Wednesday, May 29, 2019

Video Games Essay -- Technology Electronics Entertainment Essays

mental picture Games I. The Video or Computer Game Industry The now multi-billion dollar video game industry commencement slowly. In 1972, Atari developed Pong, a simple tennis-like game played on the television screen. Pongwas followed by Space Invadersin 1978 (Griffiths 223). Since then, thousands of games are available over the Internet, on CDROM for individualised computers, hand-held units, and television console 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 rat around 350,000 copies and a few go beyond sales of one million units (Sanchez-Crespo Dalmau 3). Top selling games like Myst (for PCs) and Final Fantasy (for consoles) have sell over six million units (Sanchez-Crespo Dalmau 3). II. Video Games and an Overview of How They Work Put simply, video games are interactive entertainment with sophisticated graphics and speed. They challenge the players mental agility, as in games like Myst and its sequel Riven (where players solve puzzles and obtain fragments of a story to complete the game) and/or hand-eye agility, like All-Star Baseball, Combat line of achievement Simulator, and Mortal Combat, typically at increasing levels of difficulty, with some games taking 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 Violence Is in the Eye of the Beholder. Youth and Society. 30.2 (199 9) 283-213. Peckham, Virginia. Well-Connected. computer programme Administrator. 36.11 (2000) 26-32. 7 pp. 15 Nov. 2001 Perry, Tekla S. and Paul 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 Childs Play. Parents. Nov 2000 167-174. Tedeschi, Bob. Information Overload. Parents. Nov 2000 167-174.

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