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A video game or computer game is an electronic game that uses a user interface or input device to create visual feedback, such as a joystick, controller, keyboard, or motion sensing device. A visual display device, such as a TV, monitor, tablet, or virtual reality headset, displays this feedback. Audio feedback given through speakers or headphones, as well as other sorts of feedback, such as haptic technologies, are frequently used in video games.

Arcade games, console games, and personal computer (PC) games are all classified as video games based on their platform. The market has lately grown to include mobile gaming via smartphones and tablet computers, virtual and augmented reality systems, and distant cloud gaming. Based on the sort of gameplay and goal, video games are divided into a variety of genres.

In the 1950s and 1960s, the first video game prototypes were rudimentary expansions of electronic games that used video-like output from massive room-size computers. In 1971, the arcade video game Computer Space became the first consumer video game. Pong, the popular arcade game, and the Magnavox Odyssey, the first home console, both arrived in 1972. The rapidly-growing business was hit by the North American video game market crisis in 1983, which was caused by a loss of publisher control and market saturation. Following the crisis, the industry evolved, led by Japanese businesses like as Nintendo, Sega, and Sony, and established standards and processes for the production and marketing of video games, many of which are being followed today. To get a game to market today, a variety of abilities are required, including those of developers, publishers, distributors, retailers, console and other third-party manufacturers, and others.

The core business in the 2000s was based on “AAA” games, which left limited place for riskier, experimental games. Independent video game creation (or indie games) gained importance in the 2010s, thanks to the availability of the Internet and digital distribution. Since then, the video game industry has grown in commercial significance. Emerging Asian markets, in particular mobile games on smartphones, are shifting player demographics toward casual gaming and boosting monetization through game as a service. The worldwide video game market is expected to generate US$159 billion in yearly revenues by 2020, including hardware, software, and services. This sector is three times the size of the worldwide music business in 2019 and four times the size of the global cinema industry in 2019.

Interactive electrical devices with diverse display formats were used in early video games. The oldest example dates from 1947, when Thomas T. Goldsmith Jr. and Estle Ray Mann applied for a patent on a “Cathode ray tube entertainment device,” which was granted on 14 December 1948 as U.S. Patent 2455992. It comprises of an analog device that allows a user to manipulate a vector-drawn dot on the screen to mimic a missile being fired at targets that are drawings attached to the screen, and it was inspired by radar display technology. Other early examples include Christopher Strachey’s Draughts game for the Nimrod computer at the 1951 Festival of Britain; OXO, a tic-tac-toe Computer game by Alexander S. Douglas for the EDSAC in 1952; Tennis for Two, an electronic interactive game engineered by William Higinbotham in 1958; and Spacewar!, written by MIT students Martin Graetz, Steve Russell, and Wayne Wiitanen for the DEC PDP-1 computer in 1961. Each game has a different display method: NIMROD uses a panel of lights to play Nim, OXO uses a graphical display to play tic-tac-toe, Tennis for Two uses an oscilloscope to show a side view of a tennis court, and Spacewar! uses the DEC PDP-1’s vector display to show two spacecraft fighting.

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February 4, 2022 At 10:43 am
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