Mọi góp ý của bạn đều vô cùng đáng giá với chúng mình!
Mô tả chi tiết giúp tụi mình hỗ trợ bạn tốt hơn
Đính kèm hình ảnh sẽ giúp YouPass dễ hình dung hơn rất nhiều
Bạn có thể cung cấp tối đa 3 hình ảnh
Gửi góp ý
Luyện đề IELTS Reading cùng YouPass
[YouPass Collect] - Computer Games
[YouPass Collect] - Computer Games
It's not whether you win or lose, but how you play the game. In the age of computers, that statement takes on new meanings. A video game cannot ever really be defeated because, no matter how high the score, it is always the human who tires first or makes the fatal error. But millions of people continue to play, because microelectronic technology has enabled game designers to conveniently and inexpensively transform plain screens into playfields of extraordinary capability. At the same time, a multi-billion dollar industry has grown from very humble beginnings in just a few decades.
The technological roots of video games can be traced back to 1962, when an MIT (Massachusetts Institute of Technology) graduate student demonstrated Spacewar, a science-fiction fantasy game played
Profits proved to be just as elusive at Bushnell's company, Atari, where a rapidly growing market presence in coin-operated machines and home video required greater injections of capital
At that point, coin-operated video games seemed just another passing fad. But the introduction of Space Invaders, an arcade model produced by the Japanese manufacturer Taito, proved otherwise.
By this time, the same software improvements and technological advances (faster microprocessors and larger memories) that permitted designers to produce spectacular audio and visual effects for coin-operated machines
All of this, however, was too good to last. By late 1982, the public's fascination with arcade games had begun to slow down, and fewer potential best-sellers were
Until 1986, when Japan-based Nintendo introduced a more technologically sophisticated and user-friendly game console, the hardware side was also in disarray. But with tight control of software development
With change the only constant, the game industry has moved on to become what it is today. However, no matter what the technology or the format, the essence
Bài đọc giải thích cực kỳ chi tiết với YouPass
on
a
mainframe
computer
and
a
large
screen.
That game immediately attracted a wide cult following among computer buffs.
The next important step came in 1968, when a console was developed that could be used to play games on ordinary televisions.
But it was not until the early 1970s that a young University of Utah engineer brought the concept to the point that the adaptation of Spacewar from a large computer into a coin-operated format, for use in video game arcades, was becoming economically feasible.
Bushnell and his associates began working on such a machine in a converted bedroom workshop, but were unsuccessful.
What they ultimately developed instead was a simple tennis-like game that they named Pong.
Pong took the industry by storm and quickly became the first coin-operated video game hit.
And soon thereafter, commercial Pong-style home video games also appeared.
Yet despite early enthusiasm, consumer interest in this area proved less sustained than had been anticipated, and as prices started to drop and losses mounted, most of the early manufacturers withdrew from the field.
and
more
professional
management
than
the
company
was
able
to
provide.
In 1976, the founders of Atari sold their share of the company for a sum that was only equivalent to their sales in that year.
With its vibrant graphics, it was so different from the previous black-and-white games that Space Invaders immediately captured public interest.
There soon followed a rush of popular video games that employed the same or better hardware and even more imaginative software.
Of these, Pac-Man (1980) was especially significant, because now females began to take an interest.
were
also
being
applied
to
home
video
units.
It was thus only a short while before the programmable consoles that had been unpopular for lack of software suddenly began to sell in large numbers: consumers had discovered that they could finally play a reasonable version of their favorite arcade games in the comfort of their own home.
The impact on Atari was astounding.
Unprofitable for the first three years, Atari had, by the end of 1979, become a success.
By either self-designing or licensing the most popular arcade concepts for cartridge format for use at home, the company had captured some 80 percent of the worldwide market for home video games.
becoming
available
for
conversion
to
cartridges
that
could
be
used
on
an
Atari
machine.
At the same time, the market was flooded with illegal software of all types.
It was thus not until the late 1980s that the unstructured nature of the industry, at least on the software side, had stabilized and become restructured in a manner similar, in many respects, to the book publishing business.
and
marketing,
Nintendo
was
able
to
revive
and
then
capture
up
to
80
percent
of
a
once-again
booming
market
in
which
no
significant
competition
appeared
until
the
early
1990s.
By that point, the annual operating profits of Nintendo had already grown to over $1 billion - an amount exceeding the 1991 profits of all the major Hollywood film studios combined.
In 1999, sales of game hardware and software, led by Playstation, were equal in size (around $57 billion) to US domestic box office revenue.
of
a
successful
game
will
always
be
the
same:
it
is
simple
to
understand
and
to
play
on
an
elementary
level,
but
it
is
compulsive
and
maddeningly
difficult
-
in
fact,
forever
impossible
to
master
fully.
Spacewar was unpopular at first.
8 Bushnell and his team failed to create a coin-operated version of Spacewar.
9 From the beginning, the home video game market has been commercially successful.
10 Atari was successful for the first time in 1979.
11 Video arcade game usage continued strongly in the 1980s.
12 The time taken to produce a video game can be compared to producing a book.
13 The qualities needed for a video game to become successful have been researched thoroughly.