The document traces the evolution of video games from their early experimental years in the 1940s-1960s to their establishment as a mainstream form of entertainment today. Some of the key developments discussed include the first interactive game created by Ralph Baer in the 1950s, the release of Pong and Space Invaders in the 1970s which helped launch the golden age of arcade games, the rise of console and PC games in the 1980s bringing new genres like action-adventure games, and the transition to 3D graphics and online gaming in the 1990s with games like Doom and Everquest. The document concludes that video games have become hugely popular and continue to rapidly evolve with technology.
The document outlines the history of videogames from 1962 to 1996. It discusses the first video game Spacewar! created in 1962, the first arcade game Computer Space in 1971, the rise in popularity of home consoles like the Atari 2600 in the 1970s, the golden age of arcade games from the late 1970s to 1980s, and the progression of video game consoles through 5 generations of technology from 8-bit to 32-64 bit systems. The history shows how video games evolved from expensive computer experiments to a global mainstream entertainment industry.
This document outlines a presentation on the impacts of video games on players. It begins with an introduction that establishes the research question of how gaming shapes players negatively. It then provides background on the early history of video games and the modern gaming industry. The presentation discusses both benefits of gaming such as improved problem solving skills and risks of excessive gaming like addiction and increased aggression. It concludes that video games can be beneficial if played in moderation.
The Effect of Video Games on Early Cognitive Developmentaudreymcevoy
The document discusses research on the effects of video games on children's cognitive development. Studies found that video games can stimulate children's brains similarly to traditional play and may enhance spatial reasoning, visual tracking, and other skills in gamers compared to non-gamers. While gaming releases dopamine that can aid learning, excessive gaming of over half their free time was linked to lower prosocial behavior and satisfaction. The document concludes that video games may provide unique cognitive benefits for children if played in moderation.
Video Games: Advantages and DisadvantagesMohsin Ahamed
This document discusses video games and gaming consoles. It notes that while games can provide social, intellectual, and educational benefits like improved coordination, reaction time, and problem solving skills, they also have disadvantages like potential isolation, overuse leading to physical problems, and being an expensive hobby. The document also lists the PlayStation 3 and Xbox 360 as commonly used consoles and acknowledges that new motion-sensing games require more physical activity.
Video games have evolved greatly since their inception in 1947 from simple electronic games to complex 3D worlds. In the 1970s, arcade games became popularized by Atari's Pong. The 1990s saw the rise of consoles from Nintendo, Sega, and Sony. Today, games span many genres and platforms from mobile to virtual reality. The future of gaming involves even more immersive experiences through motion controls and integration with real world actions.
Video gaming involves human interaction with a user interface to generate visual feedback on a video device. Both advantages and disadvantages are discussed. The advantages include entertainment and family engagement, while disadvantages include potential addiction, violence in many games, and high costs. Video games are compared to television, with games seen as more interactive but potentially more addictive, while television is seen as less interactive but more family friendly. Grand Theft Auto is discussed as an action-adventure video game series known for its adult nature themes.
The negative and positive impacts of video gamesbradjgibbons
This document provides a literature review on the impacts of video games on student development. It discusses how video games can positively impact student motivation, collaboration, and brain-based learning. When appropriately designed and integrated into the classroom, video games have been shown to increase student engagement, foster collaboration between students, and promote neuroplasticity which can lead to improved academic achievement. However, excessive video game play that replaces other activities can negatively impact students' behavior through increased social isolation or aggressiveness. The document concludes that video games can have a positive impact on students when designed properly, integrated into the curriculum, and with sufficient time and monitoring.
Online gaming can take many forms including massively multiplayer online games accessed through websites or downloaded games. There are several main genres including action, fighting, adventure, role-playing, simulation, strategy, shooting, racing, sports, rhythm, and puzzle games. Games are promoted through word-of-mouth, online advertisements, television commercials, and billboards. Payment options vary by platform but include purchasing codes from stores, using credit cards, mobile payments, and PayPal. While gaming has pros like high-quality experiences, it also has cons such as high up-front costs and potential for eye strain on small screens.
The document provides a history of major video game consoles and companies from their origins in the late 1800s to the mid 2000s. It notes that Nintendo originally produced playing cards in 1889 while Sony started as an electronics company in 1947. Some of the earliest interactive games were developed in the 1950s-60s and the first home console was the Magnavox Odyssey in 1972. The document then highlights the introduction of iconic consoles like the Atari 2600, Intellivision, NES, Genesis, SNES, N64, PlayStation and others along with popular games and release details.
