Console A machine developed as a mini-computer with the express purpose of playing games programmed and developed solely for that platform. Controller The primary means of operating video games since the inception of the industry; however, some consoles and peripheral technologies have offered the alternative of direct human interaction. Downloadable Content Dlc Add-ons to games that can be purchased and downloaded directly to consoles or computers. Massively Multiplayer Online Game Mmog A major new growth market for gaming, played via an online server where gamers around the world play with and against each other in real time.
Early history of video games and Early mainframe games Prior to the s, there was no significant commercial aspect of the video game industry, but many advances in computing would set the stage for the birth of the industry.
Many early publicly-available interactive computer-based game machines used or other mechanisms to mimic a display; while technically not "video games", they had elements of interactivity between the player and the machine.
Some examples of these included the "Nimatron", an electromagentic relay-based Nim -playing device designed by Edward Condon and built by Westinghouse Electric for the New York World's Fair Bertie the Brainan arcade game of tic-tac-toebuilt by Josef