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1.

Introduction (Daniel):
A video game is an electronic game that involves human interaction with a user i
nterface to generate visual feedback on a video device. The electronic systems u
sed to play video games are known as platforms; examples of these are personal c
omputers and video game consoles. These platforms range from large mainframe com
puters to small handheld devices. Specialized video games such as arcade games,
while previously common, have gradually declined in use.
The input device used for games, a game controller, varies across platforms. Com
mon controllers include gamepads, mouses, keyboards, joysticks and the touchscre
ens of mobile devices. In addition to video and (in most cases) audio feedback,
some games include haptic, vibration or force feedback peripherals.
2. Evolution of Consoles (Bragian) :
(Imagen Adjunta)
3. Evolution of Video Games
(Video Adjunto)
4. Genres of Video Games (Roberto, Jose, Alvaro):
There are too many genres, list them all will take us hours and hours, so here w
e are going to explain the most popular ones:
Figthing Games: Fighting games emphasize one-on-one combat between two character
s, one of which may be computer controlled. These games are usually played by li
nking together long chains of button presses on the controller to use physical a
ttacks to fight. Combat is always one-on-one. This genre first appeared in 1976
with the release of Sega's Heavyweight Boxing and later became a phenomenon, par
ticularly in the arcades, with the release of Street Fighter II.
MOBA: Multiplayer online battle arena (MOBA) is a subgenre of the real-time stra
tegy (RTS) genre of video games, in which often two teams of players compete wit
h each other in discrete games, with each player controlling a single character
through an RTS-style interface. It differs from traditional RTS games in that th
ere is no unit construction and players control just one character. The genre em
phasizes cooperative team-play; players select and control one "hero". The objec
tive is to destroy the opponents' main structure with the assistance of periodic
ally spawned computer-controlled units that march towards the enemy's main struc
ture via paths referred to as "lanes". Notable examples include League of Legend
s and Smite.
Platform Games: These games involve travelling between platforms by jumping (ver
y occasionally other means are substituted for jumping, like swinging or bouncin
g, but these are considered variations on the same mechanic). Other traditional
elements include running and climbing ladders and ledges. Platformers frequently
borrow elements from other genres like fighting and shooting (such as the Castl
evania series, which features role-playing elements). The most popular titles of
this genre of games are iconics mascots of some companies, such as Donkey Kong,
Sonic the Hedgehog, Mario, Megaman, etc.
FPS: First-person shooter video games, commonly known as FPSs, emphasize shootin
g and combat from the perspective of the character controlled by the player. Thi
s perspective is meant to give the player the feeling of "being there", and allo
ws the player to focus on aiming. Most FPSs are very fast-paced and require quic

k reflexes on high difficulty levels. The fast-paced and 3D elements required to


create an effective looking FPS made the genre technologically unattainable for
most consumer hardware systems until the early 1990s. Since the release of Doom
, most FPS games now have a multi-player feature to allow competition between mu
ltiple players.
Survival Horror: Survival horror games focus on fear and attempt to scare the pl
ayer via traditional horror fiction elements such as atmospherics, death, the un
dead, blood and gore. One crucial gameplay element in many of these games is the
low quantity of ammunition, or number of breakable melee weapons. A notable exa
mple is Silent Hill and Resident Evil.
RPG Games: Role-playing video games draw their gameplay from traditional role-pl
aying games like Dungeons & Dragons. Most of these games cast the player in the
role of one or more "adventurers" who specialize in specific skill sets (such as
melee combat or casting magic spells) while progressing through a predetermined
storyline. Many involve manoeuvring these character(s) through an overworld, us
ually populated with monsters, that allows access to more important game locatio
ns, such as towns, dungeons, and castles.
Sports Games: Sports are games that play competitively one team, containing or c
ontrolled by you, and another team that opposes you. This opposing team(s) can b
e controlled by other real life people or artificial intelligence.One of the bes
t selling series in this genre is the FIFA series.
Music Games: Music games most commonly challenge the player to follow sequences
of movement or develop specific rhythms. Some games require the player to input
rhythms by stepping with their feet on a dance pad, or using a device similar to
a specific musical instrument, like a replica drum set. Recently, music games s
uch as Guitar Hero, Rock Band and Just Dance have achieved huge popularity among
casual gamers.
5. Contributions (Alberto):
The computer and video game industry directly and indirectly employs more than 1
46,000 people in USA.
The global gaming industry was worth $67 billion in 2013 and is projected to gro
w to $82 billion by 2017.
Contrary to their reputation, many games have educational, physical, and psychol
ogical benefits for players. Games that use repetitive actions, such as the swin
ging of a bat or targeting a moving object, train the brain and muscles to perfo
rm better in real-life activities.
Video game brain training has the same effect as reading a book or riding a bike
when the brain is learning, thousands of new connections are being formed. The
addition of a reward system motivates players to continuously improve their skil
ls.

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