Atari 2600 Essays

  • Atari 2600 Gamers Remain So Loyal Essay

    535 Words  | 3 Pages

    Order 4 Why Atari 2600 Gamers Remain So Loyal Recently we’ve seen an influx of video game companies packaging old systems in new ways, bringing along a wave of nostalgia-buying from gamers who fell in love with those systems back in the day and are perhaps tired of the complexity of modern games. In truth, the original home video game system that broke through on a widespread basis was the Atari 2600. It became popular in the 1980’s and enjoyed several years of dominance before heavy competition

  • Taking A Look At Atari Games Inc

    751 Words  | 4 Pages

    Atari is a corporate and brand name owned by several entities since its inception in 1972, currently by Atari Interactive, a subsidiary of the French publisher Atari, SA (ASA). The original Atari. founded in 1972 by Nolan Bushnell and Ted Dabney was a pioneer in arcade games, home video game consoles, and home computers. The company's product like the Atari 2600, helped define the electronic entertainment industry from the 1970 to 1980. In 1984, the original Atari . was split due to its role in the

  • The Odyssey: The First Commercial Video Game Consoles

    340 Words  | 2 Pages

    first commercial video game console created in 1972 it allowed you to play 12 games three years later in 1975 Atari released a home version of the successful game pong it was unique as it showed an onscreen score and in game sound from here game consoles began to take off with the later release in 1977 of the Atari 2600 which used game cartridges that allowed for multiple games the Atari 2600 became a big hit. Later in 1980 Mattel released the intellivision and the console wars began, the intellivison

  • Video Games History

    746 Words  | 3 Pages

    compact disc or a cartridge. When Atari first introduced the game Pong in the early 1970s, it was an immediate hit. People would use their joystick to control a slide that bounced

  • Brown Box History

    1187 Words  | 5 Pages

    a new idea that became the most efficient and expensive way to play games, the arcade. The first arcade game was made by the people of Atari that played a simple game of tennis against a computer or a friend, the world came to know it as Pong, it was so popular that the game would end up breaking because so many people would play it(Museum of play.org,2016). Atari began to sell the first real electronic video game Pong, and arcade machines began emerging in bars, bowling alleys

  • Video Game Industry Crash

    860 Words  | 4 Pages

    1972. In 1976, a company called Atari released a home version of Pong. Atari was the first company to pioneer in home consoles, home game cartridges, and computers. At one point, this company was the fastest growing business in the United States of all time, and was worth over two billion dollars. Atari was extremely successful until 1983, when the video game market crashed, due to crudely made

  • Video Games History Research Paper

    974 Words  | 4 Pages

    released two new iterations of the Odyssey through the Magnavox Odyssey 100 and 200. Over the next couple years Magnavox put out new consoles frequently with only slight improvements over their predecessors. At around the same time Atari released it highly praised Atari 2600, securing the companies place in videogame history. A new company joined the scene in 1976 by the name of Coleco, here was the first ever use of color for home consoles and varying difficulty levels. Things continued like this for

  • Video Gamestop Research Paper

    983 Words  | 4 Pages

    continued to grow with the eventual releases of games like Space Invaders in 1978, Pac-Man in 1980, Donkey Kong in 1981, Super Mario Bros. in 1985, and many more. The video game industry faced a crash in 1983 caused in large part by the failure of the Atari 2600, (newyorker) but was resurrected with the release of Nintendo’s Famicom – the Nintendo Entertainment System in the United States. Nintendo continued to succeed in the 80s and 90s with other companies like Sony and Sega also contributing to the video

  • The Video Game Industry: Gender Stereotypes

    2026 Words  | 9 Pages

    The introduction of video games in the homes of americans set new waves of entertainment that would continue to entertain us to this day, 45 years into the future. With the introduction to such an infamous piece of technology in our lives, there are bound to be some controversies down the line, one of which is the way the advertisement industry portrays the gender stereotypes created after the several events in the rich gaming history. As the introduction of video games arose, so did the advertising

  • How Do Video Games Represent Art?

