History of Video game in Timeline

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Video game

A video game, also known as a computer game, is an electronic game that necessitates user interaction via an input device. This interaction produces visual feedback on a display, such as a TV, monitor, or touchscreen. Modern games are often audiovisual, incorporating speakers or headphones for audio and sometimes additional sensory feedback. Some also support microphone and webcam inputs for in-game chat and livestreaming capabilities.

January 1947: Cathode-ray tube amusement device patent filing

On January 25, 1947, Thomas T. Goldsmith Jr. and Estle Ray Mann filed a patent for a "cathode-ray tube amusement device".

December 1948: Cathode-ray tube amusement device patent issued

On December 14, 1948, U.S. Patent 2455992 was issued for the "cathode-ray tube amusement device" invented by Thomas T. Goldsmith Jr. and Estle Ray Mann.

1951: Nimrod computer at the Festival of Britain

In 1951, Christopher Strachey's draughts game and the Nimrod computer were showcased at the Festival of Britain.

1952: OXO release

In 1952, Alexander S. Douglas created OXO, a tic-tac-toe computer game, for the EDSAC.

1958: Tennis for Two Release

In 1958, William Higinbotham engineered Tennis for Two, an electronic interactive game.

1962: Spacewar! Release

In 1962, Martin Graetz, Steve Russell, and Wayne Wiitanen created Spacewar! on a DEC PDP-1 computer.

1966: Ralph H. Baer devised table tennis system

In 1966, while at Sanders Associates, Ralph H. Baer developed a system to play a basic table tennis game on a television screen, leading to the "Brown Box" prototype.

1971: Computer Space release

In 1971, Computer Space, the first consumer video game, was released as an arcade game, drawing inspiration from the 1962 game Spacewar!.

1971: Bushnell believed the term "video game" came from a vending magazine review of Computer Space

In 1971, Nolan Bushnell believed the term "video game" came from a vending magazine review of Computer Space

July 10, 1972: First appearance of the term "video game"

On July 10, 1972, the term "video game" appeared in a letter, suggesting its early adoption within the field.

1972: Magnavox Odyssey and Pong release

In 1972, the Magnavox Odyssey, the first home video game console, was released, and Atari created Pong, a hit ping pong-style arcade game inspired by the Odyssey.

1972: Pong and Magnavox Odyssey release

In 1972, the iconic video game Pong was released along with the first home console, the Magnavox Odyssey, marking significant milestones in video game history.

March 1973: Ed Adlum used the term "video game"

Around March 1973, Ed Adlum used the term "video game" in an article, contributing to its growing usage in the industry.

November 1973: BusinessWeek article cited as first printed use of "video game"

In November 1973, the Oxford English Dictionary cited a BusinessWeek article as the first printed use of the term "video game".

1975: Availability of low-cost microprocessors

By 1975, low-cost microprocessors became available in volume for use in video game hardware, enabling developers to create more detailed games.

1975: Atari Pong home version release

By Christmas 1975, Atari released a home version of Pong, contributing to the growing popularity of video games.

1975: Ed Adlum founded RePlay Magazine

In 1975, Ed Adlum founded RePlay Magazine, covering the coin-op amusement field.

1978: Flooded arcade

Around 1978, the arcade and dedicated home console market was flooded due to developers intentionally creating video game clones of successful games.

September 1982: Adlum credited with naming games as "video games"

In September 1982, Ed Adlum was credited with first naming the games as "video games" in RePlay Magazine.

1983: Industry becomes conservative following the 1983 crash

Following the 1983 crash, the video game industry became more conservative, organizing around a publisher-developer model.

1983: North American home video game market crashed

In 1983, the North American home video game market crashed due to loss of publishing control and market oversaturation, with revenues dropping from around $3 billion to $100 million by 1985.

1985: Adlum explained the origin of the term "video game"

In 1985, Ed Adlum explained that he coined the term "video game" to describe the new games arriving in arcades in the early 1970s.

