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Evolution of Video Games and Its Unnoticed Effect

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Evolution of Video Games and Its Unnoticed Effect

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16sk012116
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Evolution of Video Games And

Its Unnoticed Effect

Submitted by
Parikshith.L
Introduction
Video games have come a long way since their
inception, evolving from simple pixelated experiences into
complex virtual worlds that captivate and engage players on
multiple levels. While video games were initially dismissed as
mere forms of entertainment, they have now emerged as a
powerful medium that not only provides immersive
experiences but also contributes to various aspects of our
lives, including education, social interaction, and even mental
well-being. In this blog, we will explore the evolution and
impact of video games, highlighting their significance beyond
the realm of entertainment. In a rapidly evolving digital
landscape, video games have emerged as a dynamic form of
entertainment that transcends traditional boundaries. From
their humble beginnings as pixelated adventures to the
breathtakingly realistic virtual worlds of today, video games
have captured the hearts and minds of people of all ages. But
they are no longer just about entertainment – they've
become a medium for storytelling, creativity, and even
education.
Today, video games make up a $100 billion global
industry, and nearly two-thirds of American homes have
household members who play video games regularly. And it’s
really no wonder: Video games have been around for
decades and span the gamut of platforms, from arcade
systems, to home consoles, to handheld consoles and mobile
devices. They’re also often at the forefront of computer
technology.
History of Video Games
As early as 1950, computer scientists were using
electronic machines to construct relatively simple game
systems, such as Bertie the Brain in 1950 to play TIC TAC TOE,
or Nimrod in 1951 for playing Nim. These systems used either
electronic light displays and mainly as demonstration systems
at large exhibitions to showcase the power of computers at
the time. Another early demonstration was Tennis for two, a
game created by William Higginbotham at Brookhaven
National Laboratory in 1958 for three-day exhibition, using
an analog computer and an oscilloscope for a display.
Spacewar! is considered one of the first recognized
video games that enjoyed wider distribution behind a single
exhibition system. Developed in 1961 for the PDP-1
mainframe computer at MIT, it allowed two players to
simulate a space combat fight on the PDP-1's relatively
simplistic monitor. The game's source code was shared with
other institutions with a PDP-1 across the country as the MIT
students themselves moved about, allowing the game to gain
popularity.
Development of Gaming Industry
Sega and Taito were the first companies to pique the
public’s interest in arcade gaming when they released the
electro-mechanical games Periscope and Crown Special
Soccer in 1966 and 1967. In 1972, Atari (founded by Nolan
Bushnell, the godfather of gaming) became the first gaming
company to really set the benchmark for a large-scale gaming
community. Atari not only developed their games in-house,
they also created a whole new industry around the “arcade,”
and in 1973, Atari began to sell the first real electronic video
game Pong, and arcade machines began emerging in bars,
bowling alleys and shopping malls around the world.
Arcade video games caught on quickly in Japan due to
partnerships between American and Japanese corporations
that kept the Japan companies abreast of technology
developments within the United States. The Nakamura
Amusement Machine Manufacturing Company (Namco)
partnered with Atari to import Pong into Japan in late 1973.
Within the year, Taito and Sega released Pong clones in Japan
by mid-1973. Japanese companies began developing novel
games and exporting or licensing them through partners in
1974. Among these included Taito's Gun Fight (originally
Western Gun in its Japanese release), which was licensed to
Midway. Midway's version, released in 1975, was the first
arcade video game to use a microprocessor rather than
discrete TLL components.
Pros of Gaming
Education: Educational video games have become valuable
tools for enhancing learning experiences. They provide
interactive platforms for teaching various subjects, from
mathematics and science to history and language arts. These
games engage students through problem-solving, critical
thinking, and creativity.
Skills Development: Video games require players to develop a
wide range of skills, including hand-eye coordination,
strategic thinking, teamwork, and adaptability. Games like
"Mine craft" foster creativity and resource management,
while strategy games like "Civilization" encourage players to
think critically about historical and geopolitical concepts.
Problem Solving and Creativity: Many video games present
players with complex puzzles and challenges that require
creative problem-solving skills. Games like "Portal" and "The
Witness" encourage players to think outside the box and
come up with innovative solutions
The Rise of 3D Gaming
With a leap in computer technology, the fifth generation of
video games ushered in the three-dimensional era of gaming.

In 1995, Sega released its Saturn system, the first 32-bit


console that played games on CDs rather than cartridges.
This move was to beat Sony’s first foray into video games,
the PlayStation. The following year, Nintendo released its
cartridge-based 64-bit system, the Nintendo 64.

Though Sega and Nintendo each released their fair share of


highly-rated, on-brand 3D titles, such as Virtua Fighter on the
Saturn and Super Mario 64 on the Nintendo 64, the
established video game companies couldn’t compete with
Sony’s strong third-party support, which helped the
PlayStation secure numerous exclusive titles.

In 2005 and 2006, Microsoft’s Xbox 360, Sony’s PlayStation 3,


and Nintendo’s Wii kicked off the modern age of high-
definition gaming. Though the PlayStation 3 the only system
at the time to play Blu-rays was successful in its own right,
Sony, for the first time, faced stiff competition from its rivals.

The 8th generation of video games began with the release of


Nintendo’s Wii U in 2012, followed by the PlayStation 4 and
Xbox One in 2013. Despite featuring a touch screen remote
control that allowed off-TV gaming and being able to play Wii
games
Cons of video games
Continuation or escalation of gaming despite the occurrence
of negative consequences is one sign of gaming addiction.

Long term gaming can compromise personal health. Games


must be conscious about the amount of time they spend
playing. Physical activities, exercise and personal hygiene are
of important components of good health

When you spend most of your time sitting in front of a screen


absorbed in games, it is easy to forget to eat regular meals,
drink water, exercise, and take care of your overall health.
Hours of gaming daily often result in less sleep, especially if
you play later at night or with gamer friends from different
time zones. It’s easy to play “just one more game,” which
results in “just one less hour of sleep.” Excessive gaming can
lead to poor sleep hygiene and other adverse physical health
effects. Sleep deprivation also leads to impaired memory and
relationship stress, significantly diminishing your overall
quality of life
Examples of Video Consoles

Sony PlayStation

Microsoft Xbox

N Nintendo
Future of Gaming
The future of gaming looks promising. Virtual reality (VR) and
augmented reality (AR) are pushing the boundaries of
immersion, allowing players to step into virtual worlds. Cloud
gaming services are making it easier to access games on a
variety of devices, while AI-driven experiences promise more
dynamic gameplay
Virtual reality (VR) company Oculus was acquired by
Facebook in 2014, and is set to release its Rift headset in
2016. The headset seems to lean perfectly toward use within
the video games industry, and would potentially allow
gamers to “live” inside an interactive, immersive 3D world.
Conclusion
Video games have evolved from simple diversions into a
multifaceted medium with far-reaching effects on education,
skills development, social interaction, and mental well-being.
As technology continues to advance, we can expect video
games to become even more immersive and transformative.
It's important to recognize and appreciate the positive
aspects of gaming, and to approach the medium with a
balanced perspective that considers both its entertainment
value and its potential for personal and societal growth
Video games have evolved from humble beginnings to
become a cultural phenomenon with a profound impact on
society. As technology continues to advance, the gaming
industry will undoubtedly offer even more innovative and
exciting experiences for players around the world. Whether
you're a casual gamer or a dedicated e-sports competitor,
the world of video games continues to expand, offering
something for everyone to enjoy.

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