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history of games
rise of competitive video gaming
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Video games are commonly known as games that you play for fun or as a hobby, but what if this fun could turn into your profession. Most video games started out as arcade games played to reach the highest score. People played with a "fistful of quarters" each day to try and reach the top of the score board. A prime example of someone who is well known on the high score board is Billy Mitchell. In the documentary, King of Kong: A fistful of quarters, Billy stated, "There'll always be the argument that video games are meant to be played for fun. Believe me, some of it is a lot of fun. Video games are meant to be played from home, relaxing on a couch amongst friends. And they are, and that's fun. But competitive gaming, when you wanna attach your name to a world record, when you want your name written in history, you have to play the price." Videos games are no longer played solely for fun, but also turning into a new way to make money. There is a new, up and coming world that many people are not aware of, and that is the world of competitive gaming. Just like the National Football League (NFL) or National Basketball Association (NBA), there is a league for video games as well, called Major League of Gaming (MLG). Competitors play in tournaments all around the world to receive either prize money or the chance to be sponsored by several companies. One very famous player in the First Player Shooter games (FPS) Optic Nadeshot, who is sponsored by Redbull, was interviewed regarding his sponsor. He said that he plays video games for about eight to ten hours every single day. He also makes videos on YouTube and has live streams that people watch of him gaming. In some of his videos, there are even ads, which is another source of re... ... middle of paper ... ...ter this release, Call of Duty: Ghosts surpassed $1 billion dollars in sales within the first day alone. This was a huge success and surprise considering the older version of Call of Duty did not raise $1 billion dollars in sales until the 15th day after it's release. People suspect the growth of this competitive scene is due to the gambling aspect of gaming. In 1994, the Kiplinger Washington Letter stated, “Gambling will be the fastest growing industry of the Nineties.” This statement is very true and applies to competitive gaming as well. As soon as you enter the world of competitive gaming, it's nearly impossible to leave. The industry of competitive video gaming has been up and coming, but now it is at it's peek. The world around us is changing every day, similar to the world of competitive sports, but the world of competitive gaming is here to stay.
Video games have completely changed childhoods of many children across the globe. A video game involves visual feedback from a TV or computer monitor. Ever since the 1970s, video games have continuously improved by improving the graphics and sound. During the 1970s, there were many arcade games that were not advanced compared to today’s games. By 2016, video games are produced in three-dimensional imaging and are incredibly realistic. For example, Madden 2016 is a football game based on all the athletes in the National Football League. The graphics from Madden 2000 to Madden 2016, have improved drastically due to technology. Therefore, video game creators make billons of dollars by selling them to individuals across the world. However, there
Video games have had high demand over the past decade. Many titles such Call Of Duty and Grand Theft Auto make billions of dollars in profits. (1) What began as a small market in the late 1970’s has grown drastically over the years. Technology has improved so much that a Game Boy Advance in the early 2000’s that was worth $150, now fails in comparison to free apps for our phones today. There are emulators for the IPhone that can play the Game Boy Advance games. (2)
67% of U.S. households play video games. In 2012 north of $20 billion was spent on video games, with the amount vastly increasing each year. The worldwide video game industry exceeds $76 billion. It has well surpassed the movie box office industry and is becoming a serious contender with the entire television/film industry. What started off as a diversion for the few has quickly sparked into a mass medium, helping people live, learn, work and of course, play (Galarneau). Video games are now more than just mere games; they hold large influences over society and are almost ever-present in the modern day. In Ernest Cline’s fiction novel, Ready Player One, the future is heavily intertwined with a virtual video game simulation called the OASIS. In the story, the
In 2012, software and hardware sales in the video games industry raked up more than over $65 billion dollars in revenue in comparison to just $10 billion dollars seven years prior. These statistics indicate that the gaming industry is not only one of the largest and fastest growing businesses in the world, but showcase that it is also outperforming other similarly popular mediums of entertainment such as film, books, and music in terms of revenue and annual growth. In the short fifty years that video games have been around, they’ve quickly become an integral part of the lives of many and are only continuing to increasing in popularity. I’m sure that everyone can attest to knowing at least one or two people who engage in regular video game playing activity. However, despite being a common leisurely activity and hobby for many in today’s society, there is still a shocking level of stigma surrounding the medium. There are various stereotypes in place which attribute to the stigma - from the gaming community mainly consisting of young adolescent boys to gamers being socially inept individuals; these ideas and the way video games are unfairly scrutinized and misrepresented in the media (by those who
Video games have been around since 1958, and ever since then video games have developed more. With video games becoming a bigger industry, there have been more people purchasing and buying more and more video games. For examples, up to 2001, “roughly 79 percent of America's youth played video games, many of them for at least eight hours a week” (Layton). Furthermore, in 2008, “97% of 12-17 year olds in the US played video games” (“Video Games”). With a growing industry, there has been more competition between video game companies. The companies that make these video games try to make a huge profit by appealing to people’s likes. In 2008, “10 of the top 20 best-selling video games in the US contained violence” (“Video Games”)
Call of Duty, also known as “Cod” has, as many know it as, has become one of todays most popular video games. So popular, that Cod has raked in more money than the highest grossing movie in America. However, despite it’s popularity, Cod is killing the gaming industry. Many may be puzzled why a game so popular could possibly be ruining the gaming industry, but it is. Cod is affecting the gaming industry through it’s popularity and influence. First however, One must know the reasons for Call of Duties popularity and how it achieved it’s fame.
