Video game


A game played by electronically manipulating images produced by a computer program on a monitor or other display.


History of video games


(1) The history of video games goes as far back as the early 1950 s, when academics began designing simple games and simulations as part of their computer science research .

(2) Video gaming would not reach mainstream popularity until the 1970  and 1980  when arcade video gamesgaming consoles and home computer games were introduced to the general public. Since then, video gaming has become a popular form of entertainment and a part of modern culture in most parts of the world.

 video games (1972–1980)


(1)  Bushnell and Dabney  founded Atari, Inc. in 1972, before releasing their next game: PongPong became the first arcade video game with widespread success.  

(2) The game is loosely based on table tennis: a ball is "served" from the center of the court and as the ball moves towards their side of the court each player must maneuver their paddle to hit the ball back to their opponent.

(3)  Bushnell based the idea on an electronic ping-pong game included in the Magnavox  Odyssey, which later resulted in a lawsuit against Atari. Surprised by the quality of  Alcorn's  work, Bushnell and Dabney decided to manufacture the game. 

(4) Atari sold over 19,000 Pong machines, spawning many imitators.


Gaming computers


(1)  Following the success of the Apple II and Commodore PET in the late 1970s, a series of cheaper and incompatible rivals emerged in the early 1980s. This second batch included the Commodore VIC-20 and 64; Sinclair ZX80ZX81 and ZX SpectrumNEC PC-8000PC-6001PC-88 and PC-98Sharp X1 and X6800 and Atari 8-bit familyBBC MicroAcorn Electron  Amstrad CPC, and MSX series. These rivals helped to catalyze both the home computer and games markets, by raising awareness of computing and gaming through their competing advertising campaigns.

(2) The Sinclair, Acorn and Amstrad  offerings were generally only known in Europe and Africa, the NEC and Sharp offerings were generally only known in Asia, and the MSX had a base in North and South America, Europe, and Asia, while the US-based Apple, Commodore and Atari offerings were sold in both the US and Europe.

(3)  Dedicated sound cards started to address the issue of poor sound capabilities in IBM PC compatibles in the late 1980s. Ad Lib set an early de facto standard for sound cards in 1987, with its card based on the Yamaha  YM3812 sound chip. 

(4) This would last until the introduction of Creative LabsSound Blaster in 1989, which took the chip and added new features while remaining compatible withAd Lib cards, and creating a new de facto standard. 

Video gaming in Latin America


(1) Japanese video game consoles were released in South American countries such as Colombia and Brazil nearly simultaneously with the United States throughout the 1980s and 1990s, eventhough local game development was minimal in these regions until the 2000...

(2) Sega's console sales were in decline in both the United States, Europe and Japan by the end of the 1990s, but due to a licensing agreement with Tectoy in Brazil, as well as the country's strict import taxes, 

(3) sega remained a big player in the country. Brazil is one of the world's largest video game markets, and by developing games and game systems locally through Tectoy, Sega managed to dominate the local console market. As of 2015, Tectoy still releases new cheap or portable versions of the Master System and Sega Genesis in the country, while companies such as Sony and Microsoft have difficulty retailing their modern hardware


PC gaming 

 (1)  The increasing computing power and decreasing cost of processors such as the Intel 80386Intel 80486, and the Motorola 68030, caused the rise of 3D graphics, as well as "multimedia" capabilities through sound cards and CD-ROMs. Early 3D games began with flat-shaded graphics (EliteStarglider 2 or Alpha Waves), and then simple forms of texture mapping (such as in Wolfenstein 3D).

(2)  1989 and the early 1990s saw the release and spread of the MUD (Multi-User Dungeon) codebases DikuMUD and LPMud, leading to a tremendous increase in the proliferation and popularity of MUDs. Before the end of the decade, the evolution of the genre continued through "graphical MUDs" into the first MMORPGs (Massively multiplayer online role-playing games), which freed users from the limited number of simultaneous players in other games and brought persistent worldsto the mass market.

(3)  In 1996, 3dfx Interactive released the Voodoo chipset, leading to the first affordable 3D accelerator cards for personal computers. These devoted 3D rendering daughterboards  performed a portion of the computations and memory-handling required for more-detailed three-dimensional graphics (mainly texture filtering), allowing for more-detailed graphics than would be possible if the CPU were required to handle both game logic and all the graphical tasks. First-person shooters(FPS) were among the first to take advantage of this new technology. While other games would also make use of it, the FPS would become the chief driving force behind the development of new 3D hardware, as well as the yardstick by which its performance would be measured, usually quantified as the number of frames per second rendered for a particular scene in a particular game.

(4) Id Software's 1996 game Quake pioneered play over the Internet in first-person shooters. Internet multiplayer capability became a de facto requirement in most FPS games since. Other genres also began to offer online play in the late 90s, including real-time strategy games as Age of EmpiresWarcraft and StarCraft series,as well as turn-based games such as Heroes of Might and Magic. Developments in web browser plug-ins like Java and Adobe Flash allowed for simple browser-based games.


Rise of casual PC games


(1) Beginning with PCs, a new trend in casual gaming, games with limited complexity that were designed for shortened or impromptu play sessions, began to draw attention from the industry. Many were puzzle games, such as Popcap's Bejeweled and PlayFirst's Diner Dash, while others were games with a more relaxed pace and open-ended play. The biggest hit was The Sims by Maxis, which went on to become the best selling computer game of all time, surpassing Myst

(2) Other casual games include Happy Farm and Zynga games like Mafia WarsFarmVille, and CafĂ© World, among many others, which are tied into social networkingsites such as MyspaceFacebook, and Mixi. These games are typically free to play, with the option to buy in game items and stats with money and/or reward offers.

(3)  In 2008, social network games began gaining mainstream popularity following the release of Happy Farm in China. Influenced by the Japanese console RPG series Story of Seasons Happy Farm attracted 23 million daily active users in China.It soon inspired many clones such as Sunshine Farm,Happy FarmerHappy FishpondHappy Pig Farm, and Facebook games such as FarmVilleFarm TownCountry StoryBarn BuddySunshine Ranch,Happy HarvestJungle Extreme, and Farm Villain. The most popular social network game is FarmVille, which has over 70 million active users worldwide.Other popular social network games include YoVilleMob WarsMafia Wars, and FrontierVille.

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