History of Video game in Timeline

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Video game

A video game is an electronic game involving user interaction via an interface to generate visual feedback on a display, such as a TV, monitor, or touchscreen. Modern games are audiovisual, often including audio through speakers or headphones, and sensory feedback. Some allow microphone and webcam inputs for in-game chatting and livestreaming. These games are a significant form of entertainment and a driving force in technological innovation.

1978: Flooded Arcade and Console Market

Around 1978, developers intentionally created video game clones of successful games and game hardware with few changes, which led to the flooded arcade and dedicated home console market.

1983: Industry Remains Conservative

Following the 1983 crash, the industry remained more conservative, forming around the concept of publisher-developer dichotomies.

1983: North American Video Game Crash

In 1983, the North American home video game market crashed, dropping from revenues of around $3 billion in 1983 to $100 million by 1985.

1985: Nintendo revitalized the industry

In 1985, Nintendo helped to revitalize the industry with the release of the Nintendo Entertainment System in North America.

Original NES System by Nintendo (Renewed)
Original NES System by Nintendo (Renewed)

1993: Doom Release

In 1993, Doom was released and introduced gameplay that created the popular new first-person shooter genre.

1993: Congressional Hearings on Violent Games

In 1993, United States Congressional hearings on violent games like Mortal Kombat led to the formation of the ESRB ratings system.

1995: Mortal Kombat film success

In 1995, Mortal Kombat film was highly successful at the box office.

1999: Columbine High School Massacre

Events such as the Columbine High School massacre in 1999 in which some claimed the perpetrators specifically alluded to using video games to plot out their attack, raised further fears about violence in video games.

2001: Grand Theft Auto III Release

In 2001, Grand Theft Auto III was released and introduced gameplay that created the Grand Theft Auto clone genre.

2001: Lara Croft: Tomb Raider film success

In 2001, Lara Croft: Tomb Raider film was highly successful at the box office.

2003: Jack Thompson Legal Actions

From 2003 to 2007, numerous legal actions were taken by attorney Jack Thompson over violent games such as Grand Theft Auto III and Manhunt.

2007: Jack Thompson Legal Actions

From 2003 to 2007, numerous legal actions were taken by attorney Jack Thompson over violent games such as Grand Theft Auto III and Manhunt.

2009: "No Russian" Controversy

In 2009, outrage over the "No Russian" level from Call of Duty: Modern Warfare 2 allowed the player to shoot a number of innocent non-player characters at an airport.

2011: Video Games as Protected Speech

In 2011, the U.S. Supreme Court ruled in Brown v. Entertainment Merchants Association that video games were a protected form of speech with artistic merit.

2012: The Art of Video Games Exhibition

In 2012, the Smithsonian American Art Museum ran an exhibition on "The Art of Video Games".

2012: Museum of Modern Art Added Games

Since 2012, The Museum of Modern Art has added a total of 20 video games and one video game console to its permanent Architecture and Design Collection. In 2012, the Smithsonian American Art Museum ran an exhibition on "The Art of Video Games".

2014: Gamergate Harassment Campaign

In 2014, the Gamergate harassment campaign highlighted misogyny from a portion of the player demographic.

2016: The Art of Video Games Exhibition Tour End

From 2012 to 2016, The Art of Video Games at the Smithsonian American Art Museum toured at other museums.

2018: Video Gaming Training Effects

A 2018 systematic review found evidence that video gaming training had positive effects on cognitive and emotional skills in the adult population, especially with young adults.

2018: Millennials use video games as a coping strategy

A study of gamers attitudes towards gaming which was reported about in 2018 found that millennials use video games as a key strategy for coping with stress. In the study of 1,000 gamers, 55% said that it "helps them to unwind and relieve stress ... and half said they see the value in gaming as a method of escapism to help them deal with daily work pressures".

2019: Video Games beneficial to the brain

A 2019 systematic review also added support for the claim that video games are beneficial to the brain, although the beneficial effects of video gaming on the brain differed by video games types.

2019: Detective Pikachu "Fresh" Rating

In 2019, Detective Pikachu received a "Fresh" rating on Rotten Tomatoes, a first for video game films.

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2020: Oxford University study on the benefits of video games

A study in 2020 from Oxford University suggested that playing video games can be a benefit to a person's mental health. The report focused on the games Animal Crossing: New Horizons and Plants vs Zombies: Battle for Neighborville and used actual play-time data. Also in 2020, research from the University of Saskatchewan showed that video games can have health benefits such as reducing stress and improving mental health.

2020: Global Video Game Industry Revenues

According to Newzoo, in 2020, the global video game industry drew estimated revenues of over $159 billion.

2020: High Prices for Rare Publications

As of 2020, some rare publications of video games in retail packaging in good shape have gone for over US$100,000 as they become collectors items.

2020: COVID-19 Pandemic Impact

During the 2020-2021 COVID-19 pandemic, video games gained further visibility as a pastime to enjoy with friends and family online as a means of social distancing.

2020: Sonic the Hedgehog "Fresh" Rating

In 2020, Sonic the Hedgehog received a "Fresh" rating on Rotten Tomatoes.

2021: COVID-19 Pandemic Impact

During the 2020-2021 COVID-19 pandemic, video games gained further visibility as a pastime to enjoy with friends and family online as a means of social distancing.