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Video Game History

By: History.com Editors

Updated: October 17, 2022 | Original: September 1, 2017

Nintendo game consoles In Japan circa 1992

Today, video games make up a $100 billion global industry, and nearly two-thirds of American homes have household members who play video games regularly. And it’s really no wonder: Video games have been around for decades and span the gamut of platforms, from arcade systems, to home consoles, to handheld consoles and mobile devices. They’re also often at the forefront of computer technology.

The Early Days

Though video games are found today in homes worldwide, they actually got their start in the research labs of scientists.

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. And 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 .

In 1962, 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), then a cutting-edge computer mostly found at universities. It was the first video game that could be played on multiple computer installations.

presentation on the history and evolution of video games

HISTORY Vault: Game Changers: Inside the Video Game Wars

Brought to life by Academy Award-winning director Daniel Junge, this is the untold story of the personal battles that gave rise to the multibillion-dollar video game industry.

Dawn of the Home Console

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. Over the next few years, the primitive Odyssey console would commercially fizzle and die out.

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.

Magnavox, along with Sanders Associates, would eventually sue Atari for copyright infringement. Atari settled and became an Odyssey licensee; over the next 20 years, Magnavox went on to win more than $100 million in copyright lawsuits related to the Odyssey and its video game patents.

In 1977, Atari released the Atari 2600 (also known as the Video Computer System), a home console that featured joysticks and interchangeable game cartridges that played multi-colored games, effectively kicking off the second generation of the video game consoles.

The video game industry had a few notable milestones in the late 1970s and early 1980s, including:

  • The release of the Space Invaders arcade game in 1978
  • The launch of Activision, the first third-party game developer (which develops software without making consoles or arcade cabinets), in 1979
  • The introduction to the United States of Japan’s hugely popular Pac-Man
  • Nintendo’s creation of Donkey Kong , which introduced the world to the character Mario
  • Microsoft’s release of its first Flight Simulator game

The Video Game Crash

In 1983, 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.

Lasting a couple of years, the crash led to the bankruptcy of several home computer and video game console companies.

The video game home industry began to recover in 1985 when the Nintendo Entertainment System (NES), called Famicom in Japan, came to the United States. The NES had improved 8-bit graphics, colors, sound and gameplay over previous consoles.

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 , and Metroid .

Additionally, Nintendo imposed various regulations on third-party games developed for its system, helping to combat rushed, low-quality software. Third-party developers released many other long-lasting franchises, such as Capcom’s Mega Man , Konami’s Castlevania , Square’s Final Fantasy, and Enix’s Dragon Quest (Square and Enix would later merge to form Square Enix in 2003).

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 . Over the next 25 years, Nintendo would release a number of successful successors to the Game Boy, including the Game Boy color in 1998, Nintendo DS in 2004, and Nintendo 3DS in 2011.

The First Console War

Also in 1989, Sega released its 16-bit Genesis console in North America as a successor to its 1986 Sega Master System, which failed to adequately compete against the NES.

With its technological superiority to the NES, clever marketing, and the 1991 release of the Sonic the Hedgehog game, the Genesis made significant headway against its older rival. In 1991, Nintendo released its 16-bit Super NES console in North America, launching the first real “console war.”

The early- to mid-1990s saw the release of a wealth of popular games on both consoles, including new franchises such as Street Fighter II and Mortal Kombat , a fighting game that depicted blood and gore on the Genesis version of the game.

In response to the violent game (as well as congressional hearings about violent video games), Sega created the Videogame Rating Council in 1993 to provide descriptive labeling for every game sold on a Sega home console. The council later gives rise to the industry-wide Entertainment Software Rating Board, which is still used today to rate video games based on content.

In the mid-1990s, video games leaped to the Big Screen with the release of the Super Mario Bros. live-action movie in 1993, followed by Street Fighter and Mortal Kombat over the next two years. Numerous movies based on video games have been released since.

With a much larger library of games, lower price point, and successful marketing, the Genesis had leapfrogged ahead of the SNES in North America by this time. But Sega was unable to find similar success in Japan.

The Rise of 3D Gaming

With a leap in computer technology, the fifth generation of video games ushered in the three-dimensional era of gaming.

In 1995, Sega released in North America its Saturn system, the first 32-bit console that played games on CDs rather than cartridges, five months ahead of schedule. This move was to beat Sony’s first foray into video games, the Playstation, which sold for $100 less than the Saturn when it launched later that year. The following year, Nintendo released its cartridge-based 64-bit system, the Nintendo 64.

Though Sega and Nintendo each released their fair share of highly-rated, on-brand 3D titles, such as Virtua Fighter on the Saturn and Super Mario 64 on the Nintendo 64, the established video game companies couldn’t compete with Sony’s strong third-party support, which helped the Playstation secure numerous exclusive titles.

Simply put: Sony dominated the video game market and would continue to do so into the next generation. In fact, the Playstation 2, released in 2000 and able to play original Playstation games, would become the best-selling game console of all time.

The Playstation 2, which was the first console that used DVDs, went up against the Sega Dreamcast (released in 1999), the Nintendo Gamecube (2001), and Microsoft’s Xbox (2001).

The Dreamcast—considered by many to be ahead of its time and one of the greatest consoles ever made for several reasons, including its capability for online gaming—was a commercial flop that ended Sega’s console efforts. Sega pulled the plug on the system in 2001, becoming a third-party software company henceforth.

Modern Age of Gaming

In 2005 and 2006, Microsoft’s Xbox 360, Sony’s Playstation 3, and Nintendo’s Wii kicked off the modern age of high-definition gaming. Though the Playstation 3—the only system at the time to play Blu-rays—was successful in its own right, Sony, for the first time, faced stiff competition from its rivals.

The Xbox 360, which had similar graphics capabilities to the Playstation 3, was lauded for its online gaming ecosystem and won far more Game Critics Awards than the other platforms in 2007; it also featured the Microsoft Kinect, a state-of-the-art motion capture system that offered a different way to play video games (though the Kinect never caught on with core gamers or game developers).

And despite being technologically inferior to the other two systems, the Wii trounced its competition in sales. Its motion-sensitive remotes made gaming more active than ever before, helping it appeal to a much larger slice of the general public, including people in retirement homes.

Towards the end of the decade and beginning of the next, video games spread to social media platforms like Facebook and mobile devices like the iPhone, reaching a more casual gaming audience. Rovio, the company behind the Angry Birds mobile device game (and, later Angry Birds animated movie), reportedly made a whopping $200 million in 2012.

In 2011, Skylanders: Spyro’s Adventure brought video games into the physical world. The game required players to place plastic toy figures (sold separately) onto an accessory, which reads the toys’ NFC tags to bring the characters into the game. The next few years would see several sequels and other toy-video game hybrids, such as Disney Infinity , which features Disney characters.

The 8th generation of video games began with the release of Nintendo’s Wii U in 2012, followed by the Playstation 4 and Xbox One in 2013. Despite featuring a touch screen remote control that allowed off-TV gaming and being able to play Wii games, the Wii U was a commercial failure—the opposite of its competition—and was discontinued in 2017.

In early 2017, Nintendo released its Wii U successor, the Nintendo Switch, the only system to allow both television-based and handheld gaming. Microsoft released its 4K-ready console, the Xbox One X, in late 2017, and followed up in 2020 with the Xbox Series X and Series S. In 2020, Sony released the Playstation 5, a successor to Playstation 4. 

With their new revamped consoles, both Sony and Microsoft currently have their sights set on virtual reality gaming, a technology that has the potential to change the way players experience video games.

‘Spacewar!’ The story of the world’s first digital video game. The Verge . The First Video Game? BNL . The Brown Box, 1967–68. Smithsonian . Inventor Ralph Baer, The ‘Father Of Video Games,’ Dies At 92. NPR . The Video Game Revolution. PBS . Video Game History Timeline. Museum of Play . The Surprisingly Long History of Nintendo. Gizmodo . How Tetris Helped Game Boy Take Over the World. Gizmodo . How Sonic Helped Sega Win the Early 90s Console Wars. Kotaku . Sega and Nintendo Console War: Greatest Moments. Prima Games . Angry Birds Maker Rovio Reports $200 Million In Revenue, $71 Million In Profit For 2012. Business Insider . Here’s who won each console war. Venturebeat . The History Of Gaming: An Evolving Community. TechCrunch . The History of Video Game Consoles. TIME .

