VIDEO GAMES: History on How it Started

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Have you ever tried playing video games? A video game, commonly known as a computer game, is an interactive electronic game that utilizes an input device to provide visual feedback, such as a keyboard, gamepad, joystick, or motion detector. The most usual place for this feedback to be shown is on a video display device, like a TV, monitor, touchscreen, or virtual reality headset. Gaming audio feedback through speakers or headphones is also a popular addition. Furthermore, most people nowadays enjoy playing video games. Aside from being a source of entertainment, it also enables us to foster interpersonal relationships and cognitive development. The thrill and attraction of playing games has only grown as technology has advanced, which has led to the rise of video games.
Today, the global market for video games is about $100 billion, and roughly two-thirds of American households have at least one person who frequently plays video games. Arcade systems, home consoles, portable consoles, and mobile devices are just a few of the many platforms on which video games can be played. They are frequently on the cutting edge of computer technology. As we live in a technological and modern world, we will delve into the innovations of how video games have evolved over the years and what they have to offer.
THE BEGINNING

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First Video Games
Ever ponder what the very first video game was? Who is the inventor, and how do they operate? There are a few inventions that are eligible to claim the distinction of being the first video game ever created. Firstly, let’s talk about the Nimrod computer.
The first computer that could solve complex commands was the Nimrod machine. According to Brookhaven National Laboratory (n.d.), Nimrod was created to simulate the challenging logic and strategy game “nim,” which is complex. It was renowned for being an impossible game to win. John Bennett created the game, and Raymond Stuart Williams put it together. Ferranti International debuted it in 1951 at various science exhibitions (Baker, 2010). However, the game of Nimrod is somewhat boring because it focuses too much on logic and strategy and doesn’t have any monitor-like instruments.
In 1952, the OXO game was created by a student named Alexander Shafto Douglas. He used an artificial intelligence (AI) called EDSAC to operate the game. The game was just a simple tic-tac-toe game however you are playing against an AI (History-Computer ,2021). There is also another game that has a graphical monitor which is called a CRT Amusement Device. In fact, this game was created in 1948 which is way earlier than the OXO. It was developed by Thomas T. Goldsmith Jr. and Estle Ray Mann who work for the DuMont Laboratories (HSE,2018). In order to play this game, the player should place the target in front of the screen. Because of this, the manufacture and distribution of the game was abandoned by the production company (Norman, 2022). Both of the games have monitors but also are discontinued for different reasons. This made the two inventions be labeled as a failure even if they are good enough to be labeled as the first ever video game.

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In the late 1970s and early 1980s, arcades were at the height of their popularity. When Nolan Bushnell created Computer Space in 1971, the video game arcade had its beginnings. The game was revolutionary despite the shortcomings and failures, and formed the foundations of a new industry. Atari’s pinball arcade, however, didn’t appear to be particularly illustrious in 1971. Computer Space was the first commercial arcade game published in 1971. After leaving Nutting Associates, Nolan Bushnell and Bob Dabney founded Syzygy Engineering, their own business. In 1972 they incorporated under the name Atari, taking the name for a move in Go. Atari’s initial game was a recreation of Tennis for Two from 1958, one of the earliest video games with a graphical user interface. Atari made Pong because Bally Midway declined to license it. Pong, the very first genuine electronic video game, was released by Atari in 1973. After which, the year 1980 marked the height of the arcade frenzy as the game Pac-Man was introduced.
The growth of the gaming industry coincided with the explosion of home and arcade gaming. The history of video game consoles experienced a decade of innovation in the 1990s. Technology advancements increased the clarity of the prospective video game vision. Home computers like the Commodore Vic-20, Commodore 64, and Apple II started to gain popularity at the same time as video game consoles started to receive negative coverage. Sprite-based graphics gave way to fully developed 3D graphics in the 1990s. With the release of the CD-i in the fourth generation, compact discs were also given their first attempt as a retail format for video game sales. The Super NES (1990), the Neo Geo (1991), and the Mega Drive/Genesis (1988) were some of the most prominent systems produced during this generation (1991) (History of Gaming Setups – 80’s, 90’s & 00’s – Hosa, 2022). Eventually, Nintendo released the Game Boy, which went on to become the most popular series of handheld gaming systems in the 1990s (Editors, 2019).
THE MODERN AGE OF GAMING

