negative influences alike. Then taking a decidedly tactic turn into the economic questions and considerations, exploring the aspects of economic growth, prediction of future growth in the industry, as well as showing there is a consistency in the overall economy of this industry, and then traveling into the various changes this specialty has changed the economy as a whole. Continuing further we explore the psychological considerations and sociological effects of this industry, summarizing that it all comes down to personal responsibility and accountability when it comes to making choices in any and all things in life. Furthermore, the topic of violence in video games and the tendencies they create, plus the ever continuing debate this topic will forever have shrouded around it, gets a dose of reality. Admitting gaming addiction and denying a link to increased aggression due to video games is also pondered. The next section after this is all about the technology we so love and admire as a society...
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...Video games have been and continue to be a great part of my life. Ever since the tender age of three I have been fascinated by the interactivity and the captivating graphics displayed by video games. I have developed and retained an appreciation for the capacity that many well developed video games have to blend competitiveness, the need for intellectual dexterity, and pure entertainment. I have long understood the task of producing a game with such comprehensive quality as both an art and a science. In any case, my video game passion has slowly but surely charmed me into learning much about the philosophy of video games, their design and development, and especially the history of video games. Despite my life-long passion with video games, I began a true self-propelled academic investigation into the world of video games only a few years ago. I remember quite vividly that this intellectual journey into the world of video games was prompted by a friend of mine who was intrigued by the fact that I was often engulfed in the world of video games. During those days I was younger and consequentially much more immature than now. Not only did I enjoy video games, I spent a great deal of the few funds which I had on purchasing new games, much of my free time playing games, and a lot of time also discussing video games in general. I was not officially addicted; I always knew when enough was enough and when I needed to spend time completing school work, saving, or spending money to make...
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...The Wii: Nintendo’s Video Game Revolution Marketing Plan Date: October 14, 2011 “Get-off-the-couch fun whether you're 5 or 95. This is what Wii™ is all about.” Executive Summary Since its inception in 1952, the video gaming industry has grown tremendously in terms of game development, game complexity, and how the graphics look today, compared to the early years. In those early days of gaming, up until just a few years ago, there was really only one dominant market segment, comprised of young people (Males 19-24 years of age). These gamers up until Nintendo entered the console market were exposed to excessive violence, and over simplistic gameplay. Nintendo saw an incredible opportunity to offer gamers something more. They brought in captivating story lines, and complex characters in which gamers could get into, and relate with, all while playing Nintendo games. In November 2006, Nintendo emerged in the market with a home video gaming console of its own that created innovative enjoyable playing experiences for all, regardless of their age, gender or cultural background. Nintendo’s goal of expanding the gaming population by launching the Nintendo Wii video game console was a phenomenal success, and expectations vastly surpassed the company’s most optimistic sales projections. Due to its popularity, uniqueness and fun, playing video games was an enjoyable experience for all members of the household, and the Wii became incredibly popular and suffered...
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...Videogames: A Consideration of Their History and Their Roles Videogames: A Consideration of Their History and Their Roles 3.A: Narrative Videogames have been and continue to be a great part of my life. Ever since the tender age of three I have been fascinated by the interactivity and the captivating graphics displayed by videogames. Furthermore, I have developed and retained an appreciation for the capacity that many well developed videogames have to blend competitiveness, the need for intellectual dexterity, and pure entertainment. I have long understood the task of producing a game with such comprehensive quality as both an art and a science. In any case, my videogame passion has slowly but surely charmed me into learning much about the philosophy of videogames, their design and development, and especially the history of videogames. Despite my life-long passion with videogames, I began a true self-propelled academic investigation into the world of videogames only a few years ago. I remember quite vividly that this intellectual journey into the world of videogames was prompted by a friend of mine who was intrigued by the fact that I was often engulfed in the world of videogames. During those days I was much younger and consequentially much more immature than now. Not only did I enjoy videogames, I spent a great deal of the few funds which I had on purchasing new games, much of my free time playing games, and a lot of time also discussing videogames in general...
