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Introduction part 1
Since the dawn of man, humans have been pushing the limits of technology. From the humble fire to the incredible transistor, we continue to push the limits of what is possible. As tech has advanced, so too have the limits of what we view as possible. Computers that once took up entire rooms have been compressed to fit into a pocket. What was once reserved for scientists and companies is now an everyday convenience. -
Introduction part 2
Just as technology has evolved, entertainment has changed to keep up with the advances of society. From simple games that can be traced back to ancient civilizations, to classics like chess, to modern marvels like Clash of Clans, entertainment has advanced at the speed of man. A common aspect of many forms of entertainment is that it gets people to socialize. -
Introduction part 3
Starting in the early 1970s, people began to wonder if it was possible to combine the televisions used by many to watch TV and arcade games played across the country into one device to allow people to play the games they loved from the comfort of their homes. And the video game console was born. -
Introduction part 4
The first console fell short of its dreams, but today the video game industry is a booming industry worth billions of dollars. Visual Capitalist says, "We’re already far past the point of gaming being the biggest earning media sector, with an estimated $165 billion revenue generated in 2020" (5). From the simple home consoles and arcade machines of the 1970s and 80s to the complex virtual reality and mobile games of the modern world, video games have come a long way. -
Introduction part 5
As with any new product or idea, people's ideas of it have changed as time has grown. While people's ideas may have changed, the enjoyment people get from playing games with friends and family has not. But to generalize all video games under one umbrella is doing a disservice to the broad scope those two words cover. Games like Pong and Pac-Man are classics that stand the test of time and are still beloved by many. -
Introduction part 6
Doom, while not the newest, still has a dedicated fanbase and still inspires people to edit the game with mods, promoting social interaction outside of the game. Games like Minecraft and World of Warcraft have both active physical and digital communities, some of which have been around for many years. Educational games allow for video games to find a place in schools as a teaching and learning tool. -
Introduction part 7
Games like solitaire and chess provide digital adaptations to beloved physical classics. More modern games like Jackbox allow players to promote physical social interaction through online party games. Games span many genres, from shooter games to player-versus-player games, to cooperative games. As video games have grown, the ways players can use them have grown. This diachronic archival project seeks to answer the question "How has society's view of video games changed over the last 50 years?" -
Brown Box reception
Selling less than 200,000, the success of the Brown Box/Magnavox Odyssey was limited. Due to poor marketing, many consumers did not truly understand the product or the requirnments to use it. Many people viewed it as a gimmick as opposed to a great new invention. Still, it set the stage for other consoles to enter the consumer market. -
First widely availible video game console release
In 1967, at Sanders Associates, Ralph Baer developed a prototype for the first video game console. It was originally called the "Brown Box" but, after being licensed to Magnavox, its name was changed to Magnavox Odyssey."(5) It labeled itself as "a new dimension for your television."(1) The photo is a picture of the brown box and the youtube video is an add for the console.
YouTube (1) -
Video games and education
Video games receive varying degrees of sentiment. Some say that they are negatively impacting children, warping how they interact with the world, and turning them into gamblers while others say it can be benificial to children, helping them develop problem solving skills. Schools can also use video games to teach students things like trigonometry. (2) The photo is of a person playing a computer game in a museum. (4) -
Video games and education part two
These opinions aren't just shared by normal people, they are debated by psychologists interested in the effects of video games on the minds of children. -
Modern perception
As video games have become more widespread, the public view of video games has changed. Now, the video game market is booming as more and more people purchase games, systems, and in-game content. The world of video games has expanded to follow advancements in technology, adapting to the rise of things like virtual reality and mobile gaming.(6,7) -
Modern Perception part 2
While many people view video games as good, some view them as negative, claiming the only goal of modern games is to keep people engaged and spending money. This image is a chart of the amount of money made by the video game industry over time. (3) -
Bibliography part 3
5:
“Record the Brown Box, 1967–68 | Collections Search Center, Smithsonian Institution.” 2025. Si.edu. 2025. https://collections.si.edu/search/detail/edanmdm:nmah_1301997?q=Magnavox+Odyssey&record=2&hlterm=Magnavox%2BOdyssey&inline=true.
6:
Wallach, Omri. 2020. “50 Years of Gaming History, by Revenue Stream (1970-2020).” Visual Capitalist. November 23, 2020. https://www.visualcapitalist.com/50-years-gaming-history-revenue-stream/. -
Bibliography part 1
1:
Critical Kate (of A Critical Hit!). 2020. “Magnavox Odyssey Commercial (1973).” YouTube. January 25, 2020. https://www.youtube.com/watch?v=9-LrHQQaIE4.
2:
“Herald-Journal.” 2025. Google Books. 2025. https://books.google.com/books?id=Q4MsAAAAIBAJ&pg=PA17&dq=Video+games&article_id=4620#v=onepage&q=Video%20games&f=false. -
Bibliography part 2
3:
Parkin, Simon. 2024. “Opinion | How Videogames Fell from Art to Addictive.” The New York Times, December 12, 2024. https://www.nytimes.com/2024/12/12/opinion/video-games-addiction-technology.html.
4:
“Playing Video Game.” 2025. Oclc.org. 2025. https://cdm16795.contentdm.oclc.org/digital/collection/divtour/id/11047. -
Bibliography part 4
7:
Wallach, Omri. 2020. “The History of the Gaming Industry in One Chart.” World Economic Forum. November 27, 2020. https://www.weforum.org/stories/2020/11/gaming-games-consels-xbox-play-station-fun/.