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The First Console Wars

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When Nintendo released the 16-bit Super NES machine and the video game Sonic the Hedgehog in North America in 1991, the first serious “console war” had officially begun. On both consoles, popular games like Mortal Kombat and Street Fighter2, a fighting game with top-notch content, were released in the early to mid-1990s. In response to the well-known game, Sega established a rating committee for video games in 1993 to classify games offered for sale on Sega home systems. Super Mario Bros. and Virtual Fighter for the Saturn are two examples of highly regarded, in-line 3D games that Sega and Nintendo have each released (History 2017) .
On the SNES, Sega was the first 32-bit console to play games on CDs rather than cartridges when it released its Saturn system in North America in 1995, five months ahead of schedule. Although both Sega and Nintendo have produced a number of well-received, brand-consistent 3D games, like Virtual Fighter on the Saturn and Super Mario 64 on the Nintendo 64. The first DVD-compatible system, the Play Station, was introduced in 2000.
Into the Internet
Since the early 2000s, when Internet capabilities have proliferated and computer processor technology has improved at such a quick rate, every new batch of games, visuals, and consoles seem to blast the previous generation out of the water. Technology, servers, and Internet connections have all decreased in price dramatically, and 3.2 billion people now have lightning-fast access to the Internet globally. According to the ESA Computer and Video Games Industry Report for 2015, at least 1.5 billion people who have access to the Internet like playing video games .
According to History (2019), Microsoft launched its own system, the Xbox, in 2001 in an effort to enter the video game market. The original Xbox (the forerunner to the Xbox 360 and Xbox One) upped the ante in the console wars by driving out businesses like Sega and placing Microsoft against Nintendo and Sony, two console industry mainstays.
Online multiplayer gaming had become an essential component of the experience by the time the Xbox 360 was released, particularly “deathmatch” games played against millions of other players across the globe for titles like Call of Duty Modern Warfare.
Every year, a slew of fresh technologies are introduced that dramatically alter the gaming scene from what it was in the year before. 2011 was no exception.This means that 2011 game technologies are no different from past game technologies. One of the most significant technological developments in the game business over the past 12 months was this. Nintendo 3DS newest portable system and how its stereoscopic 3D effect actually worked as advertised, without 3D glasses. Gaming could undergo a real revolution if upcoming hardware manufacturers develop solutions that offer a more robust 3D from various viewing angles (Kleorland, 2011).
LET’S TALK ABOUT GOING MOBILE

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Since the introduction of smartphones and app stores in 2007, gaming has experienced yet another rapid development that has altered not only how people play games but has also taken gaming into the mainstream of pop culture in a level that has never been seen before. Mobile gaming has exploded over the past ten years due to the rapid advancements in mobile technology. In 2015, revenue from mobile gaming will surpass that of consoles.
A few number of corporations used to control the gaming market, but in recent years, firms like Apple and Google have quietly climbed the rankings thanks to the revenue they generate from the sale of games through their app stores. Simple games like Angry Birds, which have two billion downloads as of 2014, made Rovio $200 million in 2012 alone thanks to the time-killing appeal of mobile gaming.
WELCOME TO 3D
Since the introduction of smartphones and app stores in 2007, gaming has experienced yet another rapid development that has altered not only how people play games but has also taken gaming into the mainstream of pop culture in a level that has never been seen before. Mobile gaming has exploded over the past ten years due to the rapid advancements in mobile technology. In 2015, revenue from mobile gaming will surpass that of consoles.
A few corporations used to control the gaming market, but in recent years, firms like Apple and Google have quietly climbed the rankings thanks to the revenue they generate from the sale of games through their app stores. Simple games like Angry Birds, which have two billion downloads as of 2014, made Rovio $200 million in 2012 alone thanks to the time-killing appeal of mobile gaming.
There is more to 3D than just attractive graphics. When done well, it brings gameworlds to life. A 3D character has a whole endoskeleton and can , in theory, react to anything organically. A classic example of this is in “ragdolls”, where a fallen enemy doesn’t simply slump to the ground in a canned animation, but instead tumbles off the railing and lands with one arm draped over a step. A 2D sprite can only do what it has been drawn to do.
The original Freescape game, Driller, was launched in 1987. On the Spectrum and other entry-level devices, it presented a complete 3D experience; it wasn’t just a technical demonstration. It didn’t matter that it was ugly, had a bad frame rate, or wasn’t all that fun in comparison to that. Even so, it garnered a lot of interest.
At the tail end of the 1990s, With the release of titles like “Super Mario 64” and “Sonic Adventure,” all video games began to target the 3D market, which had previously only been explored by first-person shooters and driving games. Technological developments, particularly the shift from cartridge to disc in the home console industry, were made in response to this transformation. This made it possible for far larger, completely 3D environments, some of which are still in use today.
Millions of players worldwide are connected through their mobile device or League of Legends on the PC in more sophisticated mass multiplayer mobile games like Clash of Clans, which generate enormous revenue every year.
WHERE WE ARE HEADING
Console sales are increasing, and each new generation of console ushers in a new technological age and set of capabilities even though mobile gaming has killed off handheld gaming devices. Virtual reality and artificial intelligence technology are two fields that may be crucial to the development of gaming in the future.
Virtual Reality?

