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Golden Era of Arcade Video Games

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Arcades were in their heyday in the 80’s and 90’s because they were a fresh experience. The extreme fall of the arcade may have been like economic bubbles. After the giant arcade phase of the late 90’s proprietors began seeing decline in returns. Arcades may have experienced an over-saturation in the late 90’s. The resulting loss in business resulted in many arcades closing shop and business. Nolan Bushnell created the arcade would be overstating it. Coin-operated machines had been popular in America. For decades by the time Nolan Bushnell got his start in the early ’70s. The pinball arcade had a storied (and notorious) spot in American history. It is also undeniable, but, that the video game arcade would not have happened without him. The video game arcade had its roots in 1971. The first sold, coin-operated video game was designed by Bushnell and Ted Dabney. Though considered a failure at the time, the game was revolutionary. It formed the foundations of a new industry.

Atari 2600

The Atari 2600 came bundled with two joysticks. A pair of paddle controllers and a game cartridge – Combat, later Pac-Man. Fairchild’s Channel F was Atari’s main competitor at launch. A machine that pre-dated the 2600 and was capable of handling Pong clones. It marked beginning of a long, illustrious, and world-changing career for Nolan Bushnell. In 1971, Computer Space looked anything but illustrious. The idea Nolan Bushnell’s that there would soon be arcades dedicated to video games. Bushnell and his ilk injected themselves to create the modern video game. Arcade, dates back a lot farther than the 1970s. This is a comparison cost and arcades did begin to become more expensive in the late 90’s. While the relative cost of home console gaming fell. Arcade games are video games, electro-mechanical games, pinball machines, redemption games, and merchandisers. In 1972, Atari founded by Nolan Bushnell. The godfather of gaming became first gaming company. They set the benchmark for a large-scale gaming community. Personal computers got cheaper. The technology allotted to those machines was increasing as well.

Lynx and Jaguar

Atari changed hands many times due to commercial failure of the Lynx and Jaguar. Atari merged with disk drive-maker JTS in 1996. the company became little more than a license holder for its software properties. The Atari brand sold to Hasbro for $5 million in 1998. Hasbro was in turn acquired by French holding company Infogrames in 2000. They had big plans to revitalise the Atari brand. The firm’s US arm was soon renamed Atari, Inc. The business it purchased from Hasbro became the separate corporate entity Atari Interactive.

Atari’s financial turmoil

“Arcade game” term is also, in recent times, used to refer to a video game. Arcade game adopting an isometric view, 2D graphics, scores, lives. It released on platforms such as XBLA or PC. Arcade gaming during 1966 and 1967 released electro-mechanical games. Periscope and Crown Special Soccer realeased during that period. Despite this, arcades remain popular in many parts of Asia as late as the early 2010s. 1940s to 1970s Introduction of a new type of arcade game video game was one of continued controversy. Growing attraction of games for young people, and innovation for the machines. 1980’s Pac-Man, most successful video arcade game of all time, released by Midway in the United States. It had most lasting effects on industry and the American psyche. One reason is the technology of home consoles and computers caught up to arcades.

Atari achieved a great deal in the arcade sector in its early years. Kickstarting video gaming as a medium with the unprecedented success was 1973’s Pong. It brought the home market in the years that followed. Yet, its impact on the console market was of greater significance. Atari’s financial turmoil led to parent company downfall. Warner Communications offloading a significant part of its assets to Commodore. Founder Jack Tramiel’s Tramel Technology split the company into two. Warner retained Atari’s arcade business. Later offloaded it to Namco – and Tramiel’s slice of the firm became known as Atari Corporation

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Entertainment

Case Studies About Women in The Gamification Equation

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The participation of females in gaming is rising. Female-led games do find an easier path to get covered, due to their novelty in the market. Reviews tend to almost as strong as male only games. You can find games with female heroes, such as the Tomb Raider or Portal series. But there aren’t enough female-led games with strong marketing budgets. To see if gamers are willing to pay attention to games that tell stories with women at the center. Women also play less than men about 77 minutes per day, on average, compared to 89 minutes.

Women play more casual or socially-oriented games. The study found that adult men are more likely to play console games than adult women on other platforms. But even in this area, the numbers are moving towards equality. in 2013, Nintendo reported that half of its users were women.

In 2015 another Pew study found that more American women (42%) than men (37%) owned video game consoles. In 2013, Variety reported that female participation increased with age. 61% of women and 57% of males aged 45 to 64 played games. A mid-2015 survey reported by UKIE indicates that 42% of UK gamers are female. Interactive Games & Entertainment Association (IGEA) made a survey. It says that women in Australia involve 46% of all gamers. Its figure has also remained stable for the past eight years.

Entertainment Software Association also made a survey. It shows that women players in the United States increased from 40% in 2010 to 48% in 2014. IGEA chief executive Ron Curry said – women gamers outnumbered men among 35 to 44 year olds. Women are getting freed up a bit at that stage of life. From other duties that they have and they’re starting to experience games. They’re starting to play with their kids.

Today, despite the dominant perception that most gamers are men. The ratio of female to male gamers is now balanced, mirroring the population at large. In 2012 a EEDAR survey found that almost 60% of female gamers played on mobile devices. 63% of these female mobile gamers played online multiplayer mobile games. In 2008, a Pew Internet & American Life Project study found that among teens. It says that 65% of men and 35% of women describe themselves as daily gamers. This trend found to be stronger in the younger age group. 48% of women in the United States report having played a video game. Only 6% identify as gamers, compared to 15% of men who identify as gamers. This rises to 9% among women aged 18–29, compared to 33% of men in that age group.

It’s a fact that primary shooting games dominated by male players. It’s particularly noting that the fastest growing segment in gaming is women over the age of 18. Half of female PC gamers in the U.S. consider themselves to be core or hardcore gamers. ESA survey shows that half of all gamers are women. Social games such as Farmville and Candy Crush are very popular with women. They make up the majority of users in many social games. Candy Crush, above, is one of the world’s most popular games, and it has more female players than male players.

The relationship between women and video games has changed now. It has received extensive academic, corporate, and social attention. Since the 1990s, female gamers have said to be as a minority. Now the industry surveys have shown that in time the gender ratio has become closer to equal. They’re getting familiar what an online game is, or casual social gaming. Among those employed in game development, women remain in the sizable minority. Its making up 19% of workers. Since the 2010s, females have to make up about half of all gamers.

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