Preview

The Devil Finds Work for Idle Hands

Good Essays
Open Document
Open Document
1257 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
The Devil Finds Work for Idle Hands
The Devil Finds Work for Idle Hands

What comes to mind when someone mentions video games? A lot of people will think of a waste of time or a device for creating lazy children. That very well may be in a lot of cases, but from a different point of view, video games have very important uses. Instead of creating lazy children, they eliminate boredom for them. We all know what types of activities children find when they are bored. There is also a huge job market in video games ranging from programming to sales. It seems they have something for everyone, and in my presentation I try to convey how the video game industry became the big dollar industry it is today. The history really begins in 1889 when the Marufuku Company was established to manufacture and distribute Japanese playing cards. This may not seem relevant until 1951 when they change their name to Nintendo Playing Cards. Three years later, David Rosen, a US Korean War veteran, sees the popularity of coin-operated games on military bases and starts Service Games. SEGA is put on all the games using the first two letters of Service and Games. In 1972, a computer programmer named Nolan Bushnell starts a video game company called Atari. Atari's first game release is "Pong", a very simple tennis game. Pong is a huge hit and sets up Atari for many arcade games to come. Bushnell decides to sell Atari to Warner Communications for $28 million in 1976. He remained chairman of the board. In 1977 Atari opens Pizza Time Theatre featuring robotic animals, electronic games, food, and a mascot by the name of Chuck E. Cheese. That same year Atari releases its first programmable game system, Atari 2600 for $249. 1977 seemed to be a great year for Atari, but still the very next year Bushnell leaves Atari to take over Pizza Time Theatre. Atari began to sell computers to compete with Apple that year, but everyone considered Atari as only a video game company. Coleco releases the Colecovision in 1982.

You May Also Find These Documents Helpful

  • Satisfactory Essays

    History of Nintendo

    • 521 Words
    • 3 Pages

    Nintendo’s founder was a Japanese man called Fusajiro Yamauchi who set up the company in 1889 in Kyoto, Japan under the name of “Nintendo Koppai”. It was established for the production of Hanafuda which were a type of handmade playing cards. These cards were of great quality as they were made out of the bark from mulberry trees which made them a huge hit in Japan and started Nintendo’s road to success.…

    • 521 Words
    • 3 Pages
    Satisfactory Essays
  • Good Essays

    MGT5015 Term Paper

    • 6822 Words
    • 19 Pages

    The video game industry is a billion dollar market that has revolutionized American culture. Since 1947 with the invention of the first electronic game called the Cathode-Ray Tube Amusement Device (Cohen, 2012), video games has become an American phenomenon and coupled with decades of technological innovations and a changing society, today, there are more than 100 million games making the video game industry approximately $67 billion a year (Gaudiosi, 2012). Once considered harmless fun, video games increased exponentially in popularity and became very much part of America pop culture.…

    • 6822 Words
    • 19 Pages
    Good Essays
  • Better Essays

    Jane McGonigal describes the positive impacts that video games have on individuals in her essay “Becoming Part of Something Bigger.” McGonigal’s purpose is to argue that video games are beneficial and help people find meaning in their life. Her attempt to reveal this is rather weak as a result of a saturation of an appeal to pathos and a lack of an appeal to logos. She induces an emotional tone and backs up her claims with quotes from experts in order to reveal to her readers that video games serve a greater purpose than most people believe.…

    • 985 Words
    • 4 Pages
    Better Essays
  • Good Essays

    Marc Prensky introduces the positive effects of playing computer games for children. His main argument is that games are powerful but also engaging tools for learning skills essential in everyday situations. Mark Prensky quotes a book called Got Game: How the Gamer Generation is Reshaping Business Forever in which the author John C. Beck describes the qualities of gamers and why gamers are better business…

    • 901 Words
    • 4 Pages
    Good Essays
  • Good Essays

    Jane Mcgonigal is a highly respected speaker and a consultant best known for her open mind about the promise and utility of video games. She is a game developer who partners with real-world organizations to design games that explore the idea of real-world problems. Jane also serves as Director of Games Research and Development at the Institute for the Future. By having such a specific background, naturally, Mcgonigal tends to focus on the positive side of video games and how they can help save the world. Dave Larsen, however, does not seem to be as qualified for the specific topic. Larsen graduated from Boston University, College of Communication, where he wrote for his college paper. He has served as a film critic and a pop music critic but currently covers high-technology, research industry and consumer electronics for the Dayton Daily News. By having such a broad background Larsen tends to focus on the more obvious troubles with video games. Seeing how diverse the backgrounds of these two authors are, one can recognize why they disagree on their take on video…

    • 820 Words
    • 4 Pages
    Good Essays
  • Better Essays

    Pac Man Research Paper

    • 1800 Words
    • 8 Pages

    Computer Space, Nutting Associates 1971: this was the first ever commercial arcade video game which was released by the Nutting Associates in 1971. This game comprised of a simple design which had a 13" GE television built inside a fibre glass cabinet.…

    • 1800 Words
    • 8 Pages
    Better Essays
  • Powerful Essays

    History in the 80s

    • 2080 Words
    • 9 Pages

    Soon, Nintendo kicked off the home video game console era (after a failed start by Atari) and toys were not only complex, but incredibly expensive.…

    • 2080 Words
    • 9 Pages
    Powerful Essays
  • Satisfactory Essays

    Is Gaming Harmful?

