2. Thesis statement
• Video games have rapidly taken a foothold in
society and have grown into a full fledged
industry
3. Personal Relevance
• I have a passion for video games
• Intrigued by the evolution of video games
• Career in video game design
4. Audience
• Technology has integrated into society
• Has grown exponentially
• More tech savvy
• Release stress
5. What is video game?
• Game console
• Controller
• Visual screen
• “Conflict- against an opponent or circumstances” (Wolf
3)
• “Rules- determining what can and cannot be done and
when” (Wolf 3)
• “Player ability- such as skill, strategy, or luck” (Wolf 3)
• “Valued outcome- such as winning vs. losing, or the
attaining of the highest score or fastest time for
completing of a task” (Wolf 3)
39. Industry facts
1 U.S. video game software sales grew 22.9%
2 68% of American homes play video games
3 Average gamer is 35 years old
4 Average age of game purchase is 39 years old
5 40% of all game players are women
40. Industry facts
1 25% of gamers are over 50 years old
2 37% of head households play games on a
wireless device
3 84% of games sold were rated E, T and E10+
4 92% of game players under the age of 18
report that their parents are there when a
game is purchase
5 63% of parents believe games are positive for
children
41. Conclusion
• Video game industries are changing the life
styles of society. Video games are evolving so
fast that it has become part of our daily lives.
In the future, video games will be so
sophisticated that we’ll think of it more than
entertainment purposes, but we’ll use it for
everything such as jobs, schools, and the
government.
61. Which console sold the most?
A. Wii
B. PlayStation 2
C. Xbox 360
D. Nintendo Entertainment System
62. Works Cited
• Gershenfeld, Alan, Mark Loparco, and Cecilia Barajas. Game Plan: the Insider's Guide to
Breaking in and Succeeding in the Computer and Video Game Business. New York: St. Martin's
Griffin, 2003. Print.
• Kent, Steve L. The Ultimate History of Video Games: from Pong to Pokémon and beyond : the
Story behind the Craze That Touched Our Lives and Changed the World. New York: Three
Rivers, 2001. Print.
• Wolf, Mark J. P. The Video Game Explosion: a History from PONG to Playstation and beyond.
Westport, Conn.: Greenwood, 2008. Print.
• DeMaria, Rusel, and Johnny L. Wilson. High Score!: The Illustrated History of Electronic
Games. New York [u.a.: McGraw-Hill/Osborne, 2004. Print.
• Espejo, Roman. Video Games. San Diego: Greenhaven, 2003. Print.
• Loguidice, Bill, and Matt Barton. Vintage Games: an Insider Look at the History of Grand Theft
Auto, Super Mario, and the Most Influential Games of All Time. Boston: Focal/Elsevier, 2009.
Print.
• Dille, Flint. The Ultimate Guide to Video Game Writing and Design. Los Angeles: Lone Eagle,
2007. Print.
63. Works Cited
• Gee, James Paul. What Video Games Have to Teach Us about Learning and Literacy. New York: Palgrave Macmillan, 2007.
Print.
• Stang, Bendik, Erik Hoftun, and Jorgen Kirksaeter. The Book of Games: the Ultimate Reference to Videogames. Gamexplore
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