A look at the innovation seen within the video game industry.
Written in 2007; 1,355 words; 6 sources; APA; $ 45.95
Paper Summary:
The paper discusses how video games and the video game industry have become as ubiquitous as any everyday gadget. The paper examines how many of the higher powered personal computers are purchased by "gamers" who want the fastest equipment, to power the latest cutting-edge games. The paper further examines how modern games are some of the most demanding on PC resources, so the latest hardware is often targeted at the sector that is most likely to purchase and make use of the latest features.
From the Paper:
"Although the video game actually started with the "boob-tube" or television, it has evolved into a completely rewarding and challenging tool. As a point of reference, video games and its historical innovations have been subdivided into seven generation: "First Generation, 1972 - 1977; Second Generation, 1977 - 1981 (Golden Age); Third Generation, 1981 - 1984 (Dark Ages); Fourth Generation, 1985 - 1989 (Post-Crash - 8-bit era); Fifth Generation, 1989 - 1995 (16-bit era); Sixth Generation, 1995 - Present (32/64-bit era); and Seventh Generation, The Future. " "
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