The Brown Box, invented in 1967, was the first video game console and connected to any TV set. The Magnavox Odyssey, released in 1972, was the first commercial console to use game cartridges. The Nintendo Entertainment System, released in 1985, was the best selling console of its time and helped launch the modern gaming industry. The PlayStation 2, released in 2000, was the best selling console of all time. Modern consoles continue to advance gaming technology and provide new ways to play and connect with others online.
This document provides an overview of gaming consoles, including their history, components, major models, and the global and Indian gaming industry. It discusses how the first gaming consoles like the Magnavox Odyssey and Atari Pong emerged in the 1970s. Major console generations are outlined from the 1980s to today. Current major consoles include the Nintendo Wii, Sony PS3, and Microsoft Xbox 360. The gaming industry globally was worth $31 billion in 2011 and is projected to be worth $43 billion by 2015. India's gaming industry is also growing but remains nascent, providing development outsourcing services worldwide.
The document discusses how video games provide various cognitive and social benefits. It notes that video games can help develop skills like hand-eye coordination, multitasking, risk-taking, and strategic thinking. Additionally, playing video games can foster social bonds by allowing people to work together online to solve problems. The document argues that concerns over video games promoting violence or addiction are unfounded, and that video games can actually help people learn.
The document outlines the game design process, including concept, production, and design team stages. The concept stage involves developing the initial idea, genre, target audience, and player role. In production, prototypes are created during preproduction, followed by full production iterations. The design team roles include lead designer, game designer, level designer, UI designer, writer, art director, and audio director. Competences needed for game design are also listed, such as imagination, technical skills, analysis, aesthetics, research, writing, and drawing.
The document discusses the games industry and the major players within it, including console manufacturers Nintendo, Sony, and Microsoft, as well as publishers and developers. It covers Nintendo's focus on innovation and accessibility with the Wii, Sony and Microsoft's focus on graphical power and online experiences with the PlayStation 3 and Xbox 360, and the strategies of maintaining existing markets while expanding to new audiences.
This document discusses the benefits of gaming. It argues that gaming provides a sense of achievement rather than promoting violence. Some benefits mentioned include improving problem solving skills, multitasking abilities, and hand-eye coordination. Gaming is also said to help with attention deficit disorders and physical rehabilitation. Additionally, gaming can enhance vision, attention, memory, decision making, and teamwork/social skills. However, the document cautions against gaming addiction.
Online games can be played over a computer network like the internet. They allow for multiplayer gameplay as well as single player games. Many online games are free to play. Online games offer a variety of options for all types of gamers and allow people to play whenever they want. However, online games can also lead to negative consequences like time wasting, addiction, aggressive behavior, and cyberbullying. Different types of online games include arcade, board, card, casino, strategy, sports, shooting, and puzzle games.
Video games can impact brain development in both positive and negative ways. Regular gamers show increased grey matter in the entorhinal cortex, associated with memory formation. Puzzle and logic games in particular are linked to better memory, as this brain region works with the hippocampus. However, the long term effects are still unclear as studies show both benefits and risks. While more research is needed, video games appear to influence brain plasticity, which could be advantageous.
Hi there, this is a PowerPoint presentation on Gaming technology. Feel free to use it for education and presentation purposes. Follow me on Instagram.
Id:thunderbird_boy99
This document traces the evolution of video games over eight generations from their origins in the 1940s to the present. It describes the key developments and major consoles within each generation, including early mainframe computer games in the 1960s and 1970s (1st generation), the rise of arcade and home console games like Space Invaders and Pac-Man in the late 1970s (2nd generation), and the increasing popularity and technological advancements within console and PC games through each subsequent generation up to current 8th generation consoles like the PS4 and Xbox One.
The document provides a history of gaming from 1950-2012. It describes some of the earliest computer games created in the 1950s and the first video games of the 1960s. Major developments of the 1970s included the first arcade and home console games like Computer Space and Pong. The 1980s saw the rise of arcade popularity with games like Pac-Man and the introduction of home consoles like the Nintendo Entertainment System. New portable and home consoles continued to be developed in the 1990s-2000s with advances in graphics and connectivity.
The document summarizes the evolution of video games over six generations from the 1950s to the early 2000s. It describes several pioneering games from each generation including OXO, Pong, Pac-Man, Super Mario Bros., Street Fighter II, and Grand Theft Auto III. It also highlights the major consoles released in each generation such as the Magnavox Odyssey, Atari 2600, Nintendo Entertainment System, Super Nintendo, PlayStation, and Dreamcast.