    • 584 Words
    • 3 Pages

    Video and computer games, like many popular, entertaining and addicting kid activities, are looked down on by many parents as time wasters, but why?, is it because they are harmful?, or is it simply because they are spending too much time on them instead of studying. Both have many good arguments, but I am going to write about the one in which I feel are most valid.…

    • 584 Words
    • 3 Pages
    Satisfactory Essays
  • Satisfactory Essays

    Collaterall Learning

    • 635 Words
    • 2 Pages

    The essay “Why Games Are Good for You” written by Steven Johnson, was written not to say that video games are any better or worse than reading books, but simply to clear the delusion that video games are a interruption to people who play them. For…

    • 635 Words
    • 2 Pages
    Satisfactory Essays
  • Better Essays

    Is Reality broken?

    • 1175 Words
    • 3 Pages

    Jane McGonigal, a game designer, became known for location-based and alternate reality games. Her first book; “Reality Is Broken: Why Games Make Us Better and How They Can Change the World” CITATION Jan11 \l 1033 (McGonigal), was published in 2011. Jane argues that games contribute powerfully to human happiness and stimulation, a sense of purpose and the augmentation of community. I believe the main thesis in this essay is that gaming is a powerful activity; games can improve our social skills and problem solving skills. They also pose potential threats as time-consuming game play may develop into addiction, in serious cases; job loss and relationships are at risk.…

    • 1175 Words
    • 3 Pages
    Better Essays
  • Good Essays

    In Linda Bernstein’s informative article “Gaming the Console” she presents both sides to the ongoing debate about the possible consequences associated with playing video games. Some experts have concluded that gaming leads to negative outcomes such as an increase in violent behavior, or a decrease in academic and social skills. On the other hand, there is a belief that some video games can have positive educational and physical benefits. Bernstein touches on all of these aspects of gaming and leaves the ultimate decision up to the reader to form his or her own opinion on the matter. Throughout the article, there are three images displayed that effectively support the text and help develop the arguments presented.…

    • 727 Words
    • 3 Pages
    Good Essays
  • Good Essays

    Kurt Squire, a writer for “Game Studios”, in his article “Cultural Framing of Computer/Video Games”(2002) explores the role of video game in society that proposes that video games are the next generation of media with a variety of uses. He focuses on the history of games-media and compares the platform to other media such as film and television, in order to counter arguments critical of games, then he explores the beneficial implementation of games for learning purposes by providing evidence supporting games as learning tools. Squire develops this evidence in order to persuade the audience to favor video and computer games as a “next-generation” social tool. Squire seems to intend his audience to be either business or media leaders by presenting…

    • 172 Words
    • 1 Page
    Good Essays
  • Better Essays

    There is no denial that Video Games play a big role in modern society. It is a fun and enjoyable activities which millions of people practice every day. The gaming industry is one of the fastest industry in the last decade and the attraction of video games toward the public is growing more and more powerful. According to Gartner, an economic research term, global video game sales reached $111.1 billion in 2015. In 2013, computer and video game companies posted strong overall sales in the United States, with revenues exceeding $21 billion as entertainment software companies delivered well-paying jobs and revenue to state and local economies across the nation. (Meulen, R. V., & Riverra, J. (2013, October 29). Gartner Says Worldwide Video Game…

    • 1005 Words
    • 5 Pages
    Better Essays
  • Good Essays

    Video games not only help people learn and think in different ways, they also help branch off new ideas of social interaction. Video games show that becoming a creator/ inventor can be an attainable goal for youth that have been told otherwise. Games and the internet have created a better complex society that explores different individuals mindsets and creates a sense of inclusion.Without the creation of video games, many of the opportunities discussed could cease to exist. Video games show that people aren't alike and that their differences can be what helps a society strive and…

    • 683 Words
    • 3 Pages
    Good Essays
  • Powerful Essays

    Video Games History

    • 2600 Words
    • 11 Pages

    Engineers at a New Hampshire based defense contractor, Sanders Associates, developed the first video game. It was created by Ralph Baer who was the manager of equipment design at Sanders Associates. In August 1966 when he came up with the idea of making a game for a television set. In 1967 employee Bill Rusch, assigned to the project, proposed a new game in which the hardwired logic circuit projected a spot flying across the screen. Originally the object of the game was for players to catch the spot with manually controlled dots. Over time, the players' dots evolved into paddles and the game became ping pong. Baer tried to find a buyer for his invention but had trouble finding interested parties. Finally in 1971 he struck a deal with…

    • 2600 Words
    • 11 Pages
    Powerful Essays