Sunday, March 17, 2019
Video Games Essay -- Technology Electronics Entertainment Essays
delineation spiriteds I. The Video or Computer Game Industry The now multi-billion dollar ikon game industry starting slowly. In 1972, Atari developed Pong, a unprejudiced tennis-like game compete on the television screen. Pongwas followed by Space Invadersin 1978 (Griffiths 223). Since then, thousands of games argon available everywhere the Internet, on CDROM for personal computers, hand-held units, and television locker units like Playstation, Nintento, and Sega. Further, the market has developed beyond just entertainment, now providing educational games that make learning fun. Commercially successful titles sell around 350,000 copies and a few go beyond sales of one million units (Sanchez-Crespo Dalmau 3). make selling games like Myst (for PCs) and Final Fantasy (for consoles) have sold over six million units (Sanchez-Crespo Dalmau 3). II. Video Games and an Overview of How They Work Put simply, video games ar interactive entertainment with sophisticated graphics and speed. They challenge the players mental agility, as in games like Myst and its sequel Riven (where players elucidate puzzles and obtain fragments of a story to complete the game) and/or hand-eye agility, like All-Star Baseball, contend Flight Simulator, and Mortal Combat, typically at increasing levels of difficulty, with some games victorious over 100 hours to complete. Although not all games involve opponents and competition, games that are played off-line (not connected to the Internet) allow players to interact with the virtual inhabitants of the game. Games that can be played on-line, facilitate multi-player interactivity and competition over the Internet. Once a video game is loaded, either from CDROM or downloaded from the Internet, the player can ente... ...Griffiths, Mark. Computer Game Playing in Early Adolescence. Youth and Society. (1997) 223-235. Funk, Jeanne B., et al. Rating Electronic Games wildness Is in the Eye of the Beholder. Youth and Society. 3 0.2 (1999) 283-213. Peckham, Virginia. Well-Connected. Curriculum Administrator. 36.11 (2000) 26-32. 7 pp. 15 Nov. 2001 Perry, Tekla S. and capital of Minnesota Wallich. Video Games. McGraw-Hill Encyclopedia of Science and Technology 8th ed. 1997. Pooley, Eric. Portrait of a Deadly Bond. Time. 10 May 1999 26-32. Quittner, Joshua. Are Video Games Really So Bad?. Time. 10 May 1999 50-58. Seid, Nancy. Why War Games Arent babes Play. Parents. Nov 2000 167-174. Tedeschi, Bob. Information Overload. Parents. Nov 2000 167-174.
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