Informative Speech Evolution Of Video Games

5364 words - 22 pages
INTRODUCTION

Do you wish you could escape the world sometimes? Free your mind of all thoughts on reality and just get away. Well lucky for you, there is one way you can do this. It’s been around since the 1970s and it’s the wonderful world of video games. Ever since then technology has grown incredibly now making a fun hobby out of it that people can really enjoy. I myself have made it a hobby and try to keep up with all the latest devolvement’s in the gaming world. Some of my fondest memories are from when I was about 4 years old and I would wake up and go play Mario with my grandpa on my old Nintendo 64. Today I’m going to explain the past of video gaming, where we are today and what is to come of the video games in the future so you can create a sense of appreciation and maybe make it a hobby for yourself. I will start with how video games got started and how they have advanced over the past years. The evolution of video games has been an amazing journey.

Transition-First we will start off video games created between 1970 and 2000.

FIRST MAIN POINT

We have come a long way since video games first became popular in the 1970s. Arcade Games kick started the revolution making it hard not to find one of these anywhere you went, Development for home video game consoles began. In 1975 Atari released home pong which became a smash hit and brought massive attention to the gaming industry. Other companies like Mattel and Intellivision tried to compete and came up with their own style of home consoles, but once Atari released Atari 2600 with a game called “space invaders”, it dom ...

Read More

Similar Essays

IMPLICIT SIDE OF THE OLYMPIC GAMES THE PAST PRESENT AND FUTURE OF OLYMPIC MARKETING

18161 words - 73 pages

IMPLICIT SIDE OF THE OLYMPIC GAMES: THE PAST, PRESENT AND FUTURE OF OLYMPIC MARKETING 2004 Abstract In the recent decades, marketing has become an inalienable part of a number of non-commercial events, including also Olympic Games. Marketing relationships have seriously determined the present profile of the Olympiad, that remains the greatest Event of modernity. The worldwide success of the Olympic Games has been dependent on the cooperation of the Olympic Committees and corporate sponsors, each of whom has different responsibil

View Document

Plagiarism

21324 words - 86 pages

The Olympic Games (Ancient Greek: ?? ??????? - ta Olympia; Modern Greek: ?????????? ?????? (Katharevousa), ?????????? ?????? (Dimotiki) - Olympiakoi Agones) were a series of athletic competitions held for representatives of various city-states of Ancient Greece held in honour of Zeus. The exact origins of the Games are shrouded in myth and legend but records indicate that they began in 776 BC in Olympia in Greece. They were celebrated until 393 AD when they were suppressed by Theodosius I as part of the campaign to impose Christianity as a state religion. The Games were usually held every four

View Document

Class Plan

21708 words - 87 pages

GRUPO 1 UNIDAD 1 LESSON PLAN |INFORMATIVE DATA | |CLASS: Ninth Class |SUBJECT: English |AREA: Foreign Language |DURATION: 40 minutes | |TEACHER: Ibel Orellana |DATE:

View Document

Related Essays on Informative Speech Evolution Of Video Games

  • The Art Of Public Speaking

    167444 words - 670 pages

    CHAPTER I CHAPTER II CHAPTER III CHAPTER IV CHAPTER V CHAPTER VI CHAPTER VII CHAPTER VIII CHAPTER IX CHAPTER X CHAPTER XI CHAPTER XII CHAPTER XIII CHAPTER XIV CHAPTER XV CHAPTER XVI Chapter XVIII CHAPTER XVII CHAPTER XVIII CHAPTER XIX CHAPTER XX CHAPTER XXI CHAPTER XXII CHAPTER XXIII CHAPTER XXIV CHAPTER XXV CHAPTER XXVI CHAPTER XXVII CHAPTER XXVIII CHAPTER XXIX CHAPTER XXX CHAPTER XXXI Part III, Annual Report of the Secretary of Internal   The Art of Public Speaking by Dale Carnagey (AKA Dale Carnegie) and J. Berg Esen

