History Of Gaming

  • Thomas T. Goldsmith, Jr. and Estle Ray Mann

     Thomas T. Goldsmith, Jr. and Estle Ray Mann
    filed a United States patent request for an invention they described as a "cathode ray tube amusement device"
  • Period: to

    History Of Video Games

  • Home computer games (late 1970s–early 1980s)

    Home computer games (late 1970s–early 1980s)
    While the fruit of retail development in early video games appeared mainly in video arcades and home consoles, home computers began appearing in the late 1970s and were rapidly evolving in the 1980s, allowing their owners to program simple games. Hobbyist groups for the new computers soon formed and PC game software followed.
  • Product Placement In The Gaming Industry

    Product Placement In The Gaming Industry
    A major marketing push, featuring TV advertisements starring Frank Sinatra, helped Magnavox sell about 100,000 Odyssey consoles that first year
  • Video game crash of 1977

    Video game crash of 1977
    In 1977, manufacturers of older, obsolete consoles and Pong clones sold their systems at a loss to clear stock, creating a glut in the market[25] and causing Fairchild and RCA to abandon their game consoles. Only Atari and Magnavox remained in the home console market, despite suffering losses in 1977 and 1978.[26]
    The crash was largely caused by the significant number of Pong clones that flooded both the arcade and home markets. The crash eventually came to an end with the success of Taito's Spa
  • Thus Activision Was Born

    Thus Activision Was Born
    In 1979, Activision was created by disgruntled former Atari programmers "who realized that the games they had anonymously programmed on their $20K salaries were responsible for 60 percent of the company's $100 million in cartridge sales for one year". It was the first third-party developer of video games. By 1982, approximately 8 million American homes owned a video game console, and the home video game industry was generating an annual revenue of $3.8 billion, which was nearly half the $8 b
  • Major Growing Pains

    Major Growing Pains
    The video games industry experienced its first major growing pains in the early 1980s as publishing houses appeared, with many honest businesses—occasionally surviving at least 20 years, such as Electronic Arts—alongside fly-by-night operations that cheated the games' developers. While some early 1980s games were simple clones of existing arcade titles, the relatively low publishing costs for personal computer games allowed for bold, unique games.
  • Early Gaming Computers

    Early Gaming Computers
    Following the success of the Apple II and Commodore PET in the late 1970s, a series of cheaper and incompatible rivals emerged in the early 1980s. This second batch included the Commodore VIC-20 and 64; Sinclair ZX80, ZX81 and ZX Spectrum; NEC PC-8000, PC-6001, PC-88 and PC-98; Sharp X1 and X68000; and Atari 8-bit family, BBC Micro, Acorn Electron, Amstrad CPC, and MSX series. These rivals helped to catalyze both the Home computer and Games markets, by raising awareness of computing and gaming t
  • Video game crash of 1983

    Video game crash of 1983
    At the end of 1983, the industry experienced losses more severe than the 1977 crash. This was the "crash" of the video game industry, as well as the bankruptcy of several companies that produced North American home computers and video game consoles from late 1983 to early 1984. It brought an end to what is considered to be the second generation of console video gaming. Causes of the crash include the production of poorly designed games, an immature distribution system which left retail stuck wit
  • Mobile Phone Gaming

    Mobile Phone Gaming
    Mobile phones began becoming video gaming platforms when Nokia installed Snake onto its line of mobile phones in 1997 (Nokia 6110). Soon every major phone brand offered "time killer games" that could be played in very short moments such as waiting for a bus. Mobile phone games early on were limited by the modest size of the phone screens that were all monochrome and the very limited amount of memory and processing power on phones, as well as the drain on the battery.
  • Cloud Computing comes to games

    Cloud Computing comes to games
    In 2009, a few cloud computing services were announced targeted at video games. These services allow the graphics rendering of the video games to be done away from the end user, and a video stream of the game to be passed to the user. OnLive allows the user to communicate with their servers where the video game rendering is taking place. Gaikai streams games entirely in the user's browser or on an internet-enabled device. Experts estimate the streaming games market will grow nine-fold by 2017