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...1970s From Wikipedia, the free encyclopedia Jump to: navigation, search "Seventies" redirects here. For decades comprising years 70–79 of other centuries, see List of decades. From left, clockwise: U.S. President Richard Nixon doing the V for Victory sign after his resignation from office after the Watergate scandal in 1974; Refugees aboard a US naval boat after the Fall of Saigon, leading to the end of the Vietnam War in 1975; The 1973 oil crisis put the nation of America in gridlock and caused economic damage throughout the developed world; Both the leaders of Israel and Egypt shake hands after the signing of the Camp David Accords in 1978; The 1970 Bhola cyclone kills an estimated 500,000 people in the densely populated Ganges Delta region of East Pakistan (which would become independent as Bangladesh in 1971) in November 1970; The Iranian Revolution of 1979 ousted Mohammad Reza Shah Pahlavi who was later replaced by an Islamic theocracy led by Ayatollah Khomeini; The popularity of the disco music genre peaked during the middle to late 1970s. Millennium: | 2nd millennium | Centuries: | 19th century – 20th century – 21st century | Decades: | 1940s 1950s 1960s – 1970s – 1980s 1990s 2000s | Years: | 1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 | Categories: | Births – Deaths – ArchitectureEstablishments – Disestablishments | The 1970s, pronounced "the Nineteen Seventies", refers to a decade within the Gregorian calendar that began on January 1, 1970, and...
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...9-508-076 REV: APRIL 14, 2008 ELIE OFEK Sony PlayStation 3: Game Over? [W]hen you look at the history of the video game industry since the PlayStation was launched back in 1995, we were able to take the leadership position very quickly with the PlayStation. With PlayStation 2 we have more than 110 million gamers and consumers enjoying the PlayStation 2 on a worldwide basis. And I think we have a very loyal following for the PlayStation family of products. So with the PlayStation 3, I believe that we are going to be able to quickly take the leadership position once again and maintain that position for a very long time. — Kaz Hirai, President and CEO, Sony Computer Entertainment of America, November 17 20061 It was a picture that was reminiscent of the launch of the original PlayStation nearly a dozen years before. Some eager customers had arrived as early as 6am and from as far as New Jersey to a video game store in Manhattan with the hope of purchasing one of the newest and most sought after video game consoles. By 9am, the number of customers waiting for entrance to the store exceeded 100 and the line extended down the block. One customer in line had been searching stores across the region for two weeks in order to find a console for her brother’s twenty-fifth birthday. A twelve-year-old and his grandmother were visiting their third store in search of the new console. “I just hate what you have to do just to get one,” the boy said.2 In one sense, long...
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...The Future of Gaming Devry University Eng 135 Today computers are an integral part of everyday life in America. There's hardly anywhere you can go without seeing a computer in use. It has simplified the hard task of everyday life and left more free time. Many people spend that free time playing video games. Video games are a good way of stress relief, a way to get away from the realities of everyday life and into a virtual world. Some will say that video games have lead to kids being more obese because they don't get outside and play. They say that video games contribute to violence, because acts in games are reenacted by individuals. Video games have also lead to addiction like those from drugs and alcohol. Games have done more to benefit society, than harm it. Video game simulations are used in many fields from the military, education, medical, and the science field. What was once just a break from tedious task on the job has now turned into a billion-dollar industry that doesn't have any signs of slowing down. Some of the negatives of gaming are now being overshadowed by the overwhelming positives. With introduction of the Nintendo Wii we now have interactive video game system that requires users to interact with the game. Gamers no longer sit back and play games but now they are required to interact with them. With games becoming a more integral part of everyday life, the real potential and benefits are now becoming realized. Games are being put...
