Taken by the Tamagotchi How a Toy Changed the Perspective on Mobile Technology

Total Page:16

File Type:pdf, Size:1020Kb

Taken by the Tamagotchi How a Toy Changed the Perspective on Mobile Technology Taken by the Tamagotchi How A Toy Changed The Perspective On Mobile Technology Laura Lawton Abstract Mobile technology has become a ubiquitous influence on the way we live. In 1996, however, mobile devices were clumsy and remained distinctly outside of the consumer’s social fabric. Bandai Inc’s introduction of the Tamagotchi, a toy that could be taken anywhere, and portrayed a pixelated alien in need of constant nurturing, represented a significant shift in the role of mobile technology in daily life. Through its cuteness, the Tamagotchi convinced consumers to willingly dedicate their time, attention, and emotions to the virtual pet. This paper will explore how the Tamagotchi played a role in influencing how individuals viewed the developing mobile technology market, and how it prepared us for the constant presence of technology that we are so familiar with today. Keywords: Tamagotchi, mobile technology, digital pets “Tamagotchi is a tiny pet from cyberspace who needs your love to survive and grow. If you take good care of your Tamagotchi pet, it will slowly grow bigger, healthier, and more beautiful every day. But if you neglect your little cyber creature your Tamagotchi may grow up to be mean or ugly. How old will your Tamagotchi be when it returns to its home planet? What kind of virtual caretaker will you be?” (Tamagotchi packaging, as cited in Allison, 2006) In 1996, the economically struggling toy company Bandai Inc. released an innovative toy, uncertain of its success. This egg-shaped, portable gadget was called the Tamagotchi, and at the peak of its popularity it was titled “the world’s most popular toy” (Allison, 2006, p. 163). The premise of the game LAWTON TAKEN BY THE TAMAGOTCHI was to hatch and raise the virtual pet into adulthood, where it would return to its home planet ‘healthy’ and ‘beautiful.’ Depending on the care provided, the Tamagotchi would respond to its user and develop characteristics in relation to the quality of care it received. The electronic creature was a success, producing revenues of more than $160 million in the United States alone in 1997 (Allison, 2006, p. 164) The Tamagotchi had the ability to fit in one’s pocket and be taken everywhere –on the train, in the living room, or to a café with friends – while the television or cord phone stayed behind. This level of convenience in interaction with the virtual creature, combined with cuteness and dependency, caused many to form an emotional attachment to their device. From an individual to societal scale, this kind of attachment led to a general shift in perspectives on mobile technology. Today, mobile devices such as smartphones, tablets and laptops are ubiquitously woven into our daily lives. In 1996, however, the first form of mobile technology that could have this relationship with its user was not a phone but a pixelated, demanding Tamagotchi. This paper will explore how the Tamagotchi played a role in influencing how individuals viewed the developing mobile technology market, and how it prepared people for the constant presence of technology that we are so familiar with today. Through its ability to facilitate emotional and social bonds, the Tamagotchi helped to ‘sell’ the world on the idea of mobile technology. The Virtual Animal Part of the Tamagotchi’s success can be attributed to the shape the virtual creature’s body and its ability to convince users of its animalistic qualities. Clinical psychologist Neil Frude provides insight into the relationship between artificial companion systems and our emotional attachment to them. “Animism” is our tendency to “attribute life and consciousness to inanimate objects” which, in turn, creates an emotional attachment between the user and objects (Frude & Jandric, 2015, p. 411). The concept of the Tamagotchi introduced virtual pets into the consumer market, and many journalists were surprised when it was a phenomenal success. The success of the toy was due to a combination of factors, including a novel approach to marketing an intriguing version of “kawaii” (meaning ‘cute’ in Japanese) in North America and providing consumers with the ability to interact with technology in a new way. Users could develop a unique relationship with their Tamagotchi that responded accordingly to different factors, based on the decisions of the owner and the level of care provided. Frude remarks that “[t]he emotional impact is not surprising given the animistic tendency, which some people believed to be a novel effect and labelled the Tamagotchi effect” (Frude, 2015, p. 412). The Tamagotchi, although very different in physicality from live pets, delivered the right amount of animism to facilitate the user’s imagination and emotional response. The creatures themselves, although pixelated and simple in design, featured ears, beaks, or tentacles while wearing a hat or perhaps a mask (Allison, 2006, p. 172). The characteristics of the virtual creatures resembled animals likely known to the user in real life such as a dog or a bird, while adding other odd characteristics to appear as a unique creature. It presented a virtual alien that was simultaneously familiar and strange, almost “remix[ing] the virtual and the real” The iJournal (2)2, Winter 2017 2 LAWTON TAKEN BY THE TAMAGOTCHI (Allison, 2006, p. 172). The Tamagotchi offered consumers something they were inherently expected from of a pet, while also encompassing an otherworldly factor that encouraged the curiosity of the users while they watched it ‘grow.’ Judith Donath (2010) describes how successful virtual pets share key behaviours with real pets by giving the appearance of free will, being dependent on their owners for care, and requiring constant attention from their caretakers. In addition, the virtual pet’s responsiveness to their owner’s actions and decisions mimic the behaviour of a real pet. The ‘animism’ in the Tamagotchi made users interact with the technology like real pet owners, and come to tolerate the behaviours of the Tamagotchi as they would an untrained pet. The impatience of the Tamagotchi would soon develop tolerance in the user, suddenly enabling a new, more demanding relationship with technology. Donath believes that “[i]f we think of them as games, the time spent playing with them is entertainment and somewhat self-indulgent; if we think of them as animals, time spent playing with them is care-taking, an act of responsibility and altruism” (Donath, 2010, p. 4). The success the user feels is deeply tied to their sense of self, their ability to be a ‘good’ owner to the ‘pet’ and create ‘life-changing consequences’ in the development of the Tamagotchi. One of the most noted aspects of the toy is the “uncanny sense of presence it generates in its players” because of its imperfect existence (Allison, 2006, p. 176). The creator of the Tamagotchi, Yokoi Akihiro, intended to teach the user that “[p]ets are only cute 20 to 30 percent of the time, and the rest is a lot of trouble, a lot of work,” and continued to state he “wanted to incorporate this kind of idea into a toy…you also start to love them when you take care of them” (Gibson, 1998, p.34). The reality of raising a pet successfully lies in constant vigilance to the creature’s needs. However, through menial tasks such as feeding the virtual pet, cleaning it, and walking it, an intimate knowledge of the creature’s progress develops. The relationship of care between the creature and caretaker can create an intimate bond, even when it is just a machine. It is a toy that requires constant attention, and requires constant attention because it may act out in ‘bad behaviour’ if its needs are not met. Successful parenting is measured by the personality of the Tamagotchi throughout its stages of development, and Bandai’s official Tamagotchi guidebook directly correlates the behaviours of ‘good’ caretaking with particular Tamagotchi traits. For example, in the appearance of a Mametchi Tamagotchi, programmed to have a high intelligence, the guidebook says that it “shows that you’ve really paid a lot of attention to your Tamagotchi” (Allison, 2006, p. 174). However, in the appearance of a more unfavourable creature, such as the Takarotchi that has smelly feet and an aloof disposition, the guidebook notes “[i]f you have been neglecting your Tamagotchi, it may turn out like this” (Allison, 2006, p. 174). The Tamagotchi becomes a reflection of its user’s dedication and creates perceived accountability to the virtual world of the Tamagotchi. The animalistic qualities of the virtual pet allowed for the user to fully engage in imaginative nurturance, fostering a level of personalization and an “emotional closeness with cyber-technology previously unseen with kids” (Allison, 2006, p. 175). The iJournal (2)2, Winter 2017 3 LAWTON TAKEN BY THE TAMAGOTCHI Emotional and Social Spaces In 1996, Arjun Appadurai wrote Modernity at Large, which discussed how a new role of imagination had come to be a part of social life due to the emergence of electronic media and emigration from ‘home.’ The displacement many felt allowed for “the diffusion of the imagination into everyday life” (Allison, 2006, p. 179) where the places we physically occupy are constructed by current surroundings in addition to ideas or “things from different, shifting worlds” (Allison, 2006, p. 179). In Millennial Monsters, Anne Allison (2006) uses the term “deterritorialization” to describe a decrease of the local, and a dispersed sense of belonging to specific places. The imagination, in Allison’s interpretation of Appadurai, is “what captures and recreates a sense of sociality in a world fissured by dispersal and encounters with difference” (Allison, 2006, p. 179). Imagination is a mechanism to ground people in a world with little boundaries, and it also allows individuals to create a world for themselves to incorporate aspects beyond their current reality.
