Era of gaming industry A technological review of past 60 years PDF

Title Era of gaming industry A technological review of past 60 years
Author Anonymous User
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Institution COMSATS University Islamabad
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The history of video games starts with the development of early computer systems in 1950. Scientists developed simple simulations and games for recreation purposes or research. During the start of 1960, some universities developed more straightforward software for games, on which the students and te...


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Running head: EVOLUTION OF THE GAMING INDUSTRY

Evolution of the Gaming Industry Angel Ortiz Institutional Affiliation

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Evolution of the Gaming Industry The history of video games starts with the development of early computer systems in 1950. Scientists developed simple simulations and games for recreation purposes or research (Editors, 2019). During the start of 1960, some universities developed more straightforward software for games, on which the students and teachers used to play games like the moon landing and tic-tac-toe. People were not aware of video games till the 1970s. At the start of the 1980s, the introduction of personal computers led to the development of the gaming industry with the creation of gaming consoles and other controllers. The era of 1980s is also recognized as a golden era of arcade video games (North, 2021). Whereas the absolute age of computer arcade games is referred to as 1990, when the prices of desktop computers and gaming consoles decreased, big gaming machines were displayed at malls and other public places. During these times, the games were operated by coin machines with two and three players interfaces (Bowers Micah, 2018). In the same year, the second generation of gaming consoles appeared because of increased public interest, and some online games with better graphics also appeared. In 1995, the third generation of consoles robust the gaming industry by introducing 8-bit, which was overridden by 16-bit models of gaming consoles of fourth-generation in 1999. Some industries have also developed handheld 3D gaming devices with 32-bit and 64-bit systems known as 5th generation gaming consoles (Online Exhibits, n.d.). With the introduction of mobile phones after the 2000s, the sixth generation of gaming consoles appeared. The era of sixth-generation gaming consoles introduced some additional features like better graphics, involvement of cinematic features, online modules, gesture interface, Wii consoles, and cloud interface. The home and arcade consoles of the gaming industry allowed real-time gameplay; these games were of target shooting and racing modules

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(Stuart, 2020). The significant problems of these consoles were low range CRT terminals, insufficient processing power, limited memory, and incompatibility with the displays. The first integrated system with increased graphic visuality and more compatible hardware and software was developed by the University of Illinois on their educational computer, allowing hundreds of users to connect around the United States (UIUC, 2021). The plasma technology upgraded the computer systems to plug-n-play with users worldwide by interacting with each other through their newly developed real-time interface (Martins et al., 2019). The Japanese gaming industry devastated the United States by introducing multi-player higher graphic gaming consoles. Sega was the most prominent gaming industry with the development of their SG-1000 gaming consoles (Wai-ming, 2001). Sega, operated by Japanese companies, had sold more than 2.5 million units at their first launch, which boosted the gaming industry for the first time (The History of the Gaming Industry in One Chart, 2020). The lead sales in the gaming consoles also encouraged big financial companies and other organizations to invest in the gaming sector as the gaming industry was developing at higher rates. In addition, the United States gaming market had also launched gaming consoles developed by Nintendo, Hudson soft, and Namco. These companies generated a revenue of nearly five billion dollars (Andersonreality, 2021). Moreover, the emerging trend of gaming industries also allowed private organizations to develop games for their consoles with thirty percent profit per unit sale. Because of piracy issues, these companies were allowed to produce only five games in a year.

EVOLUTION OF THE GAMING INDUSTRY References Andersonreality. (2021). Largest video game company. https://andersonrealty.ca/a1j5j9a/largestvideo-game-company Annie. (2021, January 13). Mobile Games Brought Publishers 143 Billion $ in 2020. Nerduell. https://nerduell.com/mobile-games-brought-publishers-143-billion-in-2020/ Bowers Micah. (2018). Level Up: A Guide to Game UI (with Infographic). Toptal Design Blog. https://www.toptal.com/designers/gui/game-ui Britannica. (2021). Xbox | Console and Games | Britannica. https://www.britannica.com/technology/Xbox Clover. (2021). Apple Arcade: The Complete Guide—MacRumors. https://www.macrumors.com/guide/apple-arcade/ Online Exhibits. (n.d.). CVGA Disassembled | Fifth Generation (1993-2001). Retrieved December 14, 2021, from https://apps.lib.umich.edu/online-exhibits/exhibits/show/cvgadisassembled/gamegen5 Editors, H. com. (2019). Video Game History. HISTORY. https://www.history.com/topics/inventions/history-of-video-games Interactive.org. (2021). Special Awards Details Page. https://www.interactive.org/special_awards/details.asp?idSpecialAwards=4 King, R., & de la Hera, T. (2020). Fortnite Streamers as Influencers: A Study on Gamers’ Perceptions. The Computer Games Journal, 9(4), 349–368. https://doi.org/10.1007/s40869-020-00112-6 Martins, N. R. B., Angelica, A., Chakravarthy, K., Svidinenko, Y., Boehm, F. J., Opris, I., Lebedev, M. A., Swan, M., Garan, S. A., Rosenfeld, J. V., Hogg, T., & Freitas, R. A.

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(2019). Human Brain/Cloud Interface. Frontiers in Neuroscience, 13, 112. https://doi.org/10.3389/fnins.2019.00112 North, J. (2021, November 5). Insert Coin To Play: The Golden Age Of Arcade Games. Medium. https://superjumpmagazine.com/insert-coin-to-play-the-golden-age-of-arcade-games613234b58a78 Pea, R. D., & Maldonado, H. (2005). WILD for Learning: Interacting Through New Computing Devices Anytime, Anywhere. In R. K. Sawyer (Ed.), The Cambridge Handbook of the Learning Sciences (1st ed., pp. 427–442). Cambridge University Press. https://doi.org/10.1017/CBO9780511816833.026 Rakestraw, T. L., Eunni, R. V., & Kasuganti, R. R. (2016). Journal of Business Cases and Applications The mobile apps industry, Page 1 The mobile apps industry: A case study. Rousseau, J. (2021). India is projected to generate $1.5bn in revenue by 2025. GamesIndustry.Biz. https://www.gamesindustry.biz/articles/2021-12-09-india-projectedto-generate-usd1-5bn-in-revenue-by-2025 Stuart, K. (2020, July 16). The 25 most significant video game consoles – ranked! The Guardian. https://www.theguardian.com/games/2020/jul/16/the-25-greatest-video-game-consolesranked UIUC. (n.d.). Coordinated Science Laboratory. Retrieved December 14, 2021, from https://csl.illinois.edu/news-and-media/tech-reports World Economic Forum. (2020). The history of the gaming industry in one Chart. https://www.weforum.org/agenda/2020/11/gaming-games-consels-xbox-play-station-fun/

EVOLUTION OF THE GAMING INDUSTRY Vahia, S. (2021). NFT-based game Axie Infinity hits $1 billion in trade. https://www.businessinsider.in/cryptocurrency/news/nft-based-game-axie-infinity-hits-1billion-in-trade/articleshow/85180646.cms Wai-ming, B. N. (2001). Japanese Video Games in Singapore: History, Culture, and Industry. Asian Journal of Social Science, 29(1), 139–162.

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