Professional Documents
Culture Documents
Y
Professor RaYmond
uwRT
1103
4 November 2015
1.
n' pag'
,MITHSONIAN MAGAZINEMaT'2A12:
Tucker, Abigail. "The Art of video Games."
i,'l" l
web.5Nov.2015.
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(Tucker)
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of video Games"'
at the Smithsonian caued "The Art
This articre talks about an exhibition done
iourt decision that video games are considered an
which happened to.oirrrio. with the srpr.*.
view on video
and how it reflects the change of
art form. one of the Supreme court decision
garnes?thusgivingvideogamesFirstamendmentrights'Theideathatthevideogamesthatate
in the article it talks
time when it was made, for example
created reflects tt *.rrtuiity of the
"
aboutavideogamecalledMissileCommandwhichwasmadeduringthetimeoftheColdWar'
court decision and not specific
The weakness of this article is that
partsofit.Iwouldusethesourcetobranchoutonanewtopicabouthowvideogameswere
,riewed over the time theY existed'
games
;ffi'ffix;;"ffi*;;;;;''phereandopinionofvideogameswhichisjustas
as well'
games
important as the ptrysical change in the
r
2.
The
(Kent)
we
the information
Thisbooktalksaboutthehistoryofvideogames,themajormilestonesinthehistoryandthe
;o*r"" i*-tt x ii has almost of
to
strengtti;i*hi,
the
them.
nut o ,,,uJ"
be too much information
designers
our project.
would need to comprete
Irr^;;rk".ss
go through'
lprobablyry}i}ngtuse---t-bl!qg-ulgginmyprojectbecauseitwouldtakealongtimetogothrough
I"ri.. *a find the same information'
all the
i,ro.,o*tioffiffiiiail;#
-c.ntit",
EtTects of
and David A' walsh' "The
Linder,
Ruh
Jennifer
paul J. Lynch,
Dougras A.,
Behaviors, and school
Adolescent Hostility, Aggressive
on
Habits
Game
video
violent
Performance.,,JournalofAdolescence2T.l(200a):5-T2.ScienceDirect,Web'5Nov.
201 5.
:,
1Gentile,
P$&
LindelrW al sh)
increased aggresstve
violent video garnes and
of
play
the
between
weil
link
children in the studv as
This joumal is about the
t'uuit'
gu*t
They ,tudi;;il;;id;"
used eiehth and ninth
behavior rro*
"hildr"n.
oluaolescerrt'vid."
monitorirrg
experiment with factual
as the rever of parental
is strong d""ut"" it is an
Thil
video games
grade studenrs t, ifr" ,ira,.
oiirre increasingly violent
.ri..tr
ur,rr.
informrri"r,;;;;i
is that it only
data driven results and
games' rrtittt"*tts' weakness
o;;i;;"
lrrr"rrtioi
the
that have .rol,,ed since
of ages'
age and not a wide range
younger
a
of
covers individuals
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r
4.
-2011." Hongkiatcoffi.N.p.,
(Poh)
This source gives a timeline of all the video game consoles created. It does not describe every
single console, however it does give a picture of every console that it talks about. There are a few
paragraphs spread throughout the timeline where there are major milestones in the timeline. This
sources strengths are that it gives many pictures that we could use in our presentation, but it's
weakness lies in lack of information for most of the consoles.
"Video Game History Timeline." Video Game History Timeline. N.p., n.d. Web. 05 Nov. 2015.
("Video Game History Timeline.")
This source actually shows the invention of video games and not video game consoles farther
back, and gives information on a lot of the earlier created games that lead up to the first consoles.
This is a huge source to find and gives a lot of information; it is exactly what we need for our
project. It's only weakness is the small amount of information for each slide that is in the
timeline.
I plan on using this in our presentation because it gives a great timeline of the history of video
games as well as the build up to the current video game era.
6.
T&nous, Jim.
17
- TekRewe." TekRevue'N'p''
*The Best_sening video Game consores of Arl Time
(Tanous)
console of all time
funancial dala s;lch as best se*ing
varylng
on
of,charts
rot
a
has
This source
prrtrrr*. gesides rhurtr there is also varying
ortrr"
ru?*"r,
orieinar
at
presentation' The
and most gro*.i*g
tt ut iorrto,oiro be used in our
.rrr-tr
*rexplains
that
weakness
arnounts of information
of financial information, and the
there
that
is
this
of
from'
sffengths
information
uf;oor--*t .re the author got the
there are no links that I can ,""
;o;**
*";ffi;;*"
**"
is that
statistics' and
the charts'
in the presentation because of
am-goigg-1g--upS"this source
veriff the information that the
the charts' Rs tong as I can
I think that I
important informatiofi;;ri"i*"*
author is using.
7.
,,22 charts
Games
ProConorg Headlines'N'p"
('22
Charts
&
GraPhs
"
Games - Procon'org'"
Nov' 2015'
"'")
from.sam.l demographics,
and information about everything
This source gives varying graphs
is that it could be used in
ri**rn
g"opilJ'ii-r
r"na
"rmir
financials, to vortnliorrlJ,
children' Another
about aggressive behavior and
sources
other
the
of
one
the
correlation with
one of the only weaknesses is
f"'
*o**"*
fU
*
*t
i,
"hars'
charts'
streryth
information for the saphs and
and additi-onar
ttrat there are no explanations
*,ir.
*'*Jil
'il;;" d,;
""'*
video games
other sources about the ri,k between
with
works
it
because
I wourd use this source
that I could look through and
and there are also many
behavior,
aggressive
and increased
'o""t'
use myself.
r
,
8.
Bishop, Todd. "Future of Video Games: 5 Crazy Predictions from an Industry Veteran GeekWire." GeekWire. N.p., 22 Oct. 2014. Web. 05 Nov" 2015.
(Bishop)
This is an online article about the predictions made by a CEO about some future developments
gaming. I chose to look into this area because not only is it important to look into the past of
gaming, but to look to the future and where it is headed. The strength of the article lies in its
direct link to an actual event where the CEO talked. However it's weakness is that it does look
into and discuss the topics that are mentioned.
of
I Uggld.ps-.-lhis
9.
Risen. Tom. "The Future of Video Games." LIS News. U.S.News & World Report, 23Mar.2015.
Web.05 Nov.2015.
(Risen)
It talk
games arc golng to go next'
video
where
more
u.s. News tarks
This online article from
with more complex
and crowdfunding, along
advanc"a
more
about virtual rearity,
side rather than about
the busines* und t".hrrology
about
more
talks
it
storyrines. so in urr*e
in the field' instead of
information from a professionut
th1
from
comes
new games. Its stength
that could be used in ttrc
a rot of infonnation
contains
It
person.
information to
just some opinion oiu raodo*
use s,me graphs and specific
courd
it
that
is
weakness
presentation. This *o*.",
about'
Lucf uP what it is talking
$ffir*
a totally video
1wj[usethisarticlein.thisr,:,.l,:nbecauseitworkswiththeothersourceaboutthefuture
of video games rather than
future
the
of
nie*
games and offers a business
of video
game focused future'
10.
p,
I
s
c
Than
Games on Mobile Devices
,'Kids These Days would Rathet Play Video
Quirk, Mary Beth.
Nov' 2015'
24 Sept' 2015'Web' 05
N'p"
Consumerisr'
On PCs, Consoles'"
(Quirk)
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