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Video Game Design and Development

Encouragement, advice, and support for aspiring game designers.

The Evolution and History of Video Games

The Evolution of Video Games

No, not us, not humanity. That’s a whole different article entirely. I’m talking about video game history. Day one stuff.

What started it all? What allowed me to play Joan of Arc and her French compatriots during the Hundred Years’ War?

The evolution of video games is a rather recent phenomenon in our history. Only a true gamer would know what I am about to tell you, so let’s get this history lesson started.

Timeline of Video Game Evolution

Who Invented the First Video Game?

First Video Game

The first real video game wasn’t invented by the talented team at Atari headed by Nolan Bushnell. No, that honor belongs to William Higinbotham .

In the 1950s, Higinbotham created Tennis for Two. Higinbotham created this game as a fun diversion, to show the power of technology.

Like many in history, he didn’t fully grasp the significance of his foray into video gaming.

What followed was ‘Spacewar!’ a game developed by Steve Russell in 1962 at the Massachusetts Institute of Technology, (MIT). This was a two-player game in which both players faced off in an intense dogfight, each player controlling either the ‘wedge’ or the ‘needle’. The game included gravity effects and faster-than-light travel.

It sounds like a current-generation game, doesn’t it?

What Was the First Game Console?

First Game Console

That honor belongs to the Magnavox Odyssey , invented by Ralph Baer. Being able to play video games in one’s home; the idea was revolutionary. I believe that we may take it for granted today, but people used to have to journey to the local arcade, pizza parlor, or bowling alley to play their favorite games.

Leave the comfort of my own bed?

The Golden Age of Arcade Games

Specifically, the release of Space Invaders for arcade systems in 1978 marked a new dawn for games. If you don’t know Space Invaders, what rock have you been living under?

This simple, yet addictive game features the player as a lone gunner ship occupying the bottom of the screen. The top half has the titular space invaders encroaching on the player, increasing in speed as their numbers dwindle. This frantic speed was surprisingly unintended, as the game developer had trouble programming them to maintain a consistent speed. He kept it in the game and the rest is history.

Can you imagine if the alien invaders just kept their normal, slow pace the entire time? Not only would Space Invaders be super easy but there would be no stakes to play for. It would be a boring exercise to merely shoot enemies. Instead, we have an adrenaline-filled defense of the earth.

Arcades were filling up with players, and some serious money was coming in. After the millions in quarters earned by Space Invaders, it wouldn’t be long until a successor in the most-played arcade game mantle was once again taken up by a new contender.

This was in the form of the beloved Pac-Man.

Pacman

Sounds easy enough, right?

The entire time the player is hounded by colorful ghosts, hellbent on killing Pac-Man. The player has an opportunity for revenge, for if they get one of the bigger dots located at the corners of the maze, they can get revenge on the ghosts: they become vulnerable and can be eaten for extra points.

Pac-Man was an international hit and spawned multiple spin-offs like Ms. Pac-Man.

You Should Know

Pac-Man used to be called “Puck-Man” when it was created by Toru Iwatani. The name was later changed when the game was brought to the United States to prevent potential vandalism changing the “P” to an “F.”

The inspiration for Pac-Man’s design came from a pizza with a slice missing. This iconic shape made it easier to animate and allowed for character expression.

Interestingly, Iwatani designed the game with the intention of appealing to a broader audience, particularly women. The game’s friendly, non-violent gameplay and colorful graphics were specifically crafted to attract female players, making it one of the first video games to consciously target a diverse player demographic. This approach contributed to Pac-Man’s universal appeal and its status as a gaming classic.

Trouble in Gaming Paradise

Video Game Store

Was this to be the end of video games as we know them? It sure seemed like it.

From 1983 to 1985, the sheer volume of gaming options seemed to be muscling out arcade games, which experienced over 1,500 closures, not to mention seriously suffering economic setbacks.

There is that famous rumor that Atari had all of their remaining copies of the abysmal E.T. the Extraterrestrial buried in a New Mexico landfill. It became an urban legend, often being repeated as a humorous, but a cautionary tale. Turns out that it was partially true; a Canadian film crew traveled to the landfill, excavated and found copies of E.T., as well as other discarded Atari cartridges.

Serious analysts and economists were pessimistic when evaluating gaming’s future.

Was it to be a one-time fad?

Luckily for us, the development of video game consoles like the Nintendo Entertainment System (NES), gave the market a big boost.

If the gaming markets weren’t aided by these different factors, you might be filling your cart with Steam sale items and playing the newest Call of Duty Modern Warfare. Perish the thought!

The NES, Accessories, and The Legend of Zelda

Nintendo Entertainment System

Some of you may remember Duck Hunt—the game where you need to shoot ducks with a light gun. This was called the ‘Zapper’ and was released as an accessory in 1985. This allowed the player to feel as if they were shooting their prey on screen. Just remember to hit 100% of the time, or else that pesky hunting dog will laugh at you!

With the NES pulling some seriously heavyweight, the designer of Donkey Kong, Shigeru Miyamoto, really got a chance to shine.

In 1987, Nintendo released The Legend of Zelda.

This is the first appearance of our silent protagonist, Link, as he slays baddies and completes his quest. Miyamoto was inspired by his love of nature, as well as the adventuring he would do as a child. He harnessed his imagination and created one of the most beloved franchises in video gaming.

Any idea of how many Zelda games there are? Probably around 8 or something, right? How about 19 in the main series, not even mentioning the spin-offs and appearances in the Super Smash Bros. series?

The Legend of Zelda: Ocarina of Time was extremely influential to me as a video gamer. It inflamed my imagination, something that Miyamoto set out to do so many years ago.

The SNES and PlayStation

NES consoles through the years

This is where Nintendo dominated the games market.

SNES is perhaps the most iconic gaming system ever released. While still using cartridges, the SNES upped the ante with graphical capabilities, game design, and audio. It was the bridge between the old world of video games and the modern era.

For example, Star Fox was a famous example of using 3D graphics in a home console game. Nintendo also impressed the world by developing the console’s top 3 selling games in the console’s history: Mario Bros., Super Mario Bros. 2, and Super Mario Bros. 3. Not only can they develop winning video game consoles, but their games rule.

On the other side of the aisle, Sony had developed the first major disc-based consoles, the PlayStation in 1994. The PlayStation introduced games like Metal Gear Solid, Final Fantasy VIII, and Silent Hill. These titles included extensive, impressive cutscenes, often including recorded dialogue.

Games were getting closer and closer to being movie-like. The narratives were able to be more in-depth, moodier and more atmospheric. A game like Silent Hill would have never succeeded in any system but the PlayStation. The atmosphere, the sound, the graphics; they all hit the mark at the right place and time. The variety and graphical powerhouse the consoles were at the time made a lasting impact on gaming.

N64 and PlayStation 2

Nintendo 64 in 1996

In 1996, the Nintendo 64, (named for the 64-bit processing), was released to great fanfare. All of your favorite Nintendo characters were now in fully realized 3D. A highlight was Super Mario 64. In it, Mario must make his way through Princess Peach’s castle, experiencing a multitude of vastly different worlds. The sheer scope of this game had many players reeling.

Likewise, The Legend of Zelda Ocarina of Time and Donkey Kong 64 brought back many loveable characters to share the modern gaming stage. Alongside the PlayStation, the Nintendo 64 and the Sega Saturn made up what is known as the fifth console generation.

Not to be outdone, Sony released what is still the best-selling console of all time: the PlayStation 2. Released in 2000, the PS2 has sold over 150 million units. This console brought us hits like Final Fantasy X, Metal Gear Solid 2: Sons of Liberty, and Grand Theft Auto games.

An amazing feature of the PS2, the backward compatibility, allowed for gamers who had an extensive collection of original PlayStation games to be able to play them effortlessly on their new PS2 consoles. This tradition continued well into the present, (albeit a little more limited with other companies like Microsoft, with consoles like Xbox).

