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Valve/Steam thesis proposal presentation
Transcript of Valve/Steam thesis proposal presentation
It is used to distribute games and related media online, from small independent developers to larger software.
in October 2012, Valve expanded the service to include non-gaming software such as video editing software, music editing, and others. Original game titles created by Valve Half life Counter-Strike Team Fortress Portal Left 4 Dead Day of Defeat First-person shooter Puzzle-platform game First-person shooter, survival horror Online Multiplayer First-person shooter First-person shooter First-person shooter Thesis statement Valve Corporation, the creators of games like “Portal”, “Half Life”, “Dota” and the “Left 4 Dead” and the software called Steam, have shown over the years a strong leadership role in the current gaming industry which can be seen in the financial and overall success of Steam, the encouragement of indie game developers and the fight against piracy of intellectual property. Valve Corporation Valve Corporation is an American video game development and digital distribution company based in Bellevue, Washington.
Valve Corporation was founded in 1996 by former Microsoft employees Gabe Newell and Mike Harrington.
Valve became famous for its critically acclaimed Half-Life (released in November 1998) and Portal series (released in October 2007)
In 2012, Valve announced that they were working on a console/PC hybrid for the living room which was which was officially called the Piston or the Steambox .
The total equity of the Valve is estimated to be US$2.5 billion (2012) Gabe Newell
(founder and CEO of Valve) Piston or Steambox Variables that makes Valve corporation and Steam successful The variables that I decided to choose to prove the success of Valve and their software Steam were:
The financial and overall success of Steam
Encouragement of indie game developers
The fight against piracy of intellectual property (Released in 1998) (Released in 2007) (Released in 2008) (Released in 1996) (Released in 2003) (Released in 2000) Why did I choose these variables? What have I learned or enhanced from the thesis writing process? As supporter of the Valve corporation for years, user of their software Steam and owner of certain copies of their games, I felt that for me these are the main and most relevant reasons that made them a success around the gaming community, to the point that there is not a computer gamer that does not use or know about Steam. During the thesis witting process I was able to learned to:
Enhance my range of vocabulary words
Critically analyzing evidence to prove a point
Enhance my writing with feedback from others
New ways of citing evidence
With these new acquired or enhanced skills, I feel that I will be able to perform better in the work that is going to be given to me in college. Why did I decide to talk about this company's success? The reason behind proving that this video game related company has achieved success over the years is because I feel that I have a close bond with the company since they love to play and create video games. I have been a video game player since I can remember and most of my childhood consist of memories of me playing video games with my friend or with my brother, so it is logical that I talk about something that is related to my childhood and everyday life. In conclusion... My thesis talks about the success of the company Valve corporation
They developed the software called steam and many different games
I choose to talk about it because it related to my personal life.