From a technical standpoint, these would more properly be called "electronic games" or "computer games". This definition would preclude early computer games that outputted results to a printer or teletype rather than a display, as well as games that used static LCD graphics, for example Nintendo's Game & Watch, or most Tiger Electronics handhelds. This can (but not always) include a cathode ray tube (CRT), oscilloscope, liquid crystal display, vector-scan monitor, etc. Technically, for a product to be a video game under early definitions, it needed to transmit a video signal to a display. The term "video game" has evolved over the decades from a purely technical definition to a general concept defining a new class of interactive entertainment. Video games transitioned into a new era in the early 1970s with the launch of the commercial video game industry in 1971 with the display of the coin-operated arcade game Galaxy Game and the release of the first arcade video game Computer Space, and then in 1972 with the release of the immensely successful arcade game Pong and the first home video game console, the Magnavox Odyssey, which launched the first generation of video-game consoles.Ĭircuitry schematic from the patent for the cathode-ray tube amusement device As the audience for video games expanded to more than a few dozen research institutions with the falling cost of computers, and programming languages that would run on multiple types of computers were created, a wider variety of games began to be developed. Throughout the rest of the 1960s increasing numbers of programmers wrote digital computer games, which were sometimes sold commercially in catalogs. These new programmers began to create games for non-academic purposes, leading up to the 1962 release of Spacewar! as one of the earliest known digital computer games to be available outside a single research institute. As computing technology improved over time, computers became smaller and faster, and the ability to work on them was opened up to university employees and undergraduate students by the end of the 1950s. Possibly the first video game created simply for entertainment was 1958's Tennis for Two, featuring moving graphics on an oscilloscope. These include OXO and Christopher Strachey's draughts program in 1952, the first software-based games to incorporate a CRT display, and several chess and checkers programs. A series of games, generally simulating real-world board games, were created at various research institutions to explore programming, human–computer interaction, and computer algorithms. Initially created as technology demonstrations, such as the Bertie the Brain and Nimrod computers in 19, video games also became the purview of academic research. During this time there was a wide range of devices and inventions corresponding with large advances in computing technology, and the actual first video game is dependent on the definition of "video game" used.įollowing the 1947 invention of the cathode-ray tube amusement device-the earliest known interactive electronic game as well as the first to use an electronic display-the first true video games were created in the early 1950s. The early history of video games, therefore, covers the period of time between the first interactive electronic game with an electronic display in 1947, the first true video games in the early 1950s, and the rise of early arcade video games in the 1970s ( Pong and the beginning of the first generation of video game consoles with the Magnavox Odyssey, both in 1972). Since then, video gaming has become a popular form of entertainment and a part of modern culture in most parts of the world. Video gaming reached mainstream popularity in the 1970s and 1980s, when arcade video games, gaming consoles and home computer games were introduced to the general public. The history of video games spans a period of time between the invention of the first electronic games and today, covering many inventions and developments.
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