PS2 had a lifespan of 13 years, releasing classic games that many of us remember fondly. Luckily for us, we can easily access these titles from the Sony store.

Microsoft and World of WarCraft

Microsoft console

They went a step further by introducing Xbox LIVE, their subscription-based online gaming service. This meant you could regularly game with buddies online, buy DLC and access different goodies. In turn, this gave the anticipated release of Halo 2 even more acclaim.

Halo 2 broke sales records and had people funneling onto Xbox LIVE to finally play Halo’s addictive multiplayer online against people a world away. The time for trash talk was over; you now had the chance to put the question to rest: who is the best Halo player you know?

At the same time, Blizzard, the creators of StarCraft, created their most ambitious and popular product yet: World of Warcraft.

It was a massively multiplayer online role-playing game (MMORPG or MMO), where you inhabited the land Azeroth from the Warcraft franchise, leveled up your unique character, did raids, and got some serious loot. It was a smash hit and become a pop culture phenomenon.

The TV comedy South park did an entire episode about WoW, including a fictional weapon called ‘the sword of truth’. Blizzard eventually made the Sword of Truth an actual in-game item. Art imitates art!

The Wii and Big Budgets

Nintendo Wii

It’s cold, it’s early, and you need to get a hold of one of the most talked-about consoles ever made; the Nintendo Wii.

“The Wii?” you ask. Yes, the name is a bit…unconventional.

However, it brought a motion-based play to the table. This encouraged players to get off the couch and physically take part in their adventures.

The Legend of Zelda: Twilight Princess had players swinging swords with actual arm motions and Wii Sports playing a myriad of lighthearted sports games.

This era was the start of true big-budget gaming. Millions of dollars were now being spent on the development of games; some were the same budgets as blockbuster Hollywood productions.

For example, Destiny, a first-person shooter by Bungie, allegedly had a budget of almost half a billion dollars! This would take the world of gaming even higher into the cultural zeitgeist. It wasn’t an isolating pastime anymore; it was true pop culture, right alongside movies, music, and TV.

The rise of the gaming industry

As a gamer, we have never been more privileged. We have our pick of the litter: will it be the Xbox One, Nintendo Switch, PS4, PC, Mac, mobile, or the Wii U? They are even releasing versions of the classic SNES and NES systems, allowing for newer gamers to travel back in time and see what the ‘dark ages’ were like. VR consoles are seemingly the new piece of gaming hardware to look out for and cross platform gaming is the latest in multiplayer tech.

Whichever you choose, look back fondly on the timeline of video game history, and be grateful that Pac-Man had to walk so Kratos could run.

What People Are Saying A recent survey conducted by tech services firm Globant in collaboration with polling firm YouGov reveals that a significant 52% of gamers in the United States foresee the metaverse as a transformative force in the gaming industry.

The survey aimed to gauge the awareness and sentiments of U.S. gamers regarding the metaverse, a network of interconnected virtual worlds reminiscent of novels like “Snow Crash” and “Ready Player One.”

Among the findings, Meta emerged as the top company associated with the metaverse, according to 73% of respondents. Additionally, 35% expressed comfort with advertising in the metaverse, while 40% were uncomfortable with it. Nearly half of those surveyed would accept advertising if it meant gaining free access to apps, games, or places within the metaverse.

Furthermore, 49% of gamers prioritize “playing” over “earning” in metaverse games, although a substantial portion values a blend of both. Overall, the survey underscores the growing recognition among gamers that the metaverse is poised to reshape the gaming industry , with 41% believing it will have a positive impact.

However, familiarity and understanding of the metaverse remain areas for growth, as only 39% anticipate its maturity in less than five years.

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Video games are everywhere these days, but where did they actually come from? The history of video games is a complicated story that involves giant computers in science labs, the founder of Chuck E. Cheese and billions of dollars in quarters. Safwat Saleem examines the evolution of the beloved world of gaming.

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Video Game History Timeline

Explore the history of video games. Many artifacts illustrated in the timeline reside in The Strong’s collections.

Video game arcades reach their heyday as home consoles—led by Nintendo—begin to take sway.

Click and drag to scroll through the timeline.

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A missing slice of pizza inspires Namco’s Toru Iwatani to create Pac-Man , which goes on sale in July 1980. That year a version of Pac-Man for Atari 2600 becomes the first arcade hit to appear on a home console. Two years later, Ms. Pac-Man strikes a blow for gender equality by becoming the best-selling arcade game of all time.

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Video game fans go ape over Nintendo’s Donkey Kong , featuring a character that would become world-famous: Jumpman. Never heard of him? That’s because he’s better known as Mario—the name he took when his creator, Shigeru Miyamoto, makes him the star of a later game by Nintendo.

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Disney taps into the video game craze by releasing the movie Tron . An arcade game featuring many of the contests from the movie also becomes a hit.

M.U.L.E. 1983

Multiplayer play takes a huge step forward with Dan Bunten’s M.U.L.E. In the game, players compete to gather the most resources while saving their colony on the planet of Irata.

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Russian mathematician Alexey Pajitnov creates Tetris , a simple but addictive puzzle game. The game leaks out from behind the Iron Curtain, and five years later, Nintendo bundles it with every new Game Boy.

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The Nintendo Entertainment System (NES) revives an ailing United States video game industry two years after the Nintendo Corporation released it in Japan as Famicom.

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The emerging educational software market leaps ahead with the introduction of The Learning Company’s Reader Rabbit program. The educational computer business mushrooms with the introduction of CD-ROMs in the 1990s, but crashes with the rise of the Internet.

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It’s a good year for fantasy Role Playing Games, as Shigeru Miyamoto creates Legend of Zelda , SSI wins the video game license for Dungeons and Dragons , and Sierra’s Leisure Suit Larry gives players a different kind of adult role playing game.

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John Madden Football introduces gridiron realism to computer games, making this game—and its many console sequels—perennial best-sellers.

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Nintendo’s Game Boy popularizes handheld gaming. Game Boy is not the first handheld system with interchangeable cartridges—Milton Bradley introduced Microvision 10 years earlier—but it charms users with its good game play, ease of use, and long battery life.

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History of Video Games

This presentation will cover the history of video games, from their modest ... their most popular game was pong (based on table tennis) ... – powerpoint ppt presentation.