The document provides a history of video games from their origins in the 1940s through modern generations. It notes that while video games first emerged in the 1940s, they did not become mainstream until the 1970s and 1980s with the introduction of arcade, console, and home computer games. Since then, video gaming has become a global popular entertainment form. The document outlines the evolution of video games through eight generations of consoles and the key developments within each generation, such as the introduction of cartridges for ROM chips in the second generation and the transition to computer-based gaming in the third generation before consoles regained dominance.
The document summarizes the history of interactive video games from the 1950s to the 2000s. It discusses early interactive TV shows in the 1950s, the development of computer games in the 1960s including Spacewar, the release of the first commercial console (Magnavox Odyssey) in 1972, the rise of handheld gaming devices in the 1970s and 80s including the Game Boy, and the progression of home console generations from the 2D systems of the 1970s-80s to the 3D, CD-ROM based systems of the 1990s and 2000s.
1) In 1953, the first interactive TV show called Winky Dink and You allowed kids to interact through a transparent sheet, but they ended up drawing directly on TV screens so the show was discontinued.
2) In the 1960s, some of the earliest computer games were developed by university students in their spare time on mainframe computers with limited accessibility.
3) In 1961, students at MIT programmed the first multiplayer video game called Spacewar, pitting two players against each other in space ships.
The document provides a timeline and overview of the arcade and console gaming eras from the 1970s to present. It discusses the origins of coin-operated arcade games in the 1970s with titles like Pong. Arcades grew popular in the late 1970s and 1980s before declining with the rise of home consoles and online gaming. Early consoles included the Magnavox Odyssey and the various generations saw innovations from Atari, Nintendo, and Sega. While arcades remain niche today, emulators allow playing of classic arcade titles at home.
This document provides a history of video games from their origins in the 1940s to their evolution in subsequent decades. It discusses the rise of major game console developers like Atari, Sega, and Nintendo in the 1970s-1990s and then Sony and Microsoft in the 2000s. It also profiles some of the biggest game franchises released on each console like Mario, Halo, Ratchet & Clank, and Call of Duty. Competitive gaming and future innovations like virtual reality are also briefly outlined.
Barcamp Derry (Side A) - A Brief History of Video GamesJames Burke
Part 1 of a presentation I put together for the informal "unconference" Barcamp Derry. Unfortunately I've had to change the fonts so its not quite as good looking as it was when I presented it. I've included some videos as hyperlinks and some as Youtube inserts.
This document outlines the timeline of major developments in the gaming industry from 1958 to 2015. It begins with Willy Higinbotham creating the first "video game" in 1958. Major milestones include the creation of the first interactive computer game in 1961, the first arcade video game in 1971, the introduction of home video game consoles in 1972 with the Magnavox Odyssey and Atari's Pong, and the rise of Nintendo and Sony gaming platforms in the 1980s and beyond. The timeline traces the evolution of gaming from early computer and arcade games to modern consoles and the growth of mobile and social gaming.
The first computer game was developed in 1947 and was based on World War II radar displays. Pong, created in 1972, was the first commercially successful video game and introduced video games to arcades. In the late 1970s and early 1980s, many home console systems became popular but the video game crash of 1983 caused sales to plummet due to an oversaturation of low-quality games. Early computer games were text-based adventures but graphical computer games emerged in the 1980s with titles like Mystery House. Modern computer games have highly detailed 3D graphics and complex virtual worlds.
The document provides a history of arcade and console gaming from the 1970s to present day. It discusses the origins of coin-operated arcade games in the 1970s with titles like Pong. Arcades grew popular in the 1980s with games like Space Invaders and Pac-Man. Home consoles also emerged but declined after the 1983 crash. Modern arcades cater to niche audiences while emulators allow playing classic arcade titles at home. The document outlines eight generations of home consoles from the Magnavox Odyssey to modern systems.
The document provides a history of gaming from the 1940s to present day. It discusses the evolution of gaming platforms from early arcade and console games to modern consoles. Key points covered include:
- The first video game patent was filed in 1947 but gaming did not become mainstream until the 1970s-80s with the introduction of arcade games and home consoles like the Magnavox Odyssey.
- Eight generations of video game consoles are described, from the first in the 1970s to modern consoles from Sony, Microsoft, and Nintendo.
