English Narration Sample
Description
Vocal Characteristics
Language
EnglishVoice Age
Young Adult (18-35)Accents
Indian (General)Transcript
Note: Transcripts are generated using speech recognition software and may contain errors.
making up $100 billion global industry. It's no wonder that video games have been around for decades. From its humble beginnings in 1958 the journey from Pong to red dead redemption to has indeed been a remarkable one. In just a short period of time, we have seen video games come a long way. In the past, games were just considered a waste of time and money, one that was meant only for kids and an embarrassment for an adult to admit. The arcade machines and gaming zones were followed by the advent of piracy in India. After that, a sudden hype increase was seen for games like PS two and B S. Three. As soon as the consul's kicked in and replace the arcade machines, the trend of video games was on fire. All the young and passionate gamers ended up convincing their parents or getting the consoles themselves. When they started earning as good it was. For the gamers, piracy became a necessity, evil back in times for the game cos all time favourites that caught the attention of the new commerce in the early twenties like Flappy Bird, Super Mario Bruise, Contra Sega Genesis and Affairs. Cricket Taken impact men also flourished a lot. Geeta was like the king at some time when it bought the simulator P. O. V. In the gaming scene. Every Creasy gamer would have a GT version, be it Vice City San Andreas for some different model on their computers developed in the Western markets. Having an action centric team with multiplayer mode, games like Call of Duty, FIFA, Counter Strike and Dota, or a sparkle in front of the young male gamers who had access to a P C and an Internet Connexion. In those times between 210 and 216 smartphones became the primary mode of Internet usage. All of the sudden video games were not a taboo anymore, as mobile markets and the arcade controls started looking their light and, more importantly, free games had found some level of acceptance among different demographics.