"Atari" Essays and Research Papers

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    believe the birth of video games‚ through the creation of an actual video game company‚ placing Atari and Pong as the soul founder of video game culture‚ in 1972. Regardless who stemmed the culture‚ the success of theses few games snowballed into the arcade age‚ where many arcade games such as Pac-Man‚ Asteroids‚ and Space Invaders were seen in malls‚ movie theaters‚ and even grocery stores. Unfortunately‚ Atari made a fundamental mistake. Believing they had struck a gold mine by creating a new market

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    Video Games: The High Tech Threat to Our Younger Generation Anyone who has ever walked through a shopping mall on a weekend knows how popular videogame arcades have become with our young people. It is becoming a force in the lives of millions of kids all across America. Parents and teachers become more concerned and worried when they see their kids devoted to videogames. They are highly concentrated because vidiogames greatly influence the mental and learning processes of the younger generation

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    has a history of over 40 years since 1970s. Over these years‚ the industry has undergone giant revolution in terms of competition and technology as described below. * Competition In the earliest day‚ major industry players of video game were Atari (from US) and Namco (from Japan).They introduced video game in the form of arcade game in 1970s. In mid-1990s‚ the notable Japanese industry player Sony introduced PS‚ a video game which armed with superb graphic technologies. Such product captured

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    Introduction: According to certain people‚ violent video games should be banned; they feel that they are the reason of today’s violence amongst children. But I strongly disagree with them. Like movies‚ music and any other form of art‚ video games are there to entertain people and enjoy‚ not confine. What most people fail to realize today‚ is that the video game industry‚ similar to the film industry‚ is well controlled with a strict code of parental guidelines already in place. Just because video

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    Jennifer Adams Prof. Flanagan ENC 1101 7/27/10 The Benefits of Integrating Video Games into School-Based Learning As a result of the stigmatization video games have received‚ many people view them as nothing more than entertainment at best and harmful to a child’s development at worst‚ neither side realizing the hidden assets of video games in relation to learning. For the terms of this argument‚ video games will be defined as any electronic or computerized game played via

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    Samus Aran; the most iconic and badass female character in gaming history‚ and the foundation of the female characters portrayed in video games such as Lara Croft from “The Rise of the Tomb Raider” series or more recently‚ Aloy from “Horizon Zero Dawn.” Isn’t this good for women’s representation in video games? For Anita Sarkeesian it most certainly is not. Sarkeesian makes claims out of context. It is clear that she does not even play video games‚ and she doesn’t talk about the intentions of

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    Consumer Behavior Consulting Project – Edward Lubecki‚ (Add Names Here) Executive Summary We are going to use the consumption process model to increase market share and profits pertaining to the video game industry. Overall our model leans toward the back end of the products life cycle‚ commonly referred to as the disposal phase of the consumption chain. If you map out the chain‚ you have your retail stores where you buy the product at the forefront. These would include Best Buy‚ Walmart‚ and Target

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    Universidad Americana How important video games are in our lives? Outline Thesis Statement: Videogames are more than a simple game nowadays. I- Supporting 1: Videogames as part of our lives. a- Video Games through the time. 1- Old and New videogames. b- Differences between the new ones and the old ones. 1- Graphics II- Supporting 2 Benefits of videogames. a- To develop skills. 1- Motor skills. b- To socialize and share with friends. 1- Online gaming. III-

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    Video Games and the Benefits They Bring Since the mid 1980’s the popularity of video games has spread like wildfire. With updates to current technology we have gone from the very basic games such as Pong‚ Mario‚ and Tetris to the vast lifelike expansive worlds of games like Mass Effect‚ Skyrim and Diablo. As our technology grows‚ so does the realism in our video games. We have gone from a ball and a stick moving back and forth to a vast list of choices that a player can make while exploring

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    Game Past In 1958 William Higinbotham (see figure 1) tiring to find a way to help stimulate interest in his exhibit at Brookhaven created with the help of Robert V. Dvorak a game called Tennis for Two. This was a two-dimensional view of a tennis court that was displayed on an oscilloscope (see figure 2). This is believed to be the first video game that had been created (see figure 3) (Brookheaven national Laboratory)‚ (Scientific and Technical Information‚ 2008)‚ (TJB‚ 2007)‚ (Anderson‚ 1983)

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