- Gaming platforms have advanced significantly over time, starting with arcade and pinball games and evolving to include disk-based home consoles like the Xbox 360
The document provides a history of video games from 1962 to the present. It describes the first video game Spacewar! created in 1962, the first arcade game Computer Space in 1971, and the rise of arcade games and home video game consoles in the 1970s and 1980s with systems like the Magnavox Odyssey, Atari 2600, and Nintendo Entertainment System. The eras of 4th generation 16-bit and 5th generation 32-64 bit systems are outlined, bringing about the console wars between companies and transition to 3D graphics. The conclusion discusses how video game technology has continued to rapidly advance.
The document traces the history of video games from 1971 to 2013, highlighting several important milestones:
- 1971 saw the release of the first coin-operated arcade video game called Galaxy Game and the first commercially sold arcade machine called Computer Space.
- 1972 saw the release of the Magnavox Odyssey, the first home video game console. Atari also launched Pong, one of the most successful early arcade games.
- Major companies like Atari, Nintendo, and Sega dominated the market and released many influential games over the decades that helped define genres and grow the popularity of video games.
- New technologies like CD-ROM drives and online connectivity expanded what games could deliver and the popularity
Lecture 2 history of video games (Game Development)
Introduction
Video games have been an important concept in the
advancement of technology for over 40 years now.
Since 1975, they have not only become one of the most
popular sources of entertainment, they have also
played a major role in globalization, allowing people
from all over the world to communicate amongst each
other
The “First” Video Game
In 1962 Steve Russell invents SpaceWar!, a game that
was developed at the Massachusetts Institute of
Technology.
It wasn’t the first actual video game
developed, however it was the first intended to be
played on computers
Game was developed for a computer that cost over
$150,000 making it unmarketable and unknown to the
general public
Arcades
In 1971, Nolan Bushnell
along with Ted Dabney
(whom later founded Atari
together in 1975)
programmed the SpaceWars!
game to play on a television
screen
Together they created the
first Arcade
Machine, Computer
Space, which operated at 25
cents per 90 seconds
Video Games Become Popular
In 1975, Atari released
Pong as a home video
game on their first
console
Pong becomes a huge
success among a
teenage market
The sales of video game
entertainment systems
also begin to skyrocket
Arcade Games
From 1977 to the late
1980’s, video games
became extremely
popular as coin
operated machines in
arcades.
Games such as Pac
Man, Donkey
Kong, and Space
Invaders became
extremely successful.
Early Consoles
In 1972, Ralph Baer created the
Magnavox Odyssey. It was the first
video game console playable on
home televisions
Magnavox mass-produced these
consoles which featured 5 diskettes
that generated different code
already located in the machine and
2 huge controllers that used 6-C
batteries apiece
HAL (A.I.) first introduced
Atari releases 2600 in 1975, these
entertainment systems are referred
to as the 1st generation of consoles
2nd & 3rd Generation Consoles
(8-Bit)
Atari 2600
Nintendo
Entertainment
System(NES - 1985
4th Generation
(16-Bit)
Super Nintendo
(SNES)
Sega Genesis
Turbografx-16
5th Generation
(32-64 bit)
Atari Jaguar(32 Bit)
Sega CD(32 Bit)
Playstation(64 Bit)
Nintendo 64(64 Bit)
This era began what would
later be known as “the
Console Wars”. Both 64 Bit
machines ended up being
mainstream machines that
would later be the downfall
for both the Sega and Atari
companies as console
developers due to cost
efficiency and playability
With the release of the 64
Bit console, video games
became playable in 3
Dimensional worlds
Conclusion
Technology continues to grow and improve on a daily
basis
The consoles we use today (Xbox 360, PS5, etc.)contain
processors so much more powerful than as little as 5
years ago that the measurement of bits is no longer
appropriate
Video games are now in a stage of voice
recognition, motion detection, among other things
that will continue to
20 video games that changed gaming forever www.gamebasin.comGameBasin.com
This document provides a list of 20 video games that significantly changed the gaming industry. It discusses how each game introduced new concepts, genres or features that influenced the direction of game development and gameplay. Some of the games highlighted include Minecraft for popularizing open-world building games, Mortal Kombat for helping establish video game ratings, Call of Duty 4 for expanding first-person shooters to a mass market audience, and The Last of Us for advancing video game storytelling and character development. The list celebrates games that transformed the industry through major innovations or commercial successes.
Video game-powerpoint-1195497149396174-5Aigerisimus
The document discusses the history and evolution of video games from the 1970s to present day. It describes early games like Spacewar! and the rise of arcade games. The growth of the home video game market is examined along with the crash of 1983 and Nintendo's revival of the industry. Various game consoles are also mentioned including Atari, Nintendo, Sega, Sony PlayStation, and Microsoft Xbox. Handheld gaming devices like the Game Boy are also summarized.
