A video game, often referred to as just a game, is an electronic game that provides users with interactive visual feedback via an interface and input device. This feedback is typically visual and displayed on screens like TVs, monitors, or VR headsets. Modern video games often incorporate audio elements through speakers or headphones, and may include other sensory feedback mechanisms. Some games even allow microphone and webcam input for communication and livestreaming.
On January 1947, a patent for a "cathode-ray tube amusement device" was filed, marking an early attempt at creating an interactive electronic game.
The patent for the "cathode-ray tube amusement device," a precursor to modern video games, was issued in December 1948.
Christopher Strachey's draughts game, played on the Nimrod computer, was showcased at the 1951 Festival of Britain, demonstrating early experiments with computer-based games.
Alexander S. Douglas developed OXO, a graphical tic-tac-toe game on the EDSAC computer, in 1952, marking a step towards more visual computer games.
William Higinbotham engineered "Tennis for Two" in 1958, an interactive electronic game using an oscilloscope to simulate a tennis court, pioneering the concept of a sports video game.
MIT students created "Spacewar!" on a DEC PDP-1 computer in 1962, a groundbreaking game featuring two spaceships battling using the computer's vector display.
While working at Sanders Associates, Ralph H. Baer developed a control system for playing a rudimentary table tennis game on a television screen, leading to the creation of the "Brown Box" prototype in 1966.
Inspired by "Spacewar!," Nolan Bushnell and Ted Dabney released "Computer Space" in 1971, considered the first arcade video game.
The first consumer video game, the arcade game Computer Space, was released in 1971.
While the exact origin is debated, the term "video game" is believed to have appeared as early as 1971, potentially in a vending machine industry publication.
Magnavox released the first home video game console, the Magnavox Odyssey, based on Ralph Baer's inventions, in 1972.
Nolan Bushnell used the term "video game" in a letter in July 1972, indicating its early adoption within the industry.
The release of the iconic arcade game Pong and the first home console, the Magnavox Odyssey, took place in 1972.
Ed Adlum, known for his contributions to the coin-operated amusement industry, used the term "video game" in a March 1973 article, solidifying its place in industry jargon.
The Oxford English Dictionary cites a November 10, 1973, BusinessWeek article as the first printed use of the term "video game."
Ed Adlum, credited with popularizing the term "video game," founded RePlay Magazine in 1975, further establishing the term's legitimacy.
Following a settlement with Magnavox over patent infringement, Atari released a home version of the popular arcade game Pong in 1975.
The introduction of affordable microprocessors in 1975 marked a turning point in video game development. This technological advancement enabled the creation of more intricate and detailed games, expanding the creative possibilities for developers.
The year 1978 marked a period when the lack of strong intellectual property protection laws led to a surge of cloned arcade and home console games.
A September 1982 issue of RePlay Magazine credited Ed Adlum with being the first to use the term "video game" to describe this new form of entertainment.
Following the 1983 crash, the video game industry shifted towards a more structured publisher-developer model, leading to greater stability and control over game production.
The North American home video game market experienced a significant crash in 1983, attributed to factors like oversaturation of the market and a lack of quality control.
The North American video game market crashed in 1983 due to a loss of publishing control and market saturation.
In 1985, Ed Adlum explained that he coined the term "video game" in the early 1970s to distinguish the emerging video-based arcade games from traditional electro-mechanical games.
Nintendo played a key role in reviving the industry in 1985 with the release of the Nintendo Entertainment System (NES) in North America, introducing business practices that brought stability to the market.
In 1989, the competition in the gaming industry heated up as Nintendo, a dominant force, faced a challenge from Sega's Master System. This marked the beginning of the console wars, a period of intense rivalry between gaming companies.
The year 1993 witnessed the emergence of genre conventions in video games. Influential games like "Doom" began to shape how games were categorized, leading to terms like "Doom clones" which evolved into the more general term "first-person shooters."
The release of Doom in 1993 introduced a new genre of video games, the first-person shooter, which had a significant impact on the industry.
In 1993, United States Congressional hearings were held to address concerns about violent video games like Mortal Kombat. These hearings resulted in the establishment of the Entertainment Software Rating Board (ESRB), a system for rating video game content.
Despite often facing criticism, video game films like "Mortal Kombat" in 1995 found considerable commercial success, highlighting the public's interest in seeing games translated to the big screen.
