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1950's To 1960'sthe History Of Video Games

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Game 60: july 31 2015 the initials game 6. Host: Cory Cove Players: Chris Hawkey, Paul Lamber,t AJ Mansour, Ben Leber. List of all the previous INITIALS winners, date of game played, winning point total of the game, initials used in the game, when the winner got their first point and number of players in the game.

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1950's To 1960'sthe History Of Video Games To Play

Source Material:http://en.wikipedia.org/wiki/Historyofvideogameshttp://www.designboom.com/eng/education/pong.htmlhttp://www.bmigaming.com/videogamehistory. Pong is considered by many to be one of the very first video arcade games, and was released in 1972. It later become the subject of a lawsuit by the makers of an earlier table tennis game, who successfully argued the concept was stolen from them. Epic coasterwatermelon gaming headset. Sources: Brookhaven National Laboratory, Wikipedia, wired.com, APS physics, Britannica.com. Insite 7,6 keygen.

1950's To 1960'sthe History Of Video Games Free

History of Video Game IndustryVideo game industry is a relatively new field of business. Although video gamesitself was invented around mid-1950s, it took two decades until it became a commercialproduct. In November 1972, PONG arcade game from ATARI came out. It was a simpletennis game with graphics of two sticks as paddles and a square as a ball, yet it wassomething completely new. PONG became a massive hit in 1970s, amounting to sales of12,000 arcade units. This became first commercially successful video game ever. Successof PONG showed the world the business chance in video games, resulting in manycompanies copying the PONG format and making similar games which are said to soldabout 100,000 units. This was the beginning of the video game industry.In 1975, ATARI remade PONG for home usage where user can purchase theconsole and simply plug it in to TV to play a video game at home. There was no need to goto arcade with pocket full of quarters. Home console PONG sold 150,000 units just inChristmas of 1975, and did not slowed down its sales for next year either. The homeconsole video game market, which is the mainstream videogame market in today, hasemerged.

In 1980s, numerous companies started entering market with their own version ofhome consoles, yet only one was victorious. Nintendo from Japan single handedly tookover the market with NINTENDO ENTERNTAINMENT SYSTEM (NES). Interestingly, theNES did not have any cutting edge technology. Then why was it that this console sosuccessful? The answer is the software. Nintendo had a very strict quality control onsoftwares that were released on their console. Yet, there was massive numbers of softwarereleased for it because development was so easy thanks to simple design of the system.Some of the most notable icons of video gaming appeared during this era such as Linkfrom Legend of Zelda series and Mario from Super Mario Series.

If 1980s was age of growth in video game industry, 1990s is age of maturity. In1990s, video game consoles gained sophisticated three dimensional graphics. Consolecame around this time such as Sony�s Playstation and Nintendo�s N64 featured 3Dgraphics which allowed developerswith much more creative freedom.Before these 3D games, video games were mostly targeted a kids.They had simple story and simple game play. It was easy fun for everyone. But with introduction of 3D technoIf the industry has maturedin 1990s, where did it head in2000s?characterizes video games in 2000s. In 2000s, mostly three companies dominate thevideogame console market, Family friendly Nintendo, hardcore gaming Microsoft, andSNINTENDOGS to infamous crime actionGrand Theft Autoseries. Introduction of motion being sort of in bonyWiic made games easy to play for everyone again, while wide spread of online gaming hasapturing technology with Nintendocreated virtual community for more dedicated gamers. Our survey also prove this byhaving various choices of videogames. By this era, the average budget of games has grownto out scale Hollywood movies. There are amazing visual effects, celebrity appearances,and global scale marketing. Users demand this and can purchase them because the ageDiversityiswhatgroup is shifting as evident in the survey as well. It has grown into full scale entertainment industry.




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