Recommended publications
  • Taking Intelligence on Board Remembering the “Color” Days I Tama
    Childhood toys have touched the lives of many. Some children are even shaped by them as Blast from the games brings back Taking Intelligence On Board memories of precious time For many of us, some of our best childhood moments were defined by spent with loved ones. playing a board game with family members, as we slowly advanced our way through the games. The laughter, sheer joy and closer bonds that each game elicited kept these memories valuable. Throughout the years, board games have become venues the Past through which our genuine selves are revealed, as we respond emotionally and physi- cally to friendly competition. I Tama Got You The oldest known board game, The Royal Game of Ur, was discovered by Sir Leon- Childhood fads come and go, but the memories last forever. An example is Tama- ard Woolley between 1926 and 1927, after a search in the royal tombs of present- gotchi, a convenient pocket-sized digital pet that was first released in Japan in 1996. day Iraq. Today, many board games provide hands-on practice for children, allowing This simple egg-shaped toy became very popular and was mass-produced in the 1990s. In just youngsters to encompass learning experiences before they start kindergarten. Clas- How Much Do You Know over a decade, more than 78 million Tamagotchis were sold worldwide. Nowadays, there are sic board games enable potential students to gain intelligence as they are exposed variations of this handheld gadget with more functions on the market, including the new app to basic reading and math skills, as well as problem solving and critical thinking About Childhood Toys? that was launched by Android in February, shortly followed by Apple and Google Play.
    [Show full text]
  • Master List of Games This Is a List of Every Game on a Fully Loaded SKG Retro Box, and Which System(S) They Appear On
    Master List of Games This is a list of every game on a fully loaded SKG Retro Box, and which system(s) they appear on. Keep in mind that the same game on different systems may be vastly different in graphics and game play. In rare cases, such as Aladdin for the Sega Genesis and Super Nintendo, it may be a completely different game. System Abbreviations: • GB = Game Boy • GBC = Game Boy Color • GBA = Game Boy Advance • GG = Sega Game Gear • N64 = Nintendo 64 • NES = Nintendo Entertainment System • SMS = Sega Master System • SNES = Super Nintendo • TG16 = TurboGrafx16 1. '88 Games ( Arcade) 2. 007: Everything or Nothing (GBA) 3. 007: NightFire (GBA) 4. 007: The World Is Not Enough (N64, GBC) 5. 10 Pin Bowling (GBC) 6. 10-Yard Fight (NES) 7. 102 Dalmatians - Puppies to the Rescue (GBC) 8. 1080° Snowboarding (N64) 9. 1941: Counter Attack ( Arcade, TG16) 10. 1942 (NES, Arcade, GBC) 11. 1943: Kai (TG16) 12. 1943: The Battle of Midway (NES, Arcade) 13. 1944: The Loop Master ( Arcade) 14. 1999: Hore, Mitakotoka! Seikimatsu (NES) 15. 19XX: The War Against Destiny ( Arcade) 16. 2 on 2 Open Ice Challenge ( Arcade) 17. 2010: The Graphic Action Game (Colecovision) 18. 2020 Super Baseball ( Arcade, SNES) 19. 21-Emon (TG16) 20. 3 Choume no Tama: Tama and Friends: 3 Choume Obake Panic!! (GB) 21. 3 Count Bout ( Arcade) 22. 3 Ninjas Kick Back (SNES, Genesis, Sega CD) 23. 3-D Tic-Tac-Toe (Atari 2600) 24. 3-D Ultra Pinball: Thrillride (GBC) 25. 3-D WorldRunner (NES) 26. 3D Asteroids (Atari 7800) 27.