  • From Pong to Wii
  • This presentation will cover the history of video games, from their modest origin to the present, covering the timeframe between 1947 to now.
  • It will tell you about certain events that happened to the video gaming industry.
  • It will also show you various consoles created during their times.
  • The first video game was believed to be made in 1947.
  • The game was a simulation of a missile being fired at a target.
  • This game was inspired by radar screens used during World War II.
  • In 1961, a group of students at MIT programmed a game called Spacewar!
  • Two human players played against each other and each controlled a space ship that fired missiles.
  • This game was soon distributed with the new DEC computers. It was the first widely available videogame.
  • In 1971, Nolan Bushnell created a coin operated version of Spacewar!
  • The game was not a success because it was very difficult.
  • So, in 1972, Bushnell founded his own company Atari.
  • Atari was the pioneer for home video games.
  • Their most popular game was PONG (based on table tennis).
  • Other notable games Atari created include Asteroids, Millipede, and Missile Command.
  • This was the era that Space Invaders, Asteroids, and Pac Man were created.
  • Arcade games became more popular with the addition of color graphics.
  • The Golden Age was capped off with arcades appearing in popular teen hang outs such as malls and convenience stores.
  • Overnight businesses began appearing to compete with honest businesses and performed operations that cheated the games developers.
  • An example of this would be making games that were simple clones of already existing arcade games for relatively lower publishing costs.
  • To battle this, the gaming industry decided to focus more on making personal computer games.
  • Also appearing in the 1980s were the handheld games.
  • These were very popular because they could be taken anywhere and were also cheaper.
  • Such examples include Game Boy and Tiger Electronics.
  • Pong (1st) and Atari (2nd) had been the uncontested leaders of their generations respectively.
  • With the 3rd generation, there was finally competition in the video game industry.
  • The 3rd generation introduced consumers to Nintendo and Sega. These were also the 1st systems to use 8-bit graphics.
  • During the early 90s, the video game industry was starting to be operated like all of the other big businesses.
  • This means that the bigger corporations were starting to crush or absorb the little guys to maximize profits and lower risks.
  • The early 90s also brought in the 4th generation of games.
  • The 4th generation games improved from 8-bit to 16-bit.
  • This generation introduced us to the first person shooters and survival horror genres with Wolfenstein and Alone in the Dark, paving the way for classics like Doom and Resident Evil.
  • Oh yeah, lets not forget Sonic the Hedgehog.
  • The 4th Generation of games brought something else to the 90s Violence and blood.
  • In 1992, there was a Senate investigation into video game violence, with Joe Lieberman and Hillary Clinton speaking out against the games.
  • This actually gave a few games, like Doom and Mortal Kombat, more commercial success with all of the free publicity they were receiving.
  • Handheld games also reached their highest point of popularity in the early 90s.
  • Several Rivals to the Game Boy debuted during this time, including Sega Game Gear and Atari Lynx.
  • The Game Boy remained 1 thanks to the help of the popular puzzle game Tetris.
  • In 1995, Sega introduced Sega Saturn, while Sony made its debut into the video gaming industry with the Playstation.
  • Both consoles upgraded from 16 to 32-bit.
  • During this time, Playstation made the role playing game (RPG) and stealth-based games popular with the classics Final Fantasy VII and Metal Gear Solid.
  • With the consoles switching from 16-bit to 32-bit, home video games began to approach the looks of arcade games.
  • Most people would wait for the games to appear on their home consoles rather than going out.
  • Also, by this time, arcades had earned a reputation for being unsafe places.
  • Many arcades were forced to shut down.
  • After many delays, Nintendo released the first 64-bit system, the Nintendo 64, in 1996.
  • The decision to skip the 32-bit phase and jump right into 64-bit apparently paid off it sold more than 1.5 million copies in just 3 months.
  • It was bundled with Super Mario 64, which became a defining title for 3D platform games.
  • 2000 The Sims is released. It becomes the 1 selling computer game of all time, passing Myst.
  • 2001 Microsoft enters the video game industry with the release of Xbox.
  • 2002 Sega becomes a 3rd party developer for Nintendo, Sony, and Microsoft.
  • 2003 Halo becomes the best selling Xbox game.
  • In 2004, Nokia entered the handheld market with the N-Gage game-phone hybrid.
  • Also in 2004, Nintendo released the Nintendo DS.
  • In 2005, Sony released the Playstation Portable (PSP).
  • Earlier this month, Nintendo released their newest video game console, the Wii, which features a new remote-control shaped controller.
  • The controller is based around direct motion control whatever you do with your hands affects what happens on the screen.
  • Who will know what the future has in store for video games?
  • I guess well just have to wait and see to find out
  • www.gameinformer.com
  • www.google.com
  • www.juegomania.org
  • http//www.msnbc.msn.com/id/15734058
  • http//www.pbs.org/kcts/videogamerevolution/histor y
  • http//ratemyeverything.net/post.aspx?post201
  • www.wikipedia.org
  • www.yahoo.com

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The father of the video game: the ralph baer prototypes and electronic games video game history.

From the earliest days of computers, people have found ways to play games on them. These early computer programmers weren’t just wasting time or looking for new ways to goof off. They had practical reasons to create games.

During the 1940s and 1950s, computers took up entire rooms and were so expensive that only universities and large companies could afford them. Most people had both a limited understanding of what these electronic behemoths were able to do and an unfamiliarity with the types of mathematical equations these machines were regularly programmed to compute. Games like tic-tac-toe or William Higinbotham’s 1958 Tennis for Two were excellent ways to attract public interest and support. As an added bonus, computer programmers were able to learn from the creation of games as well because it allowed them to break away from the usual subroutines and challenge the computer’s capabilities.

It was this mindset that led a group of MIT students during the 1960s to create one of the first and most groundbreaking computer games. Students Steve Russell and his friends were granted access to the school’s new PDP-1 computer providing they used it to create a demonstration program that (1) utilized as many of the computer’s resources as possible and “taxed those resources to the limit,” (2) remained interesting even after repeated viewings, which meant that each run needed to be slightly different and (3) was interactive.

Inspired by the science fiction novels Russell and his friends enjoyed, these computers “hackers” decided to create a dueling game between two spaceships. The result, called “Spacewar,” caused a sensation on campus and variations on the game soon spread to other universities that had computer engineering programs.

Although Spacewar was fun to play, it was never destined for released to the general public, since computers were still too expensive for personal use. To play Spacewar one needed access to a research facility’s computer, which kept the game’s influence limited to the small computer technology sphere.

In fact, video games did not get their true start from computer programmers, but from an engineer skilled in another major invention of the 20th century: the television set. By the 1960s, millions of Americans had invested in televisions for their homes, but these television sets were only used for the viewing of entertainment. Engineer Ralph Baer was certain this technology could be used to play games.

In 1966, while working for Sanders Associates, Inc., Baer began to explore this idea. In 1967, assisted by Sanders technician Bob Tremblay, Baer created the first of several video game test units. Called TVG#1 or TV Game Unit #1, the device, when used with an alignment generator, produced a dot on the television screen that could be manually controlled by the user. Once Baer had established how it was possible to interact with the television set, he and his team were able to design and build increasingly sophisticated prototypes.

Sanders senior management were impressed with Baer’s progress and assigned him the task of turning this technology into a commercially viable product. After a few years and numerous test and advancements, Baer and his colleagues developed a prototype for the first multiplayer, multiprogram video game system, nicknamed the “Brown Box.” Sanders licensed the Brown Box to Magnavox, which released the device as the Magnavox Odyssey in 1972.

With fewer than 200,000 units sold, Magnavox Odyssey was not considered a commercial success. Among the contributing factors, poor marketing played a large role. Many potential consumers were under the impression—sometimes encouraged by Magnavox salesmen—that Odyssey would only work on Magnavox televisions. Ultimately, the problem was that Magnavox saw Odyssey as a gimmick to sell more television sets. Executives at Magnavox lacked the vision to see that television games had the potential to become an independent industry, and did not give the product the support it needed.

Meanwhile, a creative young entrepreneur named Nolan Bushnell remembered playing Spacewar during his years as a student at the University of Utah. He began to think of ways that the game could be retailed. Bushnell had past experience with amusement park arcades and had witnessed firsthand the popularity of pinball machines. He believed that Spacewar would make a successful coin-operated machine.

In 1971, Nutting Associates, a coin-op device manufacturer, released Bushnell’s idea as “ Computer Space .” However, while Spacewar had been an enjoyable game, Computer Space proved too complex for the casual game player to understand quickly. The changes that were required to convert the two-player Spacewar to a one-player game made Computer Space frustratingly difficult for those who did learn how to play.

Though Computer Space was a flop, Bushnell still believed that coin-operated video games could be successful. After seeing a demonstration of Magnavox Odyssey’s table tennis game in May 1972, Bushnell set about trying to create an arcade version of the same game. He and his business partner, Ted Dabney, formed Atari, Inc., in June 1972, and released Pong, an arcade ping-pong game, that same year. The first Pong machine was installed in Andy Capp’s Tavern, a bar located in Sunnyvale, California. A few days later, the tavern owner called Atari to send someone out to fix the machine. The problem turned out to be that the cashbox was filled with too many quarters. The coins had overflowed and jammed the machine. Atari clearly had a sensation on its hands.

Emboldened by Pong ’s success, Atari partnered with Sears, Roebuck & Company to produce a home version of the game in 1975. Magnavox sued for patent rights infringement. The case was heavily in Magnavox’s favor. Ralph Baer had carefully documented his work. Magnavox could prove that they demonstrated Odyssey to the public in 1972 and that Bushnell had attended the demonstration. (It was even confirmed later that Bushnell had played Odyssey’s tennis game.) Rather than face a lengthy and undoubtedly unsuccessful court case, Atari settled with Magnavox.