The document discusses the history and evolution of video games from the earliest arcade games in the 1970s to modern consoles. It describes key events like the release of Pong, Space Invaders, Pac-Man, and the video game crash of 1983. It then summarizes the rise of Nintendo and the revival of the video game industry in the 1980s through popular games like Super Mario Bros.
This document provides a brief history of video games, beginning with early games like Tennis for Two created in 1958 and Spacewar! created in 1961. It discusses the advent of home video games with the Magnavox Odyssey and the work of Nolan Bushnell and Atari to bring games to arcades and homes. The rise of major game console companies like Nintendo, Sega, Sony and Microsoft is covered. Influential game designers and studios are profiled along with iconic game franchises and phenomena like Pac-Man, Tetris, Pokémon and more.
The document discusses the early history of electronic and computer games. It describes the first computer game created in 1952 by A.S. Douglas, a tic-tac-toe game programmed on the EDSAC computer. It then discusses "Tennis for Two", created in 1958 by William Higinbotham, considered one of the earliest video games. Finally, it summarizes the development of arcade games in the 1970s including early hits like Computer Space, Pong, Asteroids, Space Invaders, Pac-Man, Centipede, and Donkey Kong.
Edukasyong Pantahanan at Pangkabuhayan 1: Personal HygieneMJDuyan
(𝐓𝐋𝐄 𝟏𝟎𝟎) (𝐋𝐞𝐬𝐬𝐨𝐧 𝟏.𝟏)-𝐅𝐢𝐧𝐚𝐥𝐬
Lesson Outcome:
-Students will recognize the importance of personal hygiene, such as washing hands before and after gardening, using gloves, proper care of any cuts or scrapes to prevent infections and etc
New Features in Odoo 17 Sign - Odoo 17 SlidesCeline George
The Sign module available in the Odoo ERP platform is exclusively designed for sending, signing, and approving documents digitally. The intuitive interface of the module with the drag and drop fields helps us to upload our pdf easily and effectively. In this slide, let’s discuss the new features in the sign module in odoo 17.
How to Manage Shipping Connectors & Shipping Methods in Odoo 17Celine George
Odoo 17 ERP system enables management and storage of various delivery methods for different customers. Timely, undamaged delivery at fair shipping rates leaves a positive impression on clients.
What is Rescue Session in Odoo 17 POS - Odoo 17 SlidesCeline George
In this slide, we will discuss the rescue session feature in Odoo 17 Point of Sale (POS). Odoo POS allows us to manage our sales both online and offline. The rescue session helps us recover data in case of internet connectivity issues or accidental session closure.
Odoo 17 Social Marketing - Lead Generation On FacebookCeline George
Lead generation on Facebook involves using the platform's features and tools to identify and attract potential customers or clients who are interested in your products or services.
(T.L.E.) Agriculture: Essentials of GardeningMJDuyan
(𝐓𝐋𝐄 𝟏𝟎𝟎) (𝐋𝐞𝐬𝐬𝐨𝐧 𝟏.𝟎)-𝐅𝐢𝐧𝐚𝐥𝐬
Lesson Outcome:
-Students will understand the basics of gardening, including the importance of soil, water, and sunlight for plant growth. They will learn to identify and use essential gardening tools, plant seeds, and seedlings properly, and manage common garden pests using eco-friendly methods.
2. Table of Contents What are Video Games? Early Years 1947-1960 1960’s 1970’s 1980’s Current Conclusion Sources
3. What are video games? Video games are our way to escape reality, become a hero, or just kill some time. Video games have become an everyday part of our lives.
4. Early Years 1947-1960 Cathode Ray Tube Clock 1947 Thomas T Goldsmith Jr. and Estle Ray Mann applied for a patent for s machine in which a person used knobs to simulate firing at targets.