There are several negative stereotypes associated with video games and those who play them; some of these may often hold true. However, there are plenty of learning opportunities in video games. While the direct purpose of some games is to educate or train, other games that do not directly have this purpose can still become a learning experience for the player. As Ntiedo Etuk, president of the educational video game company Tabula Digital said, “The traditional view of video games has been that they are distractions from the task of learning” (Electronic Education Report 1). Video games are an effective tool for learning and retaining skills both inside and outside the classroom environment. The basic cycle of game play--the introduction to the game, game play, collaboration, improvement of these between each round, and evaluation at the end of the game (Klievink and Janssen 159)--are nearly parallel to the traditional classroom learning cycle of reading a textbook or listening to a lecture, taking a quiz, studying, focusing on items missed on the quiz, and taking a test or exam. Within this cycle, there are many opportunities to develop and perfect both educational, life, and occupational skills.
Cheshire, Tom. “Career Gamers: Inside the World of Modern Professional Gaming.” Wired Magazine 6.11 (2011): 36-42. Academic Search Complete. Web. 13 April 2014.
There is no doubt that video games have become a major entertainment as important as cinema, literary and theatre for modern people. Nowadays, people tend towards spending more time on playing games than ever before. According to Nielsen’s report, gamers age 13 and older spent 6.3 hours a week on any gaming platform in 2013 around the United States, and the time people spent in 2012 was just 5.6 hours per week (The Nielsen Company, 2014). 12 percent, rising is a clear message to remind people that video games should be taken seriously. Because, as an emerging mode of entertainment, it is being a part of our culture and has a tremendous influence in our daily life. An increasing number of people are beginning to realize that games should and
(Attention Getter) Since 1972 with the creation of pong, video games have been one of the leading ways to spend free time around the world. (Link to Audience) With the creation of all sorts of different
Taylor, T. L. Raising the Stakes: E-sports and the Professionalization of Computer Gaming. Cambridge, MA: MIT, 2012. Kindle AZW file.
Video games have come a long way. They have evolved from the simple game of Pong into a complex, multi-platform, multi-genre, multi-billion dollar industry.
Video games have been around about 50 years and they contribute a big part of the U.S. economy. People interact with video games every day throughout different ways, such as cell phone devices, computers, consoles or whatever which has a screen on it. In fact, it has always affected people’s lives. However, not so many people understand the benefits of video games. With video games, people can not only relieve themselves from stress and suffering, but it also improves people’s social experiences while they are exchanging and absorbing knowledge with other people; more than that, people can learn many other things from video games which can help them to achieve great things in lives.
Bell, Chris. "Video Games: The Sport of the Future?" The Telegraph. Telegraph Media Group, 26 June 2013. Web. 11 Dec. 2013.
Presently, video games aren’t merely toys that negatively influence the youth. They have become an alternative means for people to learn and train for work. Games teach values and essential information, and motivate its players to achieve goals. Soldiers and doctors benefit from video games as well. The collaboration of game developers and educators helps improve the quality of educational games. At present, as technology progresses, one can truly see that video games have become an important factor in learning.