The home version of Pong was just as successful as the arcade version. Atari sold 150,000 units in 1975 alone (compared to the 200,000 Odysseys that took Magnavox three years to sell.) Other companies soon began to produce their own home versions of Pong. Even Magnavox began to market a series of modified Odyssey units that played only their tennis and hockey games. Of these first-generation video game consoles, the most successful was Coleco Telstar, due in part to some luck and the help of Ralph Baer.

Coleco, a toy company that later became known for the wildly popular Cabbage Patch Doll in the early 1980s, was just beginning to branch out into video games. Acting on a recommendation from Ralph Baer, Coleco was the first company to place a major order for General Instruments’ AY-3-8500 chip, on which most Pong console clones were based. When General Instruments, which had underestimated the interest in the chip, had trouble meeting production demands, Coleco was at the top of the priority list. While Coleco’s competitors waited for months until General Instruments could complete their orders, Coleco cornered the market.

At a crucial moment, Coleco Telstar did not pass the interference tests needed for Federal Communications Commission approval. Coleco had a week to fix the problem or the unit would need to be totally redesigned before it could be resubmitted for FCC approval. The process could potentially take months, putting the company well behind its competitors. Without FCC approval, Coleco would be stuck with warehouses full of units that they could not sell.

The company turned to Sanders and Ralph Baer in hopes that Baer’s experience would be able to help them. Baer found their solution within the week and Coleco received its FCC approval. Telstar sold over one million units in 1976, before being overshadowed by the next generation of video game consoles.

Produced between 1976 and 1983, these second-generation consoles, such as the Atari VCS (also known as the Atari 2600), Mattel’s Intellivision, and ColecoVision, featured interchangeable game cartridges that were retailed separately, rather than games that came preloaded in the unit. This advance allowed users to build a library of games. There was soon a wide variety of games to choose from, but, ironically, this surplus proved to be the one of the key reasons that the industry faced a serious crash during the early 1980s.

In a classic case of supply outpacing demand, too many games hit the market, and many were of inferior quality. Further complicating matters, there were too many video game consoles from which to choose. Beyond the flooded market, video games consoles now faced growing competition from computers.

The bulky, room-sized expensive computer behemoths were a thing of the past. The age of the home computer had arrived. For many, purchasing a versatile computer, like the Apple II, Radio Shack’s TRS-80, or the Commodore 64, which could play games in addition to running a multitude of other programs, seemed a more logical investment than buying a system devoted solely to gaming.

Sales of video game consoles and cartridges plunged in 1983 and 1984. Many companies like Mattel and Magnavox discontinued their video game lines completely, while Atari, the leader in the field, struggled to remain afloat. Video games remained popular arcade features, but it seemed that the era of home video game systems had ended.

But in 1985, a small Japanese company proved just the opposite. That year, Nintendo released its Nintendo Entertainment System (NES), whose popularity and commercial success surpassed any previous game console. No longer a novelty, video games found a firm foothold mainstream American life, just as Ralph Baer had predicted they would.

  • The Father of the Video Game: The Ralph Baer Prototypes and Electronic Games
  • Video Game History

presentation on the history and evolution of video games

The Evolution and Impact of Games: A Comprehensive Overview

Lakisha Davis

Games have been an integral part of human civilization for centuries, evolving alongside our cultural and technological advancements. From ancient board games like Chess and Go to today’s immersive video games, the concept of play has continually transformed, shaping entertainment, education, and even social interactions. This article delves into the world of games, exploring their historical significance, types, and the role they play in contemporary society.

1. A Brief History of Games

The history of games can be traced back to ancient civilizations. Early forms of games, such as dice and board games, were used not only for entertainment but also as tools for strategy and problem-solving. Games like Senet in ancient Egypt and the Royal Game of Ur from Mesopotamia were predecessors to modern games that combine skill, strategy, and luck.

With the invention of cards and board games in medieval Europe and Asia, the notion of recreational gaming spread globally. Fast forward to the 20th century, the rise of electronic gaming marked a new era, culminating in the video games that have become a central part of modern entertainment.

2. Types of Games

Games come in various forms, each serving different purposes and catering to different preferences. These can be broadly classified into several categories:

  • Board Games : These involve physical boards and pieces, where players compete or collaborate according to established rules. Examples include classics like Monopoly, Scrabble, and Risk.
  • Card Games : Games played with cards have been a staple for centuries. Popular variants include Poker, Bridge, and Solitaire.
  • Video Games : This category has revolutionized the gaming industry. From simple arcade games like Pac-Man to complex, open-world experiences like Grand Theft Auto, video games offer a wide variety of genres including action, adventure, role-playing, and simulation.
  • Sports and Physical Games : Traditional games like soccer, basketball, and tennis are deeply rooted in human culture. These sports encourage physical activity, teamwork, and competition.
  • Puzzles and Brain Teasers : These games are designed to stimulate cognitive skills and often challenge players to think critically. Sudoku, crosswords, and jigsaw puzzles fall under this category.

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3. The Rise of Video Games

The video game industry has seen explosive growth over the last few decades. What started as a niche hobby in the 1970s and 1980s with the advent of consoles like Atari and Nintendo has now grown into a multibillion-dollar global industry. Major franchises like Call of Duty, FIFA, and Fortnite dominate not just sales but cultural conversations as well.

Video games have evolved in complexity, with narratives rivaling those found in movies and TV shows. Multiplayer online games, such as World of Warcraft and League of Legends, have transformed how players interact, fostering global online communities and professional esports competitions.

4. The Impact of Games on Society

Games influence society in profound ways, extending far beyond mere entertainment. They have been used in education, providing interactive and engaging learning experiences. Educational games and gamified learning platforms help teach subjects like mathematics, history, and science.

Moreover, the gaming industry has become a significant cultural force, influencing movies, television, and even social media trends. Games also provide a platform for creativity and innovation, with many players designing their own game content or modifying existing games to create new experiences.

5. The Future of Gaming

The future of gaming holds exciting possibilities. Advances in technology such as Virtual Reality (VR) and Augmented Reality (AR) are creating immersive experiences, blurring the line between the virtual and real world. Mobile gaming has also risen in popularity, with smartphones enabling people to play games anywhere, anytime.

Online platforms like Wuzz88 offer convenient access to various games, catering to both casual and competitive gamers. With the growing interest in cloud gaming and the increasing power of gaming consoles and PCs, the gaming experience is set to become even more seamless and expansive in the coming years.

6. Conclusion

From their humble beginnings to their current role as a dominant form of entertainment, games continue to evolve. They shape the way we interact, learn, and entertain ourselves. Whether it’s traditional board games or cutting-edge video games, the impact of gaming on our culture is undeniable. As new technologies emerge, the gaming industry will undoubtedly keep pushing boundaries, creating even more exciting experiences for players worldwide.

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presentation on the history and evolution of video games

Lakisha Davis is a tech enthusiast with a passion for innovation and digital transformation. With her extensive knowledge in software development and a keen interest in emerging tech trends, Lakisha strives to make technology accessible and understandable to everyone.

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the evolution of video games

The Evolution of Video Games

Oct 09, 2014

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The Evolution of Video Games. A Brief History from the 1800’s-Present. Ancestors of Video Games. The beginnings of the video game industry can be traced back to the pinball machine industry.

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The Evolution of Video Games A Brief History from the 1800’s-Present

Ancestors of Video Games • The beginnings of the video game industry can be traced back to the pinball machine industry. • Pinball itself can be traced back to the 1800’s game Bagatelle, a form of billiards in which players used a cue to shoot balls up a sloped table, hoping to have the ball land in a pocket on the way down.

Ancestors of Video Games • In 1931, Automatic Industries introduced the first real pinball machine, Whiffle, which used a plunger instead of a cue. It was also one of the first devices that was coin activated. • Later in 1931, David Gottlieb introduced the hugely popular Baffle Ball, which launched pinball into a serious industry. • At this point, there were no flippers, bumpers, or scoring device.

