Timeline Visualizzazione Dati
Valentina Ferrara
Created on November 6, 2024
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Transcript
Awesome timeline, step by step
The Early Days
1952
1958
1962
1967
1975
1991
The first console war
Awesome timeline, step by step
The Video Game Crash
1983
1985
1990s
2000
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We understand visual content better. Visual content is associated with cognitive and psychological mechanisms. Things enter through the eyes; the first image is what counts. We associate visual content with emotions. Our brain is ready to consume visual content.
We process visual content up to 60,000 times faster than text. That's why visual communication is more effective. Our brain is biologically prepared to process visual content. Almost 50% of our brain is involved in processing visual stimuli.
With Genially templates, you can include visual resources to leave your audience speechless. You can also highlight a specific phrase or piece of information that will be etched in your audience's memory and even embed external content that surprises: videos, photos, audios... Whatever you want!
Yet, one of the Odyssey’s 28 games was the inspiration for Atari’s Pong, the first arcade video game, which the company released in 1972. In 1975, Atari released a home version of Pong, which was as successful as its arcade counterpart.
In 1952, for instance, British professor A.S. Douglas created OXO, also known as noughts and crosses or a tic-tac-toe, as part of his doctoral dissertation at the University of Cambridge.
Nintendo released its 16-bit Super NES console in North America, launching the first real “console war.”
The North American video game industry experienced a major “crash” due to a number of factors, including an oversaturated game console market, competition from computer gaming, and a surplus of over-hyped, low-quality games, such as the infamous E.T., an Atari game based on the eponymous movie and often considered the worst game ever created
The video game crush
Steve Russell at the Massachusetts Institute of Technology invented Spacewar!, a computer-based space combat video game for the PDP-1 (Programmed Data Processor-1). It was the first video game that could be played on multiple computer installations.
in 1958, William Higinbotham created Tennis for Two on a large analog computer and connected oscilloscope screen for the annual visitor’s day at the Brookhaven National Laboratory in Upton, New York.
Here you can put a highlighted title, something that captivates your audience
We understand visual content better. Visual content is associated with cognitive and psychological mechanisms. Things enter through the eyes; the first image is what counts. We associate visual content with emotions. Our brain is ready to consume visual content.
We process visual content up to 60,000 times faster than text. That's why visual communication is more effective. Our brain is biologically prepared to process visual content. Almost 50% of our brain is involved in processing visual stimuli.
With Genially templates, you can include visual resources to leave your audience speechless. You can also highlight a specific phrase or piece of information that will be etched in your audience's memory and even embed external content that surprises: videos, photos, audios... Whatever you want!
At the beginning of the millennium, the internet was still not powerful enough or in sufficiently widespread use to enable people to play against one another online. So gamers got together at LAN parties. Players brought their own computers and connected them up in a local network in order to play against one another into the early hours, or even all night long. Especially popular at these parties was the sometimes controversial game Counter-Strike (2000), in which gamers take on the role of terrorists or members of an anti-terror unit and use tactical manoeuvres to try to eliminate each other. But then, with the phenomenal increase in internet use, gaming also went online. For the first time games, such as World of Warcraft (2004), were played mainly on the internet.The decade produced numerous bestsellers, foremost among them being The Sims (2000), Grand Theft Auto: San Andreas (2004), Super Mario Galaxy (2007) and Minecraft (2010).
A great title
Did you know that Genially allows you to share your creation directly, without the need for downloads? Ready for your audience to view it on any device and share it anywhere. We don't like to bore. We don't want to be repetitive. Communicating as always is boring and doesn't engage. We do it differently. We sabotage boredom. We create what the brain likes to consume because it stimulates it.
A great title
Pose a dramatic question; it is the essential ingredient to keep the audience's attention. It is often posed subtly at the beginning of the story to intrigue the audience and is resolved at the end. When delivering a presentation, two objectives should be pursued: conveying information and avoiding yawns. To achieve this, it can be a good practice to make an outline and use words that are etched into the audience's brain.
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Write a great subtitle here to provide context
When making a presentation, you should pursue two objectives: convey information and avoid yawning. To achieve this, it can be a good practice to create an outline and use words that engrave themselves in your audience's mind. If you want to provide additional information or develop the content in more detail, you can do so through your oral presentation.
