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By: Melissa Palanca Period 4 APUSH Video Game Consoles
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Video Game Consoles

Feb 25, 2016

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Video Game Consoles . By: Melissa Palanca Period 4 APUSH . What is a video game console? . It is an “interactive entertainment computer” that produces a video display (television) which is used to display a video game. (Encyclopedia) . Timeline of video game consoles: . 1967: - PowerPoint PPT Presentation
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Page 1: Video Game Consoles

By: Melissa Palanca Period 4 APUSH

Video Game Consoles

Page 2: Video Game Consoles

What is a video game console?

It is an “interactive entertainment computer” that produces a video display (television) which is used to display a video game.

(Encyclopedia)

Page 3: Video Game Consoles

Timeline of video game consoles:

1967: 1st console, the Brown

BoxRalph Baer, worked for

Magnavox Company

1972:The Odyssey Ralph Baer, worked for

Magnavox Company

Page 4: Video Game Consoles

1975 Pong Magnavox

Company

1977 Atari 2600 VCS Magnavox

Company

Page 5: Video Game Consoles

1980 Intellivision Mattel Electronics

1985 Nintendo

Entertainment System Masayuki Uemura,

worked for Nintendo Company

Page 6: Video Game Consoles

1989 Game boy Nintendo Company

1990 Neo-Geo SNK Manufacturers

Page 7: Video Game Consoles

1991 Super NES Nintendo Company

1995 Playstation Sony Computer

Entertainment

Page 8: Video Game Consoles

1996 Nintendo 64 Nintendo Company

2000 Playstation 2 Sony Computer

Entertainment

Page 9: Video Game Consoles

2001Xbox Microsoft

Entertainment

2002Game Boy

Advance Nintendo Company

Page 10: Video Game Consoles

2005Xbox 360 Microsoft

Entertainments

2006 Wii Nintendo Company

Page 12: Video Game Consoles

Causes: Ralph Baer “Father of Video

Games”. Worked for a company called

Magnavox. Given an assignment to build

a better television set.Went beyond and incorporated

some kind of game into it. Competition with other

countries to have a better television.

To gain more money and popularity in their company.

http://www.mitpressjournals.org/doi/pdf/10.1162/dmal.9780262693646.089

Page 13: Video Game Consoles

Impacts on the U.S: At least three-quarters of the American youth population

have video game consoles at home. Video game consoles/video games make kids socially

isolated from people.Less experience in working with people and less creativity.

Violent behavior from these video games. The need for having the latest technology.

In the last 10 years video game consoles/games sales have tripled.

The increasing need for teenagers to have these latest improved consoles.

http://library.cqpress.com/cqresearcher/document.php?id=cqresrre2006111000&type=hitlist&num=0

Page 14: Video Game Consoles

Relation to pre-21st century America:

The development of technology and entertainment.

Development of a source of entertainment: Americans entertainment at first was movies. The outdoor and interactive games.Home televisions had been another source of

entertainment.

Page 15: Video Game Consoles

4 developed questions:

Page 16: Video Game Consoles

Answer: Microsoft, Nintendo, and Sony.

What are the top three companies that create video game consoles?

Page 17: Video Game Consoles

Answer: Ralph Baer.

Who is the “Father of Video Games”?

Page 18: Video Game Consoles

Answer: The development of video game consoles has affected the need for buying them amongst the youth

because consoles have become more compact and portable which results in teenagers buying them to be able to use them anywhere and everywhere.

How has the development of video game consoles affected the need for buying

them amongst the youth?

Page 19: Video Game Consoles

Answer: It has become their priority, and had transformed their lives into

laziness, and lack creativity.

What has video games/consoles transformed game users lives to?

Page 20: Video Game Consoles

Citations: Primary:

http://www.time.com/time/interactive/0,31813,2029221,00.html

http://library.cqpress.com/cqresearcher/document.php?id=cqresrre2006111000&type=hitlist&num=0These are my primary sources, and I used them to

find my statistics, and also the causes and effects of video game consoles. These sources helped me because it really gave me an insight to the shift of community entertainment, and shifted to individualistic entertainment. They give you insight on experiments and research that professors have done, especially in the CQ researcher.