1985: Nintendo revitalized the industry with the Nintendo Entertainment System in North America

In 1985, Nintendo helped revitalize the video game industry with the release of the Nintendo Entertainment System in North America. They also established industrial practices to prevent unlicensed game development and control game distribution.

1993: Doom introduced gameplay

In 1993, Doom introduced gameplay that created the first-person shooter genre.

1993: United States Congressional hearings on violent games

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

1993: Doom influence on first-person shooters

The 1993 game Doom led to first-person shooters originally being called "Doom clones".

1995: Mortal Kombat film release

The Mortal Kombat film released in 1995 was highly successful at the box office.

1999: Concerns raised after Columbine High School massacre

Following the Columbine High School massacre in 1999, concerns were raised that violent video games could influence young players to commit similar acts.

2001: Grand Theft Auto III introduced gameplay

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

2001: Lara Croft: Tomb Raider film release

The Lara Croft: Tomb Raider film released in 2001 was highly successful at the box office.

2003: Legal actions taken by attorney Jack Thompson

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

2007: Legal actions taken by attorney Jack Thompson

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

May 2009: Assassin's Creed II development staff

In May 2009, it was reported that Assassin's Creed II had a development staff of 450 people, highlighting the growth in team sizes for video game development.

2009: "No Russian" level controversy in Call of Duty: Modern Warfare 2

In 2009, the "No Russian" level in Call of Duty: Modern Warfare 2, which allowed players to shoot innocent non-player characters, sparked outrage.

2011: U.S. Supreme Court rules video games are a protected art form

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

2012: The Art of Video Games exhibit at the Smithsonian American Art Museum

In 2012, the Smithsonian American Art Museum hosted "The Art of Video Games" exhibit, showcasing the cultural heritage of video games.

2012: Smithsonian American Art Museum ran an exhibition on "The Art of Video Games"

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

2012: The Museum of Modern Art adds video games to its Architecture and Design Collection

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.

2014: Gamergate harassment campaign

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

2016: The Art of Video Games exhibit tour

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

2018: Video gaming training found to have positive effects on cognitive and emotional skills

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 key strategy for coping with stress

A study reported in 2018 found that millennials use video games as a key strategy for coping with stress, with 55% saying it helps them unwind.

2018: Germany relaxed rules on Nazi imagery in video games

In 2018, Germany relaxed its rules on depicting Nazi imagery in video games for "social adequacy" purposes.

2019: Video games are beneficial to the brain

A 2019 systematic review 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: Video game industry vs. film industry

In 2019 the global video game industry was four times the size of the film industry.

2019: Detective Pikachu receives a "Fresh" rating

In 2019, Detective Pikachu became the first video game film to receive a "Fresh" rating on Rotten Tomatoes.

2020: Rare video game publications valued at over US$100,000

As of 2020, some rare video game publications in retail packaging in good shape have been valued at over US$100,000, indicating a growing interest in retrogaming and collecting.

2020: Global video game market revenue

As of 2020, the global video game market reached estimated annual revenues of US$159 billion across hardware, software, and services.

2020: COVID-19 pandemic gives further visibility to video games

During the 2020 COVID-19 pandemic, video games gained further visibility as a popular pastime for social distancing.

2020: Sonic the Hedgehog receives a "Fresh" rating

In 2020, Sonic the Hedgehog also received a "Fresh" rating, indicating the film industry's improving approach to video game adaptations.

2020: Oxford University study suggests video games can benefit mental health

In 2020, an Oxford University study suggested that playing video games, specifically Animal Crossing: New Horizons and Plants vs Zombies: Battle for Neighborville, can be a benefit to a person's mental health.

2021: COVID-19 pandemic gives further visibility to video games

During the 2021 COVID-19 pandemic, video games gained further visibility as a popular pastime for social distancing.

2021: Epic Games v. Apple case

In 2021, during the Epic Games v. Apple case, the lack of an industry definition for a video game became an issue regarding games offered on Apple's iOS App Store.

Mentioned in this timeline

Epic Games
Nintendo
Sonic the Hedgehog
Christmas
Apple
Germany
Dictionary
Supreme court

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