    View Document

    Effects Of Video Games On Social Skills

    2886 words - 12 pages

    Problem definition The purpose of this research study is to find if a relationship exists between playing video games and social behaviour. The study will look at a specific demographic and observe the nature of the games they play, the amount of time the participants spend on video games and their social behaviour. Research Methodology Research Type ? The research will be adhoc, cross-sectional, exploratory and social. ? The research will be approached from a quantitative point of view. Population & sample Our sample includes 40 participants, age ranging (15-40) years; thirty of

    View Document

    Modern English Grammar And Usage

    117622 words - 471 pages

    For Senior Courses of the Foreign Language Faculties in Universities and Teachers' Training Colleges FOREWORD The book is designed for the students of the senior courses of the University faculties of foreign languages and Teachers' Training Colleges. The aim of the book is therefore to lead the students to a scientific understanding of new assumptions and views of language as system, keeping abreast of the latest findings set forth in the progressive development of grammatical theory by Soviet and foreign scholars in recent times. The central interest in functional semantic correlation

    View Document

    Linux In 24 Hours

    111296 words - 446 pages

    Teach Yourself Sams’ LINUX in 24 Hours ii Teach Yourself Linux in 24 Hours Teach Yourself Sams’ LINUX in 24 Hours Bill Ball Stephen Smoogen 201 West 103rd Street Indianapolis, Indiana 46290 iv Teach Yourself Linux in 24 Hours To Cathy and Nat for their kindness, love, and warm fuzzies.—Bill Ball Acquisitions Editor Kim Spilker Development Editor Mark Cierzniak Technical Editor Steve Burnett Project Editors Andrew Cupp Colleen Williams Copy Editors Margaret Berson Howard Jones Software Specialist Jack Belbot Team Coordinator Tracy Williams Cover Designe

    View Document

    Video Games And Aggression

    2527 words - 11 pages

    Introduction Video games have become an integral part 21st Century Childhood. In the past thirty years, young people have spent increasing number of hours playing video games and the increasing interest is relentless. A study of boys aged between 8 and 13 revealed that on average, they spend more than 7.5 hours per week playing video games. (Roberts, Foehr, Rideout & Brodie, 1999). Like everything else happening worldwide, the video game phenomenon, together with all its supposed evils, is catching up fast in Ghana. The level of interest in video games is increasing at a very rapid pace. Th

    View Document

    Violence In Video Games Bad Paper Dont Use It

    2849 words - 12 pages

    Violence in Video Games. Bad paper dont use it Like related forms of media, video games have been the subject of debate and censorship, due to the depiction of graphic violence, sexual themes,[1] substance abuse, advergaming (a form of advertising in games), consumption of drugs, consumption of alcohol or tobacco, propaganda, addiction, crime, nudity, profanity, or provocative content in some games. Among others, critics of video games sometimes include parents' groups, politicians, organized religious groups, and other special interest groups, even though all of these can be found in all f

    View Document

    The Effects Of Video Games On Adolescents

    1005 words - 5 pages

    Today in society many people associate video games and adolescents to being nothing but bad. Video games were first created and put on the market in 1967. The first video games consisted of fairly easy task, compared to games today. As years have progressed video games have become more interactive, and come in many varieties for all age groups. Video games are considered to be fun for all age groups, but video games implement some positive and negative effects. Positive effects of video games on adolescents are that they strengthen hand and eye coordination. Also video games help adolesce

    View Document

    Are You Still Starting At That Screen

    2771 words - 12 pages

    You’re staring at that screen again?!? In today’s generation video games are a common source of entertainment and enjoyment. There have been countless documentaries, newspaper articles, experiments and more about the violence in video games and the effects that these images have on the children and teenagers in the world. Some say that the violence in these games have no effect what so ever, but there are those that have been affected be these affects and will do whatever it takes to change the way things are. There have also been documentaries about how video games are and anti-social pheno

    View Document

    Take Two Interactive Research Paper

    5839 words - 24 pages

    Take Two Interactive Software (TTWO) Two Interactive is one the most successful distributors of videogames in the world. The company itself is so large, its headquarters are situated not only in the United States but also the rest of the world. Take Two Interactive is a complex company that operates under many layers and components, all of which help this company remain at the forefront of the gaming industry. The Company • Brief description of the company. Take-Two Interactive Software, Inc. is a New York-based developer, publisher, and distributor of interactive software games.

