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Date post: 08-Dec-2014
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This is a presentation by English language students about the history, development and popularity of some computer games.
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Cyber games industry History Development s Popularity
Transcript
Page 2: Games

History

The 1-st game is “Tennis for Two” October 18, 1958 was introduced.

“3D Monster Maze” 1981 was the first 3D game for a home computer

Next slide

Page 3: Games

History

The first popular video game LAN version was “Doom” in 1993.

Nowadays the most popular game is “World of war craft”.

• Come back

Page 4: Games

Developments• The 20th century, 70,80 years,

with the United States, Silicon Valley IT industry groups represented by the rise of new economic waves, at same time Cyber games has developed hugely.

• Also as technology has developed hugely let companies made a lot of fantastic games and advertising their games cards and confectionery, such as war craft, therefore they make a big group of players for war craft.

• Next slide

Page 5: Games

Developments• Nowadays the quality of

lives for people is better than before and cyber games can make people's lives more colorful.

• The games will be 3D and quality will much better than nowadays as well as the group of players will getting bigger.

• Come back

Page 6: Games

World Cyber Games ----------first Cyber Game Festival

• WCG is a a worldwide youth festival inaugurated in 2000 and held annually.

• The best gamers around the world gather into different cities to share the excitement and fun of the game tournaments.

• Next slide

Popularity

Page 7: Games

Popularity

• The WCG is a rapidly growing international Olympics in which nearly one million

 players complete against one  another for the title of world champion in separate events.

Next slide

Page 8: Games

Popularity

• The Slogan of WCG is: Beyond the Game,

• Which means it‘s not only about game, it's about something like glory and the spirit of competition.

Page 9: Games

conclusion• Many people believe that cyber

games is not only a kind of entertainment, has become a cultural phenomenon. Some of them think cyber gaming became a form of art.

• On the other hand it also felt a negative impact to society, especially harmful to young people's physical and mental health.

Page 10: Games

conclusion

• Nowadays cyber games have become

a commonly entertainment in people's lives.

Page 11: Games

Thank you for listening and watching

from :ChenChen Anuar

Dived


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