5. Early Years 1947-1960 In 1951 Ralph Baer came up with the concept which essentially allowed for development of video games : by giving an audience the ability to manipulate what was projected on their television sets, their role changed from passive observing to interactive manipulation. Ralph Baer
6. Early Years 1947-1960 The 50’s saw a lot of independent inventors coming up with basic video games. Such as OXO in 1952, and Tennis for Two in 1958. Tennis for Two (1958) OXO (1952)
7. 1960s By this point all the video games have been experimental programs ran on university computers. Now, they were becoming more popular in 1961 several games were created at MIT: Mouse in the Maze HAX Tic-Tac-Toe
8. 1960s Also in 1961 a group of students programmed the game Spacewar, that pitted two opponents against each other in trying to shoot the other one down. Spacewar (1961)
9. 1960s In 1966 the first video game to be played on the TV set was developed, it was called Chase. Ralph Baer and Bill Harrison continued the development of their video games and by 1968 came up with the first prototype of a TV console. It contained several games such as Tennis and Target Practice. Ralph Baer and Bill Harrrison
10. 1970s The early 70’s saw the development of first coin-operated machines like Galaxy Game and Computer Space. All of these were based on the Spacewar. But the creators of the Computer Space were not happy with the deal they got and started their own company: Atari. Computer Space (1971)
11. 1970s In 1972 the newly started Atari came out with their first game – Pong. It was a very popular game selling over 19,000 copies. Pong (1972)
12. 1970s In 1978 the game that made it popular to play video games was created this game was Space Invaders. Space invaders (1978)
13. 1970s The late 70’s are considered The Golden Age of Video Games. There were video game machines appearing everywhere: malls, stores and restaurants. Space invaders (1978) Pac-Man (1979)
14. 1970s With the arcade machine boom, many games were created in the 70’s some of the more notable ones are: Don Daglow (baseball) Star Trek Airfight Adventure Zork Multi-user-Dungeon Pac-Man Zork Pac-Man
15. 1970s In the late 70’s the PC became more popular, and the games made a switch from consoles to home PCs. These were clones of the console games. Star-Trek
16. 1980s 80’s saw the climax of the Golden Age of Video Arcade Games. With the switch to the PC and more powerfull consoles available, more and more games were being programmed. In the 80’s many more genres were invented. Legend of Zelda Action Adventure
17. 1980s Kung-Fu Master Beat-em up Prince of Persia Cinematic Platformer Karate Champ Fighting
20. 1980s These were very crude games, and generally text based. Another very important stepping stone for video games occurred in the 80’s, the invention of online gaming. Typical BBS
21. 1980s One of the best video game franchise got it’s start in 1985 : Super Mario
22. 1990s The 90’s marked the Age of Innovation in video games. Video games are becoming more challenging, and with the development of newer technologies, 90’s marked the beginning of 3D video gaming. Games of the 90’s
23. 1990s In 1991Sonic the Hedgehog was born and a life long rivalry began with the Super Mario.
25. 1990s 90’s were full of revolutionary games. Such as Dune II which was a predecessor to games such as Warcraft and Command & Conquer
26. 1990s It was in the 90’s that we for the first time we got to feel like gods with the creation of the Sim’s franchise and the SimCity
27. 1990s With the development and wide availability of the Internet it was now possible to have Massivly Multiplayer Online RPG such as Everquest and Ultima Online. Everquest Ultima Online
28. 1990s In 1996 the first affordable 3D accelerator card was released, and so began the age of 3D gaming. Although there were games that utilized 3D environments, now gamers were able to explore that environment. This lead to the development of First Person Shooter genre. Doom
29. 1990s The development of the First Person Shooters brought us such classics as Doom and Quake Doom Quake
30. 1990s Another milestone in gaming revolution occurred in 1998, when Nokia installed Snake on it’s devices and the genre of Time-Killing games was born. Snake Snake
31. 1990s With the growing market for home consoles, the market slowed for arcades. And arcade machines almost disappeared, the only ones left were providing games which required specialized controls. Dance Dance Revolution Water Skiing Arcade
32. Current With the rapid advances in technology, gaming industry followed developing new ways to play, and significantly improving the graphics and gameplay. Gaming becomes more popular with new, shorter games available on every platform.
33. Current With the battle of the Xbox and Playstation, gaming saw increased budgets and gaming industry became more profitable Playstation 2 Xbox
34. Current With the release of Grand Theft Auto III, open world games became popular. Playstation 2 Xbox
35. Current The rise in the mature player oriented market spawned such franchises as Halo and Resident Evil. Halo Resident Evil
36. Current Casual gaming has improved, with mobile devices being more and more capable, phone games became more challenging and plentiful. Brothers In Arms Diamond Tumble
37. Current Motion consoles and gaming become more popular, with the release of Nintendo Wii. Wii Boxing Wii Sports
38. Current The latest development in video games might see the end of expensive consoles. The cloud computing, allows for the rendering of graphics away from the user. Gaikai demonstrated the ability to render offsite in games such as Warcraft and Call of Duty
39. Coclusion The World of Video Games is essentially endless and ever evolving. So take some time off and enjoy a couple. Thank You!