Ancestors of Video Games • Harry Williams introduced Contact in 1933, the first electric machine. • Around this time, pay-out machines were introduced that combined pinball and gambling. • Many states passed laws prohibiting gambling and these pay-out machines. • In New York, pinball was ruled an extension of gambling and was made illegal (until the 1980’s!). Many states followed this precedent and the gaming industry was tainted.

Ancestors of Video Games • In 1947, Gottleib introduced Humpty Dumpty, the first game to use flippers, to establish pinball as a game of skill and not a game of chance. • Some states relented, but the gaming industry was still tainted and linked to gambling. • Other innovations followed, and the pinball industry grew with companies like Gottleib, Williams, Bally, and Midway. • Many of the founders and innovators of the video game industry had their starts in pinball.

The First Video Game? • Early computers could only play simple games like tic-tac-toe. • Most historians agree the first video game was invented in 1958 by Willy Higginbotham at the Brookhaven National Laboratory. • It was an oscilloscope and analog Donner computer to play “Tennis for Two” as a demonstration for the annual visitor day.

The First Video Game? Rebuilt in 1997 Original Game

Spacewar • In 1961, Steve Russell built Spacewar on a DEC PDP-1 at MIT. • It took 6 months and 200 hours of programming. • Using toggle switches, two players could control dueling ships firing torpedoes at each other. • Additional effects like gravity, hyperspace (teleporting), and unreliable weapons were eventually added. • Due to its eventual influence on the industry and its well-known history, many people consider this the first true video game.

Spacewar The Spacewar PDP-1 Steve Russell and the Original Spacewar Spacewar Screenshot

The Magnavox Odyssey • In the late 1960’s, Ralph Baer began work on a video game system while working at Sanders Associates. • The game was a form of ping pong using a moving ball and player controlled paddles. • The system consisted of a game box containing the logic, two simple controllers, and used a standard television for a display. • Magnavox struck a deal, and the system became the Odyssey, launched in 1972.

The Magnavox Odyssey • Other games were also supported through the use of coloured screen overlays and accessories. • Magnavox, unfortunately, overpriced the system and marketed it as only working with Magnavox sets. • The system nevertheless sold reasonably well for being the first home video game console. • It also had great influence on the first major arcade video game … Pong.

The Beginnings of Atari • Nolan Bushnell was first introduced to gaming through the pinball industry. • At the same time, Bushnell attended the University of Utah, where he first saw and played Spacewar. • He went on to create Computer Space, a coin operated version of Spacewar using custom hardware and a television for a display in 1970.

The Beginnings of Atari • With help from Bill Nutting of Nutting Associates, 1,500 Computer Space machines were manufactured in 1971. • Due to poor marketing and complex game play (it needed several pages of instructions to explain), the game did poorly. • Not to be deterred, Bushnell went on to form Atari in 1972 as the first video game company.

Atari and Pong • Atari’s first commercial success was Pong. • It was test marketed at Andy Capp’s Tavern in Sunnyvale, California late in 1972. • It was a huge success. • Forgeries and copies appeared on the scene to cash in on the new craze.

Atari and Pong • Magnavox sued Atari for patent infringement. • Since Bushnell had seen the Odyssey at a trade show months before Pong was made, Atari was in trouble. • They settled with Magnavox and became the sole licensee for this technology. • Magnavox prosecuted all of the imitators, leaving Atari back on top of the industry.

More Early Home Consoles • Atari’s Home Pong in 1975 • The Connecticut Leather Company (Coleco) and Telstar in 1976. • Fairchild Camera and Instrument releases Channel F, also in 1976, the first programmable home game to use cartridges.

More Early Home Consoles • Atari released the Video Computer System (better known as the 2600) in 1977. Immensely popular. • Magnavox and Odyssey2 in 1978. • Mattel Electronics introduced the Intellivision in 1979.

The Early Arcade • Arcades did not exist at first … video games were largely installed in bars and were not seen as children’s amusements. • Bushnell saw the huge potential and Atari introduced the Pizza Time Theatre (Chuck E. Cheese) to help establish video games for children in 1977. • Arcades for the whole family began to spring up as video games grew in popularity.

Early Arcade Developments • 1975: Midway imports Taito’s game Gunfight … the first to use a microprocessor. • 1976: Exidy Games releases Death Race, in which players drive over stick figures. Protests ensue. • 1978: Atari releases Football and Midway releases Space Invaders. Both set records.

Early Arcade Developments • 1979: Atari releases Lunar Lander, its first vector graphics game. Atari later released Asteroids, its best-selling game. • 1980: Namco releases Pac-Man, the most popular arcade game ever world-wide. • 1980: Atari releases Battlezone, perhaps the first true first-person video game.

Early Arcade Developments • 1981: Relative newcomer Nintendo releases Donkey Kong, with the first appearance of what would become Mario, later Nintendo’s main mascot. • Other classics followed: • 1981: Galaga, Frogger, Ms. Pac-Man, Centipede • 1982: Dig Dug, Burger Time, Mr. Do!, Q*Bert, Pole Position, Joust, Zaxxon, Moon Patrol (first game with parallax scrolling), Time Pilot • 1983: Dragon’s Lair (first laser disc game), Mario Bros., Spy Hunter

Meanwhile, Atari at Home … • 1979: Atari designer Warren Robinett introduces Easter Eggs to video games, hiding a room with his name in a 2600 game called Adventure. • 1980: Atari ports Space Invaders to the 2600. The practice of porting arcade hits to home begins. • 1981: Atari ports Pac-Man to the 2600. Still ranks #4 on the Top Ten most Shameful Games of all time. Really, really bad. • 1982: Atari rushes E.T. for the 2600 to market for Christmas. Millions of cartridges are reportedly dumped and buried in the New Mexico desert. Even worse! • 1982: Atari releases the 5200 game console. It also did not do very well. Atari in big trouble.

Also at Home … • 1980: Sensing Atari was in trouble, several developers left and formed Activision, the first third-party game publisher. • 1982: General Consumer Electronics produces the Vectrex. • The first vector graphics home console. • It was monochromatic, but used coloured plastic overlays like the first Magnavox Odyssey. • 1982: Coleco releases the Colecovision. • Both consoles faltered in 1983 and died off in 1984, when the rest of the industry crashed.

The Crash of 1983-1984 • After the golden age up to 1982, the video game market collapsed with several companies abandoning the industry or totally out of business. Why? • There was no new technology able to sustain and drive growth of the industry. • There was a huge over-supply of game cartridges. • Atari believed they were unstoppable and could do anything. Turns out they were wrong. • Home computers arrived on the scene, and people began to panic at the new threat. • People lacked faith, and many felt video games were a fad. Retailers, distributors, the press, and good portions of the public turned their backs on them.

The Advent of the Home Computer • In the early 1980’s, home computers began to grow in popularity. • Some did not do very well, like the Coleco Adam (1984), but some proved popular as a gaming platform. • Commodore, with the VIC 20 (1981) and Commodore 64 (1982) and again later with the Amiga. • Apple with the Apple II and later generations. • IBM and various PC clones, which has become the predominant home computing gaming platform.

The Advent of the Home Computer • Several new companies began developing for these new platforms: • Accolade • Origin • Infocom • Epyx • Broderbund • Sierra • Microprose • Electronic Arts • Lucas Arts • And many, many others

Nintendo and Sega • In 1984, Nintendo released the Family Computer (Famicom) in Japan. It was rebranded in 1985 as the Nintendo Entertainment System (NES) for North America. • In 1986, Sega (once known as SErvice GAmes) released the Sega Master System. • These two new home consoles begin to revitalize the sagging game market.

Nintendo and Sega • Sega lagged behind Nintendo in sales. • In 1989, Sega introduced the new 16-bit Genesis console, but it still lagged behind as people awaited the Super NES. • When the Super NES was introduced in 1991, Sega had a surprise … it’s new mascot, Sonic the Hedgehog. • In 1992, Sega shipped the Sega CD peripheral for the Genesis, which did not fare very well.

Other Contenders • 1987: NEC introduces the hybrid 8/16 bit PC Engine in Japan, later releasing it in 1989 in the U.S. as TurboGrafx. • 1990: SNK introduces the new 24-bit NeoGeo game console in the U.S. • 1993: Panasonic releases the 32-bit 3DO system, a CD based system. • Despite their technical innovations, none of these systems fared as well as Nintendo’s or Sega’s.