    [Show full text]
  • Master List of Games This Is a List of Every Game on a Fully Loaded SKG Retro Box, and Which System(S) They Appear On
    Master List of Games This is a list of every game on a fully loaded SKG Retro Box, and which system(s) they appear on. Keep in mind that the same game on different systems may be vastly different in graphics and game play. In rare cases, such as Aladdin for the Sega Genesis and Super Nintendo, it may be a completely different game. System Abbreviations: • GB = Game Boy • GBC = Game Boy Color • GBA = Game Boy Advance • GG = Sega Game Gear • N64 = Nintendo 64 • NES = Nintendo Entertainment System • SMS = Sega Master System • SNES = Super Nintendo • TG16 = TurboGrafx16 1. '88 Games (Arcade) 2. 007: Everything or Nothing (GBA) 3. 007: NightFire (GBA) 4. 007: The World Is Not Enough (N64, GBC) 5. 10 Pin Bowling (GBC) 6. 10-Yard Fight (NES) 7. 102 Dalmatians - Puppies to the Rescue (GBC) 8. 1080° Snowboarding (N64) 9. 1941: Counter Attack (TG16, Arcade) 10. 1942 (NES, Arcade, GBC) 11. 1942 (Revision B) (Arcade) 12. 1943 Kai: Midway Kaisen (Japan) (Arcade) 13. 1943: Kai (TG16) 14. 1943: The Battle of Midway (NES, Arcade) 15. 1944: The Loop Master (Arcade) 16. 1999: Hore, Mitakotoka! Seikimatsu (NES) 17. 19XX: The War Against Destiny (Arcade) 18. 2 on 2 Open Ice Challenge (Arcade) 19. 2010: The Graphic Action Game (Colecovision) 20. 2020 Super Baseball (SNES, Arcade) 21. 21-Emon (TG16) 22. 3 Choume no Tama: Tama and Friends: 3 Choume Obake Panic!! (GB) 23. 3 Count Bout (Arcade) 24. 3 Ninjas Kick Back (SNES, Genesis, Sega CD) 25. 3-D Tic-Tac-Toe (Atari 2600) 26. 3-D Ultra Pinball: Thrillride (GBC) 27.
    [Show full text]
  • A Musical Invitation to Boys and Girls Who Love to Sing
    TRAVERSE CITY RECORD-EAGLE Wednesday, August 10, 2005 BACK TO SCHOOL 3 Resale clothes carry bigger variety, brand-name products these days BY BETHANY BROADWELL merchandise lets our cus- at this Goodwill,” she said. being able to shop just Saturday from 10 a.m. to 6 Children’s Orchard resale Special to the Record-Eagle tomers dress like them- Blick noted that before school starts and p.m. For more information items are priced from 50 to selves, not like everyone Shopgoodwill.com is a then not having any money call 946-4180. 70 percent off the retail With some careful shop- else. Retro, contemporary, national Goodwill auction left for the rest of the school Act II Consignment is a price. Those that fail to sell ping, local families prepar- preppy, nerdy, casual, site, much like eBay. year. store teenage girls and within the first month are ing for the start of the dressy — we’ve got it for just “Everyone — young, old, Goodwill has locations in adult women might check marked down 50 percent to school year can reduce their about every age, shape and disadvantaged and advan- Cadillac and Gaylord, and for back-to-school fashions. make room for more inven- anxiety about checkbook size.” taged — everyone likes a the Traverse City Goodwill Store owner Pam Haney tory. strain. In case someone needs to treasure and a great buy. It’s Store is located at 2279 estimated customers can get Children’s Orchard often Several community resale make a return, Goodwill fun and addictive.” Blick South Airport West.
