If in the early eighties the video game market was booming in the US, mostly due to the release of the Nintendo Entertainment System (NES), in Brazil it lagged, since the economic crises of the 1970s and 1980s made imports highly inaccessible. Further, in the 1980s in Brazil a combination of events occurred that triggered the production of cultural hybrids in the gaming industry, which had not happened before, nor has ever since. With the expansion of the home console market in the early 1980s, and the video game industry becoming a huge market in the US and abroad, circumstances changed. Software and hardware production was a novelty, and legislation for it was still in its infancy. However, beginning with the first generation of video games in the 1970s, there was little to no relationship between national policies and video game production. ![]() Narratives range from Greek mythology to futuristic sci-fi settings, espionage, military operations, even sociological and human phenomena such as politics and sexuality. ![]() Software produced today has achieved life-like similarities, with graphics and screen resolutions matching those of cinema theaters. The video game industry has become an important aspect of global culture in the early years of the twenty-first century, and video games are played by billions of people around the world.
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