Key Changes in the Video Game Industry

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Key Changes in the Video Game Industry The first wave of home video games was launched nearly 30 years ago. By the early 1980s, this electronic entertainment medium had emerged as a cultural phenomenon, thanks to classics such as Asteroids, Centipede, Donkey Kong, and Pac-Man. The world of video games has, of course, changed drastically since then. For starters, Microsoft, Nintendo, and Sony are now the key players in the console industry, having replaced Atari, Coleco, and Mattel for those top spots. Advances in technology are making game worlds more realistic and interactive than ever before. The result is a new breed of fresh and exciting game genres that people in the early 1980s could only dream about. Video games is a huge industry and it is estimated that 70% of U.S homes will own a Video game system by the year 2005 (Cassandra, 2002). The idea of making a video game first appeared in 1949 when a young engineer named Ralph Baer was given an assignment to build the absolute, best of all televisions. He wanted to go beyond his original assignment and incorporate some kind of game into the set but it would take another 20 years for his idea to become a reality. Video games were first introduced in the 1970s, first by Willy Higinbotham, who designed an interactive tennis game played on an oscilloscope, and Steve Russell, who programmed a rudimentary space game on a DEC PDP-1 mainframe computer. By the end of the decade, they had become a preferred childhood leisure activity. The first computer games experienced by the public world have been in Arcades. These are rooms filled with bright lights and strange noises that emanat... ... middle of paper ... ...ers responding to the demand from the older market. That is not to say that games for children are no longer produced, more that game producers recognise that there is more than one market to produce for. Bibliography Berger, Arthur Asa, 2002, Video games: a popular culture phenomenon, New Brunswick, Transaction Publishers Communication Research, The use and experience of the new video media among children and young adolescents. 17(1): 107-130. EJ 406 646 Jenkins, Henry, and Cassell, Justine (eds.), 1999, From Barbie to Mortal Kombat: gender and computer games, Cambridge, The MIT Press. Gunter, Barrie, The effects of video games on children :the myth unmasked, 1998 Hayes, Michael, Games war :video games - a business review, 1995. King, Lucien, Game on :the history and culture of videogames, 2002

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