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Game History

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The history of Video Games In the year 1967, the first video game console debuted and because of it being a rectangular wooden box, it was known as the 'Brown Box (15).' It was invented by Ralph H. Baer, who is also called 'The Father of Video Games.' Classic Arcade System arcade machines that already include the following game pack systems: (60 In On) - (412 In One) - (1162 In On) - (3500 In On) - (4500 In One). The Ultimate History of Video Games: From Pong to Pokemon - The Story Behind the Craze That Touched Our Lives and Changed the World by Steven L. Kent (Goodreads Author) 4.11 avg rating — 2,312 ratings.

Electronic games are changing how people play, learn, and connect with each other, including across boundaries of culture and geography. The International Center for the History of Electronic Games (ICHEG) develops exhibits and undertakes other activities to interpret the historical and cultural significance of video games and other electronic games to ensure that present and future generations can explore that history, understand how it began and evolved, and appreciate the impact that electronic games have on society.

Video Game History Timeline

View the video game history timeline. Many artifacts illustrated in the timeline reside in The Strong’s collections.

Interpreting the History of Electronic Games

Electronic games are a rapidly evolving new form of play, and they are profoundly affecting not only how Americans play, but also how they learn and how they connect to each other. ICHEG is therefore interested in a wide range of questions and issues regarding electronic games.

These questions and issues include but are not restricted to the following:

  • Where do electronic games come from? What is their history? How did they originate? What are the sources of inspiration for their stories and imagery? What popular forms of play paved the way for them?
  • How is playing electronic games similar to or different from previous types of play?
  • Who plays electronic games?
  • What is the educational impact of electronic games?
  • What is the social effect of electronic games? Do they isolate people or bring them together?
  • What is the effect of violence in electronic games? Does violence in electronic games cause violent behavior or prevent it?
  • What is the effect of electronic games on physical and mental health? Are they addictive or is gamers’ passion for electronic games similar to other players’ passion for other forms of play? What are the benefits of electronic games?
  • How are electronic games made? Who makes them? How does someone become a game designer? How are electronic games marketed?
  • What role should parents have in kids’ electronic game play?
  • What is the future of electronic games? How are they evolving? What forces are shaping them? Where are electronic games and gamers headed?
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To aid the exploration of these questions and to help inform its long-term, interactive exhibit eGameRevolution and future exhibits at The Strong museum, the International Center for the History of Electronic Games has developed an interpretive framework that includes “Concentric Circles: A Lens for Exploring the History of Electronic Games.” This framework examines electronic games through a continual zooming back and forth of the lens of focus—from a tight focus on the games themselves, to a broader look at who makes the games and how they’re made, to a wider-angle view of their impact on players and society, to a panoramic consideration of electronic games through the lens of play.

|source:HereJan 9th, 2018

The legend of Pong, the one-dot and two-paddle sensation that mimicked table-top tennis, was the granddaddy that led to the establishment of Atari and the video-game craze.

More than 8,000 Pong stand-up arcade cabinets were sent out into world in the two years following the games release in 1972. These addicting consoles brought kids in groves to the stores and restaurants that had the game. With pockets full of scavenged quarters, these youngsters played at the rate of $35-$40 per day, per machine.

From those innocent early days, the world has grown to 2.2 billion gamers, and 50 years of gaming has brought video game companies revenues close to $109 billion.

Pong put Atari on the map, and led to the creation of the mass-marketed game console. By 1977, 27.6 million Atari sets were in homes across the world, and gave Steve Wozniak and Steve Jobs something to do while they figured out their computer company Apple. The two techno-geniuses built the Atari game Breakout in their spare time, and Woz says that the game influenced the design of the Apple II.

The history of video games article

During the 1980s, Pac Man and Mario Brothers stole the hearts of every adolescent, who went on to buy the first Nintendo Gameboy in 1989, and the Super Nintendo in 1991.

Today, 43 percent of games are played on a mobile device, 31 percent of gamers use an at-home console, and 23 percent use a PC. More importantly, 71 percent of parents now believe that video games positively influence their children's lives, which is quite different from the 1990s when parents consistently banned their children from games like Mortal Kombat and Doom as the debate regarding game violence and its affects on children reached its peak.

Did you know that video games can improve your health?

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