The video game industry has become a staple, not even a devastating economy can bring down. At $ 64 billion a year in sales, you have to go elsewhere to find an effect on the economy today. Video games have evolved from a fashion fly into an animal that has made war with other hobbies and entertainment a necessity in everyday life. Politics and other technology have made war, but no one has killed this dragon. Since the shaky unpredictable beginning of the first commercial home system to this mammoth-converting technology; many products have come and gone over 40 years. But what is the fascination?
Spawning from the missile defense system during the 1940s, the first interactive video game was produced in 1952, OXO. With a light pen, it looked like Tic-Tac-Toe. University storefronts were used in the beginning and most games were invented by individuals as a hobby which meant that production was minimal and the games were forgotten. Almost simultaneously, the arcade system and the home console were released and they introduced the use of joysticks. In 1971, the Galaxy Game was installed on a student association at Stanford University and expanded to eight arcade games in 1972. Subsequently, color arcade systems were introduced in 1979 and these games were commercialized. 1972 Magnavox Odyssey home systems were released in the United States, which used cartridges (later to be programmable) that used jumpers that enabled / disabled different switches inside the unit, which changed the circuit logic so that multiple games could be played on the same system. 1976 games were programmed on chips and inserted into plastic cartridges. Instead of having games programmed into systems, there may be a library of games.
Being thrilled with the most innovative technology and having the most popular games while still making a profit was an act that would prove difficult to juggle. In 1977, Atari 2600 (which started what is known as the second-generation consoles) was released by Atari and during the holiday season, the company released nine games that helped drive the system's popularity. In 1980, Mattel released Intellivision with the superior graphics, which started the video game's cutting edge. 1982 ColecoVision was introduced into this boiling pot with competition from this new trend. While the store shelves were filled with these choices, the industry suffered the second crash in 1983 due to the lack of consumer knowledge and too many choices. Many consoles would come and go.
In Japan, a comeback of video game companies increased. 1985 Nintendo Entertainment System (NES) released with Super Mario Brothers. With a newly designed control unit that used a D-Pad and a couple of buttons, NES was the basis for future consoles. The NES had a ten-year reign, but games that required more processing power for graphics, games and to save space that the struggle for supremacy prevailed. During the NES reign, many factors and inventions provided hope and nervousness for players and developers. While the internet gave way to multiplayer online gaming, home console companies looked at the latest components for their systems. In the early 1990s, Sega Genesis was released and slowly took hold of the markets, but eventually had an impact. The increase in categorizing games as genres, due to larger libraries of games and 3D graphics, led courts to step in and contest the content distributed by these companies. Their complaint "games were too violent and looked too real". Little did the courts know that their final comment is what made players hungry for each release. New laws by setting an age limit for who could buy violent games abused the fight, but it was not the latest war that the video game industry would face. In 1991, Nintendo released Super NES and Sega & # 39; s argument against it, even though they were both 16-bit systems, was that Super NES was too slow. So the formula for consoles became good graphics, processing and games.
Being portable was another issue that the industry raised and which gave birth to handheld systems. In 1980, handheld LCDs came out, but not until 1989 when Nintendo launched Game Boy then grabbed portable PDAs. While Sega and Nintendo were in a power struggle, PlayStation made its debut in the console market in 1995. PlayStation launched with CDs instead of cartridges that became another milestone and fundamental to the industry, but PlayStation still does not support certain markets and gaming companies until they realized that cd had more data and was cheaper to do. This would lead to counteracting with their own CD consoles. Nintendo 64 was a success, but still using cartridges drove the cost away from gaming companies and Nintendo began to lose game titles. Nintendo brought GameCube a CD-based system, but the lack of adult-oriented games and a small library wasn't as popular as the PlayStation. Sega released Dreamcast in 1998 with a built-in modem for online games that were groundbreaking online games with consoles, but failed.
PlayStation released the PS2 in 1998, but with a feeling of not having a significant competitor came a comment that would change and drive the development of video game technology. "Video game systems are the next computers" helped to merge the computer and video game consoles but still keep them separate. Feeling threatened Microsoft CEO Bill Gates, who is one of the richest men in the world, would branch out of his Windows software to produce the Xbox by the end of 2001. His goal was to be the best gaming system and would not & # 39; t stop in any way. He had the finances to research and develop. Bill used his PC technology as Intel processors and hard drives and used it in the Xbox even though it was a loss for Microsoft, but it would secure his Windows brand. With Xbox's graphics, hit game titles and online games via the console that have invested so much money in them, the other companies don't have the money to threaten computers anymore. The feeling dominated in the Nintendo home systems and PlayStation focused on handheld devices. Each one had its unique technology to keep them afloat and evenly matched. The Nintendo DS succeeded with the touch screen while the PSP was sold on multiple uses. PSP had so high graphics that you could watch movies and play games. Although PDAs did not step over consoles, there are still markets where they thrive because of portability. Microsoft released the Xbox 360 in November 2005 while the PS3 beat itself. Both set the technology standard for systems, both contained high-resolution graphics, large hard disk-based secondary storage, integrated network and a companion online gaming and sales platform. PS3 debuted higher in costs due to Blu-ray and Wi-Fi technology.
Nintendo came back with power by introducing Wii in late 2006 due to the motion control & # 39; s, though critics thought it would fail. It was also lower in specifications, but another innovative invention kept Nintendo in the game. The car and mobile phone industry was invaded by the video game expansion. Cars went from having custom systems to standard from the factory. The mobile phone went from having preloaded games to being able to download from online which took a bit of support from the handheld business. Even with these new toys, the public was left in shock because of Nintendo Wii's player interaction, but Xbox and PS 3's online multiplayer action still had a good grip. While PlayStation was trying to reinvent the wheel with its own PlayStation Move 2010. Controls Microsoft dropped a knock by releasing Kinect for the Xbox 360. Kinect is a motion sensor technology that uses no controls. These operating systems have spread the interest of teenagers and young adults to the elderly who cannot physically participate in sports. The genres now include sports fitness for those who cannot afford gym memberships, senior centers and community centers. It seems too early to say how effective Microsoft and PlayStation can be against Nintendo since we are only in the 3rd round in a 12-round 3-way fight. January 2011 shows who rules the most when the sales from the holidays are calculated.
It seems that this industry is evolving as science-fiction novels that our grandparents read come to life. Just like how human cloning and space travel were depicted but did not realize until decades later, I wonder if and when warp zones or molecular separation are introduced who will discover it. Will a wormhole transport players in the future when challenged to a virtual reality battle? One thing is certain and that is that people understand the products out there and the games that they support. It will not be a consumer issue that will cause the next horror of the video game industry. The technology that is constantly changing has looked at millions of interests.