The best improvisation is always the most worked on
Demonstrating enthusiasm, sketching a smile, and maintaining eye contact with your audience
+info
they can be your best allies when it comes to telling stories that excite and spark the audience's interest: 'The eyes, chico. They never lie'. This will help you make a 'match' with your audience. Leave them speechless! Interactivity and animation can be your best allies when creating tables, infographics, or graphs that help provide context to the information and simplify the data to convey it to your audience. We are visual beings, and it is easier for us to 'read' images than to read written text.
+info
A great title
Did you know that Genially allows you to share your creation directly, without the need for downloads? Ready for your audience to view it on any device and share it anywhere. We don't like to bore. We don't want to be repetitive. Communicating as always is boring and doesn't engage. We do it differently. We sabotage boredom. We create what the brain likes to consume because it stimulates it.
A great title
Pose a dramatic question; it is the essential ingredient to keep the audience's attention. It is often posed subtly at the beginning of the story to intrigue the audience and is resolved at the end. When delivering a presentation, two objectives should be pursued: conveying information and avoiding yawns. To achieve this, it can be a good practice to make an outline and use words that are etched into the audience's brain.
In 1967, developers at Sanders Associates, Inc., led by Ralph Baer, invented a prototype multiplayer, multi-program video game system that could be played on a television. It was known as “The Brown Box.” Baer, who’s sometimes referred to as Father of Video Games, licensed his device to Magnavox, which sold the system to consumers as the Odyssey, the first video game home console, in 1972.
A brilliant headline
Contextualize your topic
Did you know that Genially allows you to share your creation directly, without the need for downloads? Ready for your audience to view it on any device and share it anywhere. We don't like to bore. We don't want to be repetitive. Communicating as always is boring and doesn't engage. We do it differently. We sabotage boredom. We create what the brain likes to consume because it stimulates it. Pose a dramatic question; it is the essential ingredient to maintain the audience's attention.
It is often presented subtly at the beginning of the story to intrigue the audience and is resolved at the end. Showing enthusiasm, flashing a smile, and maintaining eye contact with your audience can be your best allies when telling stories that excite and spark the public's interest: 'The eyes, chico. They never lie'. This will help you 'match' with your audience. Leave them speechless! Do you need more reasons to create dynamic content? Well: 90% of the information we assimilate comes through sight, and we retain 42% more information when the content moves. Interactivity and animation can be your best allies when creating tables, infographics, or graphs that help provide context to the information and simplify data to present it to your audience.
The video game home industry began to recover in 1985 when the Nintendo. Nintendo, a Japanese company that began as a playing card manufacturer in 1889, released a number of important video game franchises still around today, such as Super Mario Bros., The Legend of Zelda, Metroid and Tetris.In 1989, Nintendo made waves again by popularizing handheld gaming with the release of its 8-bit Game Boy video game device and the often-bundled game Tetris.
Here you can put a highlighted title
Write a great subtitle here to provide context
When making a presentation, you should pursue two objectives: convey information and avoid yawning. To achieve this, it can be a good practice to create an outline and use words that engrave themselves in your audience's mind. If you want to provide additional information or develop the content in more detail, you can do so through your oral presentation.
The best improvisation is always the most worked on
Demonstrating enthusiasm, sketching a smile, and maintaining eye contact with your audience
+info
they can be your best allies when it comes to telling stories that excite and spark the audience's interest: 'The eyes, chico. They never lie'. This will help you make a 'match' with your audience. Leave them speechless! Interactivity and animation can be your best allies when creating tables, infographics, or graphs that help provide context to the information and simplify the data to convey it to your audience. We are visual beings, and it is easier for us to 'read' images than to read written text.
+info
Video games entered a new dimension – literally, because the graphics became three-dimensional. These game worlds looked more realistic and offered more complex possibilities. In 1994, Sony launched the PlayStation. The game design studios churned out more innovative ideas, with history often serving as inspiration for the gameplay: in Age of Empires (1997), gamers built entire civilisations, and in Command & Conquer (1995) they waged war. In Tomb Raider (1996) they searched for historical artefacts alongside Lara Croft; in Monkey Island (1990), it waspirate’s treasure they were after. But in the 1990s the games industry also lost its innocence because, inaddition to the gameplay action, violence also increasingly became a theme. Starting with Wolfenstein 3D (1992), ‘first-person shooters’ emerged.