    1872 Words  | 8 Pages

    With the advent of video games, the world was exposed to not only a new form of entertainment, but a new form of art as well. As is the case when new mediums are born, there are always innovators, copy cats, and purists to which that medium is paramount to. Video games have risen to become a shining example of this. In the beginning, these electronic gaming consoles were nothing but small pixels on a tiny screen. But as technology has gradually advanced, so too, has the ability of developers to create

  • Research Paper On The Great American Video Game Crash Of 2008

    669 Words  | 3 Pages

    sure they emphasize on their testing and development on their game before they release it. In 1986 Nintendo’s president Hiroshi Yamauchi said that “Atari collapsed because they gave too much freedom to third-party developers and the market was swamped with rubbish games”. Although the collapse of the video game industry in 1983 was not just an Atari problem, this statement sums up pretty perfectly what led to the industry’s demise. In order to avoid making this same mistake Nintendo produced fewer

  • Killing The Big Video Game Industry Analysis

    1134 Words  | 5 Pages

    In “Big Game Studios are Killing the Video Game Industry,” Dann Albright calls out big video game developers for consistently failing to cater to their target market. Instead of making great games with a high replay value, these developers create games with several bugs and micro-transactions, while simultaneously serving countless injustices to their employees. Albright states, “It’s clear that major game studios have a big problem with their relationship with gamers,” and “indie studios are leading

  • Oligopoly Paper

    1040 Words  | 5 Pages

    George Walker (25010673) In 1972 the first commercial home video game console was released, The Magnavox Odyssey designed by Ralph H. Baer starting the Home TV Game Market (Baer, 2014). Since then, generations upon generations of new consoles have been brought to a growing market now worth $91.5 billion that is projected to reach $107 billion in 2017 (Newzoo). The gaming industry produces profits through two main sources, hardware and software. Hardware comprises of mostly console sales themselves

  • Technology's Impact On The Gaming Industry In The 1970/1980s

    519 Words  | 3 Pages

    Introduction Gaming Technology is constantly evolving and has come a long way since becoming mainstream in the 1970/1980s. Technology that would have been unthinkable back then are possible in today’s generation of technology. To this date there is Eight generations of game consoles all which have made a huge impact on Game Technology. PC gaming also holds a large market share in Asia and Europe, growing everyday due to Digital Distribution. Through this report I’ll be discussing two elements which

  • Swot Analysis Of Activision Blizzard

    1942 Words  | 8 Pages

    Strengths: The video entertainment industry has been becoming increasingly more popular, and the video games that Activision Blizzard Inc. publish are no exception. In an annual report done by Entertainment Software Association, who surveyed 4,000 randomly selected households nationwide, it was found that 63% of households in the U.S. are home to at least one frequent gamer. In other words, there is no shortage of consumers in the market for Activision Blizzard to market their products to. However

  • What Is Gamego's Primary Demographic

    320 Words  | 2 Pages

    Demographic GameGo’s primary demographic are game-playing households with income levels of $30,000 and up, which includes a market of 170 million American consumers (Newzoo, 2015). These households own an average of three or more gaming consoles and spend a large percentage of their disposable income on hardware, software and peripherals. In addition, our initial users should consume more than 23 hours of media per week – making them an ideal consumer for GameGo’s services. Based on Facebook’s entertainment

  • Business Analysis: Gamestop

    1014 Words  | 5 Pages

    Back in 1984, GameStop was not initially a video game retailer. The original name was called Babbage Inc. from Dallas, Texas. With the rise of video games becoming a popular past time hobby for Americans, the company grew financially well. The name GameStop did not appear until 1996, where they expanded across the United States and even have a few stores in Buffalo, New York. However, due to the rise of competitors and advancements in technology, GameStop has steadily gone down from both a revenue

  • Gamestop Executive Summary

    957 Words  | 4 Pages

    GameStop is a leading retailer in the video gaming industry. Founded in June of 2000, GameStop offers customers the most popular and in-demand games, gaming consoles, and accessories. In addition to the newest models and software, GameStop offers store credit and cash for used game trade-ins, where they then upsell in store to customers. This business model has carried GameStop through the years, and sets it apart from its competitors. With over 7,000 locations, GameStop’s services are available

  • James Halliday Ready Player One Analysis

    380 Words  | 2 Pages

    In the book Ready Player One, a character by the name of James Halliday created a virtual reality game known as the OASIS. Halliday makes references to various eighties arcade games. His obsession with the eighties and nineties is what made Halliday stuck in the past. While eighties and nineties games are indeed incredible and helped to set the blueprints of the video games of today, Halliday seems to neglect the influential titles of the modern age. There are no references to modern video games

  • Video Games: The Entertainment Software Rating Board

    1167 Words  | 5 Pages

    Video games are such a diverse subject but can actually be sorted very easily grouped. They can be grouped by what the subject matter that the game is about. Video games can also be grouped together by their ESRB rating, which is the Entertainment Software Rating Board. This is where the massive separation of video games begins, but there is a bigger split in groups of video games and that is the genres. Even though video games have a wide range of subjects and ratings they will always be classified