Arcades Fight Back • In 1987, CAPCOM introduced Street Fighter, but hardware lacked the power to really drive the game. • In 1991, that was fixed with Street Fighter II, and new life was breathed into the arcade. • CAPCOM followed with many more fighting game classics. • In 1992, Midway followed suit and introduced the gory Mortal Kombat series. More protests.

Arcades Fight Back • Though fighting games brought life back to arcades, it was never the same as before the crash. • Arcades became testing grounds for next generation hardware and games for home consoles for Nintendo, Sega, and Sony. • Arcades also came to house specialized hardware unavailable to the home console, or the classic games that once defined the industry. • Despite the boost in popularity, arcades were not able to revive their glory days. But, this was not the end of the arcade either …

Hand Held Gaming • Early hand helds were primarily LED based, single game machines. • New hand helds changed that: • Atari Lynx (1989) • Nintendo Game Boy (1990) • NEC TurboExpress (1990) • Sega Game Gear (1991) • NeoGeo Pocket (1998), Colour (1999) • Game Boy Colour and Advanced (2001)

Home Computer Advancements • 1989: Maxis releases SimCity and begins the line of Sim games. • 1993: 7th Guest becomes the first big CD-ROM hit. Myst follows shortly. • 1993: Id Software publishes Doom, firmly establishing the first-person shooter, and introduces multiplayer gaming. • 1995: 3D acceleration hardware introduced.

A Three Horse Race • 1994: Sega releases the Saturn in Japan (1995 in the U.S.). • 1994: Sony releases the Playstation in Japan (1995 in the U.S.). • 1995: Nintendo releases the Nintendo 64 in Japan (1996 in the U.S.). • This time, all three consoles enjoy reasonable success.

A New Three Horse Race • 1999: Sega releases the Dreamcast. • 2000: Sony releases the Playstation 2. • 2000: Sega introduces Internet access to the Dreamcast. • 2001: Nintendo releases the Gamecube. • 2001: Microsoft releases the Xbox. • 2001: Sega discontinues the Dreamcast, and announces it will no longer produce hardware. • 2002: Both Sony and Microsoft introduce Internet connectivity to their consoles.

Portable Developments • 2003: Nintendo releases the Game Boy Advanced SP. • 2003: Gamepark releases the GP32 with wireless support, Internet connectivity, USB, and Smart Media cards. • In addition to its own games, it can play Game Boy and Game Boy Colour, NES, Super NES, Atari 2600, NeoGeo Pocket, and other console titles through emulators. • 2003: Nokia releases the N-Gage with wireless connectivity through Bluetooth and cellular networks for games, e-mail, and so on.

Arcades Fight Back Again • Arcades have seen a recent revival, starting at the turn of the new millennium with games with new controls and innovative twists best suited for the arcade. • Dance Dance Revolution (and at least 12 sequels) ... • MoCap Boxing, MoCap Golf, ... • And quite a few others.

Arcades Fight Back Again • The arcade’s resurging popularity is highest in Asia, particularly Japan. • Some arcades and arcade machines are reappearing in North America, more so in the United States than in Canada. • But, it is still not the same as it once was. • The focus still appears to be more about introducing new technologies. • The gameplay almost seems secondary; without the gimmicks, the games would not be nearly as much fun to play.

The Latest ... • Nintendo released in late 2004 its latest handheld, the dual-screenNintendo DS, with morepower than the N64, andlots of bells and whistles. • Sony also released in late2004 its own feature rich hand held, the Playstation Personal (or PSP) in Japan and brought it to North America early 2005.

The Latest … • In late 2005, Microsoft launched its Xbox 360. • It features a three-core processor, built-in wireless, hard-drive, built-in network support, and high-end graphics. Very nice. • This marks the beginning of the next generation of console hardware …

Coming Soon ... • Infinium Labs plans to soon release its Phantom console, based on PC hardware and strict copyprotection mechanisms. • The DISCover console is another PC based console, that will ship in low end and high end models. • These have been “coming soon” for years, however, so don’t hold your breath!

Coming Soon … • Of course, Sony and Nintendo also have new consoles under development, for release in 2006 or 2007. Nintendo’s Revolution Sony’s Playstation 3

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Evolution Of Video

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Evolution of Video Games

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Welcome PlayStation 5 Pro, the most visually impressive way to play games on PlayStation

Welcome PlayStation 5 Pro, the most visually impressive way to play games on PlayStation

Features including GPU upgrade, advanced ray tracing, and PlayStation Spectral Super Resolution take players to new heights.

presentation on the history and evolution of video games

UPDATE:  On September 26, 2024, pre-orders will be available directly from PlayStation at  direct.playstation.com  and at participating retailers in territories where direct.playstation.com isn’t available. On October 10, 2024, pre-orders will be available at all other participating retailers.

Over the last four years since the launch of PS5, we’ve worked hard to continuously evolve the console experience and deliver the great games our players expect from us. Today, I’m incredibly proud to announce the next step in that evolution and welcome PlayStation 5 Pro to the PlayStation family – our most advanced and innovative console hardware to date.

We developed PS5 Pro with deeply engaged players and game creators in mind – as many have asked for a console that runs even higher fidelity graphics with smoother frame rates at 60FPS. We achieved this on PS5 Pro with several key performance features.*

  • Upgraded GPU : With PS5 Pro, we are upgrading to a GPU that has 67% more Compute Units than the current PS5 console and 28% faster memory. Overall, this enables up to 45% faster rendering for gameplay, making the experience much smoother.
  • Advanced Ray Tracing : We’ve added even more powerful ray tracing that provides more dynamic reflection and refraction of light. This allows the rays to be cast at double, and at times triple, the speeds of the current PS5 console.
  • AI-Driven Upscaling : We’re also introducing PlayStation Spectral Super Resolution, an AI-driven upscaling that uses a machine learning-based technology to provide super sharp image clarity by adding an extraordinary amount of detail.

PS5 Pro provides gamers with amazing graphics at high frame rates. You can hear Mark Cerny, lead architect for PS5 Pro, discuss the key innovations from PS5 Pro in the following video presentation. This presentation provides a deep dive into the key performance features that make PS5 Pro truly special.

Other enhancements include PS5 Pro Game Boost, which can apply to more than 8,500 backward compatible PS4 games playable on PS5 Pro. This feature may stabilize or improve the performance of supported PS4 and PS5 games. Enhanced Image Quality for PS4 games is also available to improve the resolution on select PS4 games. PS5 Pro will also launch with the latest wireless technology, Wi-Fi 7, in territories supporting this standard. VRR and 8K gaming are also supported.

It’s humbling to see how game creators have embraced the latest technology from PS5 Pro, and several games will be patched with free software updates for gamers to take advantage of PS5 Pro’s features. These games can be identified with a PS5 Pro Enhanced label within their title. Some games you can look forward to include blockbuster hits from PlayStation Studios and our third-party partners, such as Alan Wake 2, Assassin’s Creed: Shadows, Demon’s Souls, Dragon’s Dogma 2, Final Fantasy 7 Rebirth, Gran Turismo 7, Hogwarts Legacy, Horizon Forbidden West, Marvel’s Spider-Man 2, Ratchet & Clank: Rift Apart, The Crew Motorfest, The First Descendant, The Last of Us Part II Remastered, and more. 

We kept the look of the PS5 Pro consistent with the overall PS5 family of products. You’ll notice the height is the same size as the original PS5, and the width is the same size as the current PS5 model to accommodate higher performance specs. Players can add an Ultra HD Blu-ray Disc Drive, or swap out console covers when they become available.

presentation on the history and evolution of video games

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presentation on the history and evolution of video games

PS5 Pro fits perfectly within the PS5 family of products and is compatible with the PS5 accessories currently available, including PlayStation VR2, PlayStation Portal, DualSense Edge, Access controller, Pulse Elite and Pulse Explore. The user interface and network services will also remain the same as PS5.