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...Executive summary Bangladesh has begun to develop its IT and software industry only recently, and has seen double-digit figures in growth on most IT sectors, the gaming sector not among them. Bangladesh is far behind most of its neighbors in the gaming industry. There are several reasons to this, as well as probable causes. Based on interviews and focus group discussion, we have come up with several problems and prospects, as well as reasonable solutions to the problems, of the game development sector. In the aftermath, appendices and a bibliography would assist our honorable readers to better understand our methodology and enable them to refer to and compare this study with similar pieces of work. Contents Page no. Letter of transmittal i Executive summary ii 1. Introduction 1 1.1 Origin of the Report 1 1.2 Objective 1 1.2.1 Broad Objective 1 1.2.2 Specific Objectives 1 1.3 Literature Review 1 1.4 Scope 2 1.5 Limitations 3 2. Background of the study 3 2.1 Game development industry 3 2.1.1 Popularity of games 3 2.1.2 Popularity of Virtual games 4 2.2 Types of games 4 2.2.1 Web based games 5 2.2.2 App based 5 2.2.3 Normal PC Games 5 2.3 Demand for web based, app based, and PC game. 5 2.4 The Global Gaming Industry 5 2.5 Outsourcing firms (Firms that are outsourcing in the ICT industry) 6 2.6 Bangladesh Gaming Industry 7 Gaming revolution in Bangladesh 7 Emergence of multiplayer gaming 8 2.7 Gaming Application Development...
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...ALI FARHOOMAND NINTENDO’S DISRUPTIVE STRATEGY: IMPLICATIONS FOR THE VIDEO GAME INDUSTRY For some time we have believed the game industry is ready for disruption. Not just from Nintendo, but from all game developers. It is what we all need to expand our audience. It is what we all need to expand our imaginations. - Satoru Iwata, president of Nintendo Co. Ltd1 In the 2008 BusinessWeek–Boston Consulting Group ranking of the world’s most innovative companies, Nintendo Co. Ltd (“Nintendo”) was ranked seventh, up from 39th the previous year. 2 This recognised Nintendo’s significant transformation into an innovative design powerhouse that had challenged the prevailing business model of the video game industry. In 2000, when Sony, Microsoft and Nintendo (the “big three” of the video game console manufacturers) released their latest products, Sony's PlayStation 2 (“PS2”) emerged as the clear winner, outselling Microsoft’s Xbox and Nintendo’s GameCube. In 2006, a new generation of video game consoles was introduced by these players, precipitating a new competitive battle in the industry. Microsoft and Sony continued with their previous strategies of increasing the computing power of their newest products and adding more impressive graphical interfaces. However, Satoru Iwata, president of Nintendo, believed that the video game industry had been focusing far too much on existing gamers and completely neglecting non-gamers. Armed with this insight, the company repositioned...
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...Nintendo Co., Ltd. (???????, Nintendo Kabushiki gaisha?) is a multinational corporation located in Kyoto, Japan. Founded on September 23, 1889[2] by Fusajiro Yamauchi, it produced handmade hanafuda cards.[6] By 1963, the company had tried several small niche businesses, such as a cab company and a love hotel.[7]}} Nintendo developed into a video game company, becoming what is arguably the most influential in the industry, and Japan's third most valuable listed company, with a market value of over US$85 billion.[8] Also, Nintendo of America is the majority owner of the Seattle Mariners Major League Baseball team.[9] The name Nintendo can be roughly translated from Japanese to English as "leave luck to heaven".[10] As of October 18, 2010, Nintendo has sold over 565 million hardware units and 3.4 billion software units.[11] Contents * 1 History o 1.1 As a card company (1889–1956) o 1.2 New ventures (1956–1974) o 1.3 Electronic era (since 1974) + 1.3.1 Handheld console history * 2 Infrastructure o 2.1 Key Executives o 2.2 Offices and locations * 3 Software development studios o 3.1 First-party studios o 3.2 Second-party studios o 3.3 Former affiliates * 4 Policy o 4.1 Emulation o 4.2 Content guidelines o 4.3 License guidelines o 4.4 Seal of Quality + 4.4.1 NTSC regions + 4...
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