    [Show full text]
  • Meaning & Progress of Character Rearing Game, Tamagotchi
    캐릭터육성게임기 타마고치의 진화과정과 의미 Meaning & progress of character rearing game, Tamagotchi 주저자: 오철훈 건국대학교 대학원 디자인학과 박사과정 Oh Cheol-Hoon Konkuk university 공동저자: 윤대영 한국디자인진흥원 Yoon Day-Young KIDP 이 나타나고 있다. 초기의 타마고치의 개념은 사용자 1. 서 론 의 분신 또는 애완기기 이상의 모습으로 사회적 맥 1.1 연구배경 및 목표 락을 기초로 하여 시대적 감성에 적합하게 휴대기기 1.2 연구대상, 범위 및 방법 에 새롭게 구현되어야 할 것이다. 단지 고성능의 휴 2. 휴대용게임기 대용기기 안에 숨어 있는 기능이 아니라, 새로운 감 2-1. 휴대용게임기의 정의 성적 요소로서의 콘텐츠가 된다면 휴대용 디지털기기 2-2. 휴대용게임기의 변천 를 인간에게 더욱 감성적이고 친숙한 존재로 인식하 게 해줄 것이다. 3. 타마고치의 탄생 3-1. 타마고치의 정의 주제어 3-2. 타마고치의 생성 타마고치, 휴대용게임기, 캐릭터 4. 타마고치의 진화 4-1. 타마고치에 대한 초기의 반응 4-2. 타마고치의 진화단계 Abstract 4-3. 타마고치의 방향-미래 The digital technique which is connected with 5. 타마고치 쇠락과 의의 character industry made a new concept about the digital 5-1. 마케팅적 한계 era. Tamagotchi which realized digital virtual reality in the 5-2. 형태적 한계 pocket is giving a life with various digital equipments. 5-3. 기술적 한계 Despite it is cheap device which is not the expensive 5-4. 타마고치의 의의 digital Handheld Game Console, Tamagotchi which was 6. 결 론 produced for the unique game affects on game market with the contemporary sense. Tamagotchi seems to be 참고문헌 boom temporary. Recently Handheld Game Consoles and Mobile devices are increases which are based on High technology. Concept of Tamagotchi should be installed in Mobile devices as being benefiting the contemporary sense on the social context.
    [Show full text]
  • 2019 SRI Review Report Published Nov/Dec • EC Consultation Forum Meeting (Dec 12)
    REPORT ON THE 2019 REVIEW OF THE GAME CONSOLE SELF-REGULATORY INITIATIVE Final report date: TABLE OF CONTENTS Executive Summary ........................................................................................................................ 4 Updates on Industry Compliance with the SRI ................................................................................... 4 Review of Technology ........................................................................................................................ 5 Videogame Consoles Review Study ................................................................................................... 5 Energy Efficiency Proposal ................................................................................................................. 5 Material Efficiency Proposal .............................................................................................................. 5 Summary of all proposed changes to the SRI .................................................................................... 6 Introduction ................................................................................................................................... 7 Background on the SRI ...................................................................................................................... 7 Objective of the Report ...................................................................................................................... 7 Transparency of the process .............................................................................................................
    [Show full text]
  • University of California Santa Cruz
    UNIVERSITY OF CALIFORNIA SANTA CRUZ Buddytale An Exploration of Virtual Pets and Our Relationships to Them A thesis paper submitted in partial satisfaction of the requirements for the degree of MASTER OF FINE ARTS in DIGITAL ARTS AND NEW MEDIA By Evie Chang December 2020 This Thesis of Evie Chang is approved by: ____________________________________________________ Assistant Professor Elizabeth Swensen, Chair ____________________________________________________ Professor Robin Hunicke ____________________________________________________ Assistant Professor Susana Ruiz ___________________________ Quentin Williams Acting Vice Provost and Dean of Graduate Studies TABLE OF CONTENTS Table of Contents………………………………………………………….…………..…..…..... iii List of Figures………………………………………………………………….…….………..….. iv Abstract………………………………………………………………………….............................. v Dedication………………………………………………………………………............................ vi Acknowledgement……………………………………………………………………….……… vii Buddytale: What and Why………………………………………………….………………….. 1 Prototype Reflection……………………………………………………………….………….….. 7 Prior Art: Games I thought About a Lot …………………………………….……….…... 13 Old School Virtual Pets: From Tamagotchi to Nintendogs, and More …........ 18 [Virtual] Pet Cemetery: Mortality in a Digital Context…………………………...… 29 Disposability and Authenticity in Simulated Relationships ……………….…… 36 Conclusion……………………………………………………………………………………….…… 39 Bibliography………………………….……………………………………………………………….40 iii LIST OF FIGURES Figure 1: “Players can choose between three buddies…”