    View Document

    Marketing And Promotion Of The Olympic Games

    4996 words - 20 pages

    Marketing and Promotion of the Olympic Games - Research Paper Abstract Nowadays, Olympic Games have become one of the most large-scale and profitable global media events. Today, sport, especially events associated with the Olympics, has not only become great entertainment, occupation and lifestyle, but solid business as well. In the world of sports, marketing, promotion and advertisement are fundamental tools for generating great profits. The current article will explore the issue of marketing-mediated sport events on the example of Olympic games and will touch upon the issues of promotion o

    View Document

    In Exactly A Year India Will Host One Of The Bigge

    3397 words - 14 pages

    In exactly a year India will host one of the biggest international sports event in its history. The 19th Commonwealth Games will be held in New Delhi from Oct 3-14, 2010. A total of 71 countries are expected to participate in 17 different events. Not only are the Games a matter of pride for India, but also one of the biggest challenges in recent years. The Commonwealth Games Federation (CGF) recently expressed concern over the delays in preparations for the games next year. CGF Chief Michael Fennell is said to have written directly to Prime Minister Manmohan Singh about them. Delays in constru

    View Document

    Isearch Video Games Violence

    2424 words - 10 pages

    Yoel Warda Ms. Price English III Honors 4/28/11 Violent Behavior from Video Games “Next time it won’t be the entrails of your babies carcass I strangle you with, it'll be your own” says a character in the well known video game, Endless Rampage II. Millions of children across the country are spending time on various inhumane video games without realizing the effect. Graphic video games cause violent behavior in children due to the lack of parenting. Ever since I was a kid, I was always embedded in a video game in my free time. Day in and day out I would wake up every summer morning and f

    View Document

    Texting And Driving

    2480 words - 10 pages

    Introduction How do E-Services affect our health on a day-to-day basis? The answer is anything but concrete. Many E-services are available in our highly technological age and more are being invented and being introduced every day. The fact of the matter is that they do affect our lives, but the bigger question is are they in a positive or negative way. Certain E-services provide entertainment while others make our daily tasks extremely easier. Some E-services open an avenue to a larger community and some let criminal activity multiply. This report will look at two smaller issues regarding c

    View Document

    Video Games Harmless Fun Or Fundamentally Harmful

    1203 words - 5 pages

    Video Games 2 Video Games: Harmless Fun or Fundamentally Harmful? Video games turned 30 years old in 2002. The small business that started with “Pong” has become a multi-billion dollar worldwide industry. The growth and demand of the industry is driven by its technological advances. The increasingly realistic and exciting nature of video games has helped to make them extremely popular. Most of the games on the market are appropriate for younger players, and some of them can actually convey benefits. Besides being fun, some of the games provide practice in problem solving and logic as

    View Document

    Computer Games As Tools To Enhance The Effectivene

    3086 words - 13 pages

    Computer Games as Tools to Enhance the Effectiveness of Education Dat Nguyen Brigham Young University Abstract Never before have computer games developed so fast and gained such a huge influence on people of all kinds. Therefore, it will be a wise idea for educationalists to pay attention to computer games and to make them become a powerful and unique tool to enhance the effectiveness of education. This paper will present five key elements and applications of educational computer games in the past. Based on these successful applications, researchers have summarized potential advantages

    View Document

Other Popular Essays

Thousands of quality examples at your fingertips!

Writing doesn’t have to be hard. Essays, guides, research papers, and case studies will help you get the inspiration and competitive edge you need for your studies!