The PS5 Pro console will be available this holiday at a manufacturer’s suggested retail price (MSRP) of $699.99 USD, £699.99 GBP, €799.99 EUR, and ¥119,980 JPY (includes tax). It will include a 2TB SSD, a DualSense wireless controller and a copy of Astro’s Playroom pre-installed in every PS5 Pro purchase. PS5 Pro is available as a disc-less console, with the option to purchase the currently available Disc Drive for PS5 separately.

PS5 Pro will launch on November 7, 2024 and will be available at participating retailers and directly from PlayStation at direct.playstation.com. Preorders will begin on September 26, 2024.

Our PS5 journey would not be possible without the millions of players that have supported us through the years and have shared with us their love of gaming. Whichever console option players choose, whether it’s PS5 or PS5 Pro, we wish to bring everyone the very best gaming experience that fits their needs. 

*Features only available on select PS5 games that have been enhanced for PS5 Pro when compared with the PS5. PS5 Pro enhanced features will vary by game.

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  1. Video Game History ‑ Timeline & Facts

    The video game industry had a few notable milestones in the late 1970s and early 1980s, including: The release of the Space Invaders arcade game in 1978. The launch of Activision, the first third ...

  2. The Evolution and History of Video Games

    The Golden Age of Arcade Games. Speaking of arcade games, the late 1970s and early 1980s experienced an impressive boom in arcade video game popularity, bringing in serious commercial success. Specifically, the release of Space Invaders for arcade systems in 1978 marked a new dawn for games.

  3. The history and evolution of video games

    The history and evolution of video games is a fascinating journey that spans several decades, from the early days of simple analog games to the highly immersive and technologically advanced games of today. ... This presentation will cover the history of video games, from their modest origin to the present, covering the timeframe between 1947 to ...

  4. Evolution of video games

    The document traces the evolution of video games from their early experimental years in the 1940s-1960s to their establishment as a mainstream form of entertainment today. Some of the key developments discussed include the first interactive game created by Ralph Baer in the 1950s, the release of Pong and Space Invaders in the 1970s which helped ...

  5. The History and Evolution of Video Games

    In this article, we will explore the fascinating history and evolution of video games, tracing their origins and highlighting the significant milestones along the way. The Birth of Video Games. The origins of video games can be traced back to the mid-20th century when scientists and engineers began experimenting with interactive electronic devices.

  6. The History and Evolution of Video Games

    The Rise of Consoles and Arcades. In the late 1970s and early 1980s, video games experienced a boom in popularity thanks to the introduction of home gaming consoles and the rise of arcades. Atari ...

  7. The History and Evolution of Video Games

    The Early Days. The origins of video games can be traced back to the 1940s and 1950s when scientists and engineers began experimenting with computer technologies. At this time, computers were ...

  8. History Of Video Games

    Apr 6, 2010 • Download as PPTX, PDF •. This document provides a history of video games from 1962 to the present. It discusses the development of early games like Spacewar and Pong in the 1960s-1970s and the rise of arcade games and consoles in the following decades. Key events included the release of the Magnavox Odyssey home console in ...

  9. History of Video Games

    History of Video Games. This document traces the evolution of video games over eight generations from their origins in the 1940s to the present. It describes the key developments and major consoles within each generation, including early mainframe computer games in the 1960s and 1970s (1st generation), the rise of arcade and home console games ...

  10. The Evolution of Video Games: From Classic Arcade to Virtual ...

    The evolution of video games has been nothing short of remarkable, and it continues to push the boundaries of technology and entertainment. The Early Days: Classic Arcade Games. The history of video games dates back to the 1970s when the first arcade games were introduced. Games like Pong and Space Invaders became instant classics, captivating ...

  11. A brief history of video games (Part I)

    The history of video games is a complicated story that involves giant computers in science labs, the founder of Chuck E. Cheese and billions of dollars in quarters. Safwat Saleem examines the evolution of the beloved world of gaming. Create and share a new lesson based on this one.

  12. The Evolution of Video Games: From Pong to Virtual Reality

    Dec 4, 2023. Video games have come a long way since the days of Pong, the first commercially successful video game released in 1972. Over the years, they have evolved and transformed into complex, immersive experiences that transport players into virtual worlds. From simple two-dimensional games to stunning three-dimensional graphics and now ...

  13. The Evolution of Video Games, A Journey Through Decades

    The Evolution of Video Games, A Journey Through Decades - Copy - Free download as Powerpoint Presentation (.ppt / .pptx), PDF File (.pdf), Text File (.txt) or view presentation slides online. The document discusses the evolution of video games across decades from the 1980s to the 2020s. It analyzes how each decade contributed to technological advancements in graphics and gameplay, as well as ...

  14. History of video games

    The history of video games began in the 1950s and 1960s as computer scientists began designing simple games and simulations on minicomputers and mainframes. Spacewar! was developed by Massachusetts Institute of Technology (MIT) student hobbyists in 1962 as one of the first such games on a video display.The first consumer video game hardware was released in the early 1970s.

  15. Video Game History Timeline

    1980. A missing slice of pizza inspires Namco's Toru Iwatani to create Pac-Man, which goes on sale in July 1980. That year a version of Pac-Man for Atari 2600 becomes the first arcade hit to appear on a home console. Two years later, Ms. Pac-Man strikes a blow for gender equality by becoming the best-selling arcade game of all time.

  16. The Evolution of Video Games: From Pong to Virtual Reality

    Conclusion. The evolution of video games from Pong to virtual reality is a testament to the power of creativity, innovation, and technological progress in shaping the gaming industry. From the simple joys of arcade classics to the immersive experiences of modern VR games, video games have captured the hearts and minds of players around the ...

  17. The Evolution of Video Games: From Pong to Virtual Reality

    The video game industry took its first steps with the release of Pong in 1972. Developed by Atari, Pong was a simple sports game that simulated table tennis. The game consisted of two paddles and ...

  18. History of Video Games

    Introduction. This presentation will cover the history of video. games, from their modest origin to the present, covering the timeframe between 1947 to now. It will tell you about certain events that. happened to the video gaming industry. It will also show you various consoles created. during their times. 3.

  19. Evolution of Video Games

    Evolution of Video Games - Free download as Powerpoint Presentation (.ppt / .pptx), PDF File (.pdf), Text File (.txt) or view presentation slides online. Scribd is the world's largest social reading and publishing site.

  20. Video Game History

    Video Game History. From the earliest days of computers, people have found ways to play games on them. These early computer programmers weren't just wasting time or looking for new ways to goof off. They had practical reasons to create games. During the 1940s and 1950s, computers took up entire rooms and were so expensive that only ...

  21. PPT

    Introduction • This presentation will cover the history of video games, from their modest origin to the present, covering the timeframe between 1947 to now. • It will tell you about certain events that happened to the video gaming industry. • It will also show you various consoles created during their times.

  22. PPT

    The history of video games. The history of video games. Powerpoint presentation by Ayla Aaro. Early arcade video games. In September 1971, a galaxy game was installed at a student union at Stanford University. Based on Spacewar , this was the first coinoperated video game. First generation consoles. 591 views • 11 slides

  23. The Evolution and Impact of Games: A Comprehensive Overview

    Card Games: Games played with cards have been a staple for centuries. Popular variants include Poker, Bridge, and Solitaire. Video Games: This category has revolutionized the gaming industry. From simple arcade games like Pac-Man to complex, open-world experiences like Grand Theft Auto, video games offer a wide variety of genres including ...

  24. PPT

    The Evolution of Video Games A Brief History from the 1800's-Present. Ancestors of Video Games • The beginnings of the video game industry can be traced back to the pinball machine industry. • Pinball itself can be traced back to the 1800's game Bagatelle, a form of billiards in which players used a cue to shoot balls up a sloped table ...

  25. Welcome PlayStation 5 Pro, the most visually impressive way to play

    Other enhancements include PS5 Pro Game Boost, which can apply to more than 8,500 backward compatible PS4 games playable on PS5 Pro. This feature may stabilize or improve the performance of supported PS4 and PS5 games. Enhanced Image Quality for PS4 games is also available to improve the resolution on select PS4 games.