Video Link> https://www.youtube.com/watch?v=Pwe-pA6TaZk&feature=youtu.be
Example Link> https://thisibelieve.org/themes/
In business and academia, you will encounter different cultures, gender identities, politics, religions, and traditions. We have glasses_400_clr_14372.pngdiscussed our cultural lenses and how we view the world. Our cultural lenses also determine our belief systems, but we need to remember that not everyone believes as we do. Sometimes we just agree to disagree and respect each others rights to our view of the world.
Write a two paragraph essay in which you explain a personal belief in a certain ideal, principle, or thing. What makes you believe in this thing or idea? How has this belief enriched your life?
November 29th, 1972, a day that, while unrecognized by many, hosts a certain event that revolutionized an industry that had hardly come out of the shadows at the time. Not only was that fateful Wednesday the introduction of the arcade cabinet PONG to the United States, it represented something much more than that, it represented the birth of an industry; the video game industry. Over decades, this industry has worked up the ranks, both economically and socially, valuing in at about $22 billion in the U.S.A. alone and generating many communities and social interactions between gamers both nation and world wide. While there is no doubt that this industry has stabilized itself as a staple in American culture and is continuing to do so, a fundamental question remains: How and why have video games been able to develop into a key part of American society? While the answer may seem rather simple at first, the question is much more complex and is more deserving of an “It’s because they’re fun.” The true answer to this perplexing predicament lies within the deep and intricate history of video games and how they were made to resonate with the players to keep them playing another level of Super Mario and have them eagerly await the next one. However, before being able to explain why these games were able to connect with the players even after adulthood, the history of the industry must first be explored to discover how it sparked in America and continued to grow and endure hardships ever since. While the aforementioned PONG was the first videogame to achieve extreme success with the public, the first videogame ever made in the United States was William Higinbotham’s Tennis For Two, which was finished on October 18th, 1958. This predates PONG by about 50 years, and, while Tennis For Two certainly didn’t reach the level of critical acclaim that PONG did, it was by no means a failure. “Visitors waited in line at Brookhaven National Laboratory to Atmaca 2 play ‘Tennis For Two’, an electronic tennis game that is unquestionably a forerunner of the modern videogame” (https://www.bnl.gov/about/history/firstvideo.php 1) Higinbothom had built his machine in a similar fashion to an oscilloscope, a machine that was able to display 2-D images on a screen using varying voltages, where changes in the electrical signal equated to a change in displayed images. This was the perfect model for Higinbotham to use, as he had countless experiences with the device, whether it be from working on radar systems or simply displaying information for his constructions. The time he had spent with oscilloscopes in the years prior helped made sure that his Tennis For Two would be able to function properly. As one of his partners, David Potter, noted, “Higinbotham’s circuits were rock solid. I found his work to be so beautiful, so simple. For someone involved in electronics, these really were something to behold” (https://www.bnl.gov/about/history/firstvideo.php 2). Higinbotham’s ability to create such a device that was never really seen before sparked interest in the mind of many other innovators at the time. While Tennis For Two wasn’t the start of the video game industry, it laid the foundation that other people would be able to build upon, and one of those people was Ralph Baer. After leaving Germany before the outbreak of World War I with his parents and sister, Baer graduated from the National Radio Institute and the American Television Institute of Technology, with degrees Television Engineering and Radio Service. After some time working at radio service stores in Manhattan, he eventually joins Sanders Associates and becomes the Division Manager and Chief Engineer for Equipment Design. It’s at this point when Higinbotham’s Tennis Atmaca 3 for Two is released, and Baer, who has profound knowledge on TV’s and electronic devices, envisions ways that videogames could be brought home and be played on the television. Eight years after the release of Tennis for Two, Baer scribbles “a detailed four-page outline for a “game box” that would allow people to play board, action, sports and other games on almost any American television set.” (http://www.nytimes.com/2014/12/08/business/ralph-h-baer-dies-inventor-of-odyssey-first-system-for-home-video-games.html?_r=1 2) The “game box” (also known as the “brown box”) that Baer had illustrated, however, took 5 years to develop and only $2,500 of spendings on research and materials. Despite the time and low budg>GET ANSWER