    [Show full text]
  • Robotics, Mechatronics and Animatronics in the Creative and Entertainment Industries and Arts
    AISB’05: Social Intelligence and Interaction in Animals, Robots and Agents Proceedings of the Symposium on Robotics, Mechatronics and Animatronics in the Creative and Entertainment Industries and Arts 12 - 15 April 2005 University of Hertfordshire, Hatfield, UK SSAISB 2005 Convention U H AISB’05 Convention Social Intelligence and Interaction in Animals, Robots and Agents 12-15 April 2005 University of Hertfordshire, Hatfield, UK Proceedings of the Symposium on Robotics, Mechatronics and Animatronics in the Creative and Entertainment Industries and Arts (aka the Creative Robotics Symposium) Published by The Society for the Study of Artificial Intelligence and the Simulation of Behaviour www.aisb.org.uk Printed by The University of Hertfordshire, Hatfield, AL10 9AB UK www.herts.ac.uk Cover Design by Sue Attwood ISBN 1 902956 43 3 AISB’05 Hosted by The Adaptive Systems Research Group adapsys.feis.herts.ac.uk The AISB'05 Convention is partially supported by: The proceedings of the ten symposia in the AISB’05 Convention are available from SSAISB: Second International Symposium on the Emergence and Evolution of Linguistic Communication (EELC'05) 1 902956 40 9 Agents that Want and Like: Motivational and Emotional Roots of Cognition and Action 1 902956 41 7 Third International Symposium on Imitation in Animals and Artifacts 1 902956 42 5 Robotics, Mechatronics and Animatronics in the Creative and Entertainment Industries and Arts 1 902956 43 3 Robot Companions: Hard Problems and Open Challenges in Robot-Human Interaction 1 902956 44 1 Conversational
    [Show full text]
  • BANDAI NAMCO Group
    TABLE OF CONTENTS 1 BANDAI NAMCO Group Outline Results of Operations 01 Consolidated Business Performance / Management Indicators 02 Sales by Category Products / Service Data 03 Sales by IPs / Toys and Hobby Unit 05 Network Entertainment Unit 06 Real Entertainment Unit / Visual and Music Production Unit / IP Creation Unit 2 Related Market Data Toys and Hobby 07 Toy Market 08 Plastic Model Market / Figure Market / Capsule Toy Market / Card Product Market 09 Candy Toy Market / Children’s Lifestyle (Sundries) Market / Babies’ / Children’s Clothing Market Network Entertainment 09 Game App Market / Top Publishers in the Global App Market 10 Home Video Game Market BANDAI NAMCO Group Real Entertainment 10 Amusement Machine Market / Amusement Facility Market FACT BOOK 2020 Visual and Music Production 11 Visual Software Market / Music Content Market IP Creation 11 Animation Market 3 ESG Data BANDAI NAMCO Group Important CSR Themes: FY2020.3 Activity Report 12 Safety and Cleanliness of Products and Services 13 Environmental Consideration 14 Policies Regarding Influence on Society of the Group’s Content and Products / Supply Chain Management Environment-Related Information 15 Overview of Environmental Performance Data for FY2020.3 / BANDAI NAMCO Group CO2 Emissions Human Resources-Related Information (Total for Unit Core Companies) 17 Number of Employees by Type of Employment / Number of Female Managers / Number of Employ- ees Hired after Graduation / Employment Rate for People with Disabilities / Averages / Number of Employees That Took Leave for Childcare or Family Nursing / Annual Paid Leave Utilization Rate / Industrial Accidents / Systems to Promote Achieve- ment of Work–Life Balance (Examples) 4 BANDAI NAMCO Group’s History History 18 BANDAI’s History / NAMCO’s History 26 BANDAI NAMCO Group’s History Notes: 1.
