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The Evolution Of Gaming
Gaming has been around since the 1940's and it has stayed. How long has it come since then?
First … How Gaming has changed since it become a form of entertainment.
Next … What gaming was like for me as a kid and using games I played.
Finally … How far has gaming really come as a concept of fun.
3-5 years later, Atari made pong a home console and in 77' they introduce the Atari 2600
As games like Legend of Zelda and the use of the Nintendo Game Boy became big, Solitaire on the computer hit big at this time
The brown box that plays tennis made by Ralph Baer
1975-1977
1990
1967
Claude Shannon and Alan Turing create chess programs
Pac-Man hits the arcade with Namco
1980
1950
Mid-1990s to 2000s
Games, Game consoles, and the Internet quickly skyrocket interests of game players.
Mid-2000s to Now
*modern day claw machine -->
1980-1985
1972
1940
Games can be played by hand on your phone, and we even have VR (Virtual Reality)
After Pac-Man, other favorites come out. Such as Donkey Kong, Mario, Tron, and Tetris. Nintendo's NES system is made in 1985 as well.
Pong in 72' was an arcade legend by Atari.
Edward Cudon designs a (Low level) computer. Tens of thousands of people play, and the computer wins 90% of the time.
How Gaming has changed since it become a form of entertainment.
Gaming has so many renditions and it certainly has become much more interactive than it ever would've been to this day.
What gaming was like for me as a kid and using games I played.
These were the consoles that I still have and have played. Games I've played include gta, need for speed, tomb raider, wwe, tony hawk pro skater, and gran turismo.
Later played continued consoles of PlayStation, Xbox, and played the computer on flash games more frequently.
Didn't have a phone either, but had these means of playing video games
My dad got me into them since he played them all the time.
They interested me with the color and kept me wanting to play.
At the age of six, mainly boredom.
Lastly, especially if I didn't want to go outside.
Question to the audience :
By show of hands, how many here have at least played one game on their phone?
Gaming used to be console-based or you had to play in one sitting. Now, you can play by hand anywhere.
Here's an example of a mobile game's tournament and why it's crucial to gaming of the past.
Free-To-Play has been a big concept of gaming in recent years.
Battle Royale, a free-for-all game mode you can play with friends where you survive and try to be the last person or team.
Whether gaming was pixelated or it becomes closer to reality, fun is fun.
First … How Gaming has changed since it become a form of entertainment.
Next … What gaming was like for me as a kid and using games I played.
Finally … How far has gaming really come as a concept of fun.
Every country is affected by gaming in some way
Video Game History Timeline. (2016, March 24). Retrieved from https://www.museumofplay.org/about/icheg/video-game-history/timeline
Sony Officially Ends PS2 'Aftercare Clinic' Service. (2018, September 04). Retrieved from https://www.gameshedge.com/sony-officially-ends-ps2-aftercare-clinic-service/
Rougeau, M. (2015, March 31). The original Xbox was almost a free console for 'casual' gamers. Retrieved from https://www.techradar.com/news/gaming/consoles/the-original-xbox-was-almost-a-free-console-for-casual-gamers-1289925
(n.d.). Retrieved from https://accessyoutube.org.uk/PS1 VS PS2 VS PS3 VS PS4 Graphics Comparison FIFA
Gabriel, Olmeda, J., Shawn, Vaillancourt, R., Volpe, J., Hoctor, D., . . . Mercedes. (2019, February 27). Playstation 2 PS2 used Memory Card 8MB. Retrieved from https://www.lukiegames.com/Used-Playstation-2-PS2-Memory-8MB.html
Clans, C. O. (2019, February 13). Clash of Clans World Championship 2019 ($1,000,000 Prize Pool!). Retrieved from https://www.youtube.com/watch?v=GJIesSUxkns
Christiansen, D. (2019, March 07). Fortnite: Battle Royale Becomes The Undisputed King Of Games! Retrieved from https://www.dogonews.com/2018/4/27/fortnite-battle-royale-becomes-the-undisputed-king-of-games
Challenges of Free-to-Play: No Money, No Problem. (n.d.). Retrieved from https://schedule.sxsw.com/2015/events/event_IAP43008
Kuo, A., Hiler, J. L., & Lutz, R. J. (2017). From Super Mario to Skyrim: A framework for the evolution of video game consumption. Journal of Consumer Behaviour, 16(2), 101–120. https://doi-org.db02.linccweb.org/10.1002/cb.1620
Joeckel, S., & Bowman, N. D. (2012). Graphics and gratification: Exploring the link between technology and enjoyment in video games. Journal of Gaming & Virtual Worlds, 4(1), 25–43. https://doi-org.db02.linccweb.org/10.1386/jgvw.4.1.25pass:[_]1
Green, G., & Kaufman, J. C. (2015). Video Games and Creativity. Amsterdam: Academic Press. Retrieved from http://db02.linccweb.org/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=nlebk&AN=1048863&site=ehost-live