Essay on Chapter Writing Exercises

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Chimpanzees sometimes seem uncannily human, especially in their use of tools and language. Neither the gorilla, nor the orangutan, both close relatives of the chimp, exhibit such behavior. Chimps employs a number of tools in their everyday lives. They dine by inserting sticks into insect nests and then licking their utensils clean. Each of these intelligent animals also crack fruit and nuts with stones. What's more, chimpanzees creates their own tools. They make their eating sticks by cleaning leaves from branches. They even attaches small sticks together to make longer rods for getting at hard-to-reach insects. Some of the other tools chimps make is fly-whisks, sponges of chewed bark, and leaf-rags to clean themselves with. …show more content…
To play, two people simply bounced a digital ball back and forth on a black-and-white console, turning knobs to control their paddles. Primitive by today's standards, Pong were a sensation in arcades and bars across the United States. In 1975, Atari's home version of Pong outsolded all other items in the Sears Christmas catalog. But that was just the beginning. Over the next thirty-five years, electronic games becomed one of America's most popular pastimes, spawning a booming industry and new jobs. During the 1980s, the first generation of gamers flock to arcades to play Pac-Man, Donkey Kong, and Centipede. Far-sighted tech companies like Sony, Nintendo, and Microsoft seen this growing market and gone to work. They create home consoles, handheld systems, and of course, more and better games. With the evolution of eye-popping 3-D graphics, realistic sound and action, and imaginative characters, video games begin to look more like television and movies than the electronic paddle-and-ball game that started it all. The public keeped buying. In 2004 alone, sales of game consoles and software total $6.2 billion. As the industry grew, so do controversy. Critics warned that gamers just set on the couch instead of playing outside. Many worryied about the violent content of some games. Others argued that the puzzle-based adventure games of the 1990s and early 200s teached useful skills. Gamers has to reason, invent strategies, and foresee the

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