    [Show full text]
  • Definition, Construction, and Challenges in a Character Ecology
    The Dynamic Game Character: Definition, Construction, and Challenges in a Character Ecology Joleen Blom Center for Computer Games Research IT University of Copenhagen This dissertation is submitted in partial fulfilment of the requirements for the degree of Doctor of Philosophy (Ph.D.) at IT University of Copenhagen. December 2019 Title: The Dynamic Game Character: Definition, Construction, and Challenges in a Character Ecology Candidate: Joleen Blom Supervisor: Espen Aarseth Evaluation Committee: Martin Pichlmair IT University of Copenhagen Rachael Hutchinson University of Delaware Akinori Nakamura Ritsumeikan University This research has received funding from the European Research Council (ERC) under the European Union’s Horizon 2020 research and innovation programme (Grant Agreement No [695528] – Making Sense of Games). ii Abstract This study presents a theory about dynamic game characters within a broader character ecology in which characters are constantly produced and reproduced in a variety of media. Characters do not appear only in games, they migrate from one medium to another. They are independent from any medium in particular: a character does not require a specific medium to come into existence. Authoritative forces try to shape the overall interpretation of circulating characters transmedially in comics, television series, films, games and more through different venues of control, such as authorship, canonisation and ownership or intellectual property. This study addresses the struggle for interpretive authority by explaining
    [Show full text]
  • Reading a Timeline Name: Use the Timeline to Answer the Questions
    Reading a Timeline Name: Use the timeline to answer the questions. Answers The History of Video Games The Magnavox Odyssey The arcade game 1. B is released. It is the first Space Invaders is the Nintendo releases its first The tamagotchi virtual home video game first game to record handheld console. pet is released for the 2. 2 system. players high scores. The Gameboy first time. 1972 1978 1989 1996 3. 1958 1950 1960 1970 1980 1990 2000 4. 1978 Willy higinbotham Atari released the first home Nintendo releases its first Sony releases its first console. 50 creates a table tennis console with removeable console in America. The The Playstation. 5. game on an oscilloscope, cartridges. NES. 1994 the first “video game”. 1977 1986 1958 6. 1972 1986 1) Which happened earlier? A. Nintendo released the gameboy or B. Nintendo released the NES B 7. 2) How many years after the PlayStation was released was the Tamagotchi released? 2 8. No 3) What year was the first video game created? 1958 9. Use Line 4) What year did games start to let players record their high scores? 1978 10. Use Line 5) What is the span (number of years shown) of this timeline? 50 6) What year was the Odyssey released? 1972 7) What year did Nintendo release the NES? 1986 8) Sony released the PlayStation 3 in 2006. Could you put this event on the timeline above? ( Yes / No ) 9) What is this timeline about? The history of Video Games 10) What event happened in 1994? Sony releases it first console.
    [Show full text]
  • Monde.20011110.Pdf
    www.lemonde.fr 57e ANNÉE – Nº 17664 – 7,90 F - 1,20 EURO FRANCE MÉTROPOLITAINE -- SAMEDI 10 NOVEMBRE 2001 FONDATEUR : HUBERT BEUVE-MÉRY – DIRECTEUR : JEAN-MARIE COLOMBANI Malaise de la police L’économie mondiale dans la crise et la guerre b b a Les syndicats Le sommet de l’OMC s’ouvre à Doha 142 pays débattent d’un nouveau cycle de libéralisation dénoncent du commerce mondial b Dans un entretien au « Monde », Pascal Lamy insiste sur l’aide au Sud la multiplication b La BCE au secours de la croissance b Notre enquête sur la bataille incertaine de Mazar-e-Charif des agressions SOMMAIRE b La guerre contre Al-Qaida : La bataille de Mazar-e-Charif conti- contre des policiers b L’économie et la guerre : Le som- nue. L’enquête de notre envoyé met de l’Organisation mondiale du spécial en Ouzbékistan sur trois a commerce (OMC) se tient, sur fond semaines de combats pour cette Sept tués de guerre en Asie centrale, à Doha ville du nord de l’Afghanistan. Un (Qatar). Les 142 pays membres arri- entretien avec Joseph Biden, prési- depuis le début veront-ils à lancer un nouveau dent de la commission des affaires cycle de libéralisation du commer- étrangères du Sénat américain : de l’année ce mondial ? Plusieurs participants, « Ce sont les talibans qui tuent des dont l’Inde et le Pakistan, font con- Afghans. » A Paris, le président MARCO DI LAURO/AP a naître leur hostilité. Une trentaine pakistanais Pervez Moucharraf et LA BATAILLE DE MAZAR-E-CHARIF Les officiers de pays sont candidats à l’adhésion le délégué de l’ONU Lakhdar Brahi- à l’OMC, parmi lesquels la Russie et mi exposent leur vision de l’après- manifestent à Paris l’Arabie saoudite.
    [Show full text]