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Oculus, a virtual reality (VR) firm, was purchased by Facebook in 2014, and its Rift headset was released last 2016. The headset appears to be made specifically for use in the video game industry and may one day enable players to “live” within an interactive, immersive 3D environment. It may be possible to design fully dynamic, interactive “worlds” for MMORPGs, where players might roam around, interact with one another, and perceive the virtual environments in a completely new way.
These advancements could herald an exciting new chapter in gaming as they could enable games to interact with characters within games, who would be able to respond to questions and commands in intelligent and seemingly natural ways. Due to advances in voice recognition accuracy, players in first-person shooters, sports games, and strategy games could effectively command the computer to complete in-game tasks by wearing a headset.
POSITIVE IMPACTS OF VIDEO GAMING ON MODERN-DAY SOCIETY

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For a long time, video games have been a significant and growing part of our culture. This world has seen many stereotypes and false claims with video gaming. On the other hand, let us not forget how meeting other players from around the world through online gaming has also cultivated cultural relationships. It serves as a means of interacting and uniting individuals. The development of technology and the creation of the internet have greatly benefited the gaming business. Games are affecting our life and the society we live in without us even realizing it. People from all walks of life and beliefs can connect using a gaming platform. Despite the fact that they may speak different languages, the two parties can work together and push one other in productive ways.
Playing video games can improve kids in problem-solving abilities development. The more adolescents reported playing strategic video games, such as role-playing games, the more they improved in problem solving and school grades the following year, according to a long-term study published in 2013. Children’s creativity was also enhanced by playing any kind of video game, including violent games, but not when the children used other forms of technology, such as a computer or cell phone, other research revealed.
Organizations like Games for Change encourage the use of games for education and social action, and frequently involve young people in the creation of games they can use to express themselves on important issues and current events. Some medical professionals, such as Doctor Kourosh Dini, also feel that “age appropriate multi-player video games can allow children to learn how other people think – a key aspect of empathy. Games can also help a child become more comfortable with new and ever progressing technology.”
The gaming industry is projected to evolve more into the future. More youths and adults will be joining in on the fun. Apart from judging and stereotyping people who play games, we can listen to them. It will help in addressing gaming and its impact on social wellbeing. Games can impact our lives in broader ways than we envision. It is a skill like any other, and it breaks barriers in society.
Conclusion
The development of video games began on minicomputers and mainframes by computer scientists in the 1950s and 1960s, marking the beginning of the history of video games. In the 1970s and 1980s, video gaming became broadly acknowledged when video games, gaming platforms, and home computer recreations were made available to the general public. Since then, video games have become a common form of entertainment and an element of youth culture throughout most of the world. Both technology and video games have always been a part of who we are. In recent years, video games have made tremendous advancements. Playing games has always been fascinating, and as technology has advanced, video games have become increasingly popular. Most people now play video games for fun or as part of their profession. Additionally, most people in today’s society enjoy playing video games.
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