The 1999 Columbine High School massacre sparked a major controversy surrounding video games and their potential influence on violent behavior. Some claimed the perpetrators drew inspiration from video games, leading to increased scrutiny of violent content and its impact on young people.
"Lara Croft: Tomb Raider" in 2001 exemplified the box office potential of video game adaptations, even if critical reception remained mixed.
In 2001, Grand Theft Auto III was released, popularizing the open-world, action-adventure genre and leading to numerous games adopting a similar style.
Attorney Jack Thompson initiated numerous legal actions against the video game industry between 2003 and 2007. He specifically targeted games like Grand Theft Auto III and Manhunt, arguing that they promoted violence.
By 2007, Jack Thompson, known for his legal battles against violent video games, was disbarred for misconduct. His actions contributed to ongoing debates about video game content and its potential impact.
By May 2009, the video game industry faced the growing complexity of game development. The development team for Assassin's Creed II reached 450 people, highlighting the increasing costs and pressures to release games quickly, often resulting in missed deadlines and unfinished products.
The release of Call of Duty: Modern Warfare 2 in 2009 ignited controversy with its "No Russian" level. This level allowed players to participate in a mass shooting at an airport, drawing criticism for its graphic content.
A significant milestone occurred in 2011 when the U.S. Supreme Court ruled in Brown v. Entertainment Merchants Association, affirming that video games are a protected form of speech with artistic merit.
In 2012, the Museum of Modern Art (MoMA) took a significant step by adding video games to its permanent collection, acknowledging their artistic value. The museum's recognition sparked discussions about the evolving nature of art and the place of video games within the art world.
The Smithsonian American Art Museum hosted "The Art of Video Games" in 2012, a groundbreaking exhibition that toured various museums, highlighting the cultural and artistic significance of video games.
The Gamergate harassment campaign of 2014 exposed the issue of misogyny within the gaming community. This online campaign targeted women in the video game industry, raising concerns about gender discrimination and harassment.
The touring exhibition "The Art of Video Games" concluded in 2016, leaving a lasting impact on the perception of video games as a legitimate art form.
A 2018 study revealed that millennials use video games as a primary way to cope with stress. Over half of the 1,000 gamers surveyed reported using gaming to unwind and escape daily work pressures.
A 2018 systematic review provided evidence of the positive effects of video game training on cognitive and emotional skills, particularly among young adults.
In 2018, Germany relaxed its strict regulations on video game content, specifically regarding the depiction of Nazi imagery. Previously banned outright, such imagery was now permissible for "social adequacy" purposes, aligning with rules applied to other forms of art.
Another systematic review in 2019 strengthened the claim that video games can be beneficial to the brain, emphasizing the variation in benefits based on game types.
In 2019, the global video game market became three times larger than the music industry and four times larger than the film industry.
The release of "Detective Pikachu" in 2019 marked a turning point for video game films, as it was one of the first to receive a "Fresh" rating on Rotten Tomatoes, suggesting a breakthrough in adapting games for the big screen.
By 2020, retrogaming, the collecting and playing of older video games, experienced a surge in popularity. This renewed interest brought attention to the importance of video game preservation, as both physical copies and the hardware required to play them become increasingly rare.
Following the success of "Detective Pikachu," "Sonic the Hedgehog" in 2020 further demonstrated the potential for video game adaptations to find critical acclaim.
In 2020, a study from Oxford University suggested that playing video games, particularly titles like Animal Crossing: New Horizons, could improve well-being. Another study by Regan Mandryk at the University of Saskatchewan found that video games can reduce stress and benefit mental health across all age groups.
In 2020, the global video game industry generated an estimated $159 billion in revenue, showcasing the massive growth and profitability of the market.
The COVID-19 pandemic in 2020 led to a surge in video game engagement as people turned to gaming for entertainment and social connection while adhering to social distancing measures.
The global video game market, encompassing hardware, software, and services, reached an estimated annual revenue of US$159 billion in 2020.
The impact of the COVID-19 pandemic on video game culture continued into 2021, further solidifying its role as a prominent form of entertainment and social interaction.
The year 2021 brought to light the lack of a clear industry definition for a video game, particularly during the Epic Games v. Apple case. Judge Yvonne Gonzalez Rogers addressed this by establishing that video games fundamentally require interactivity and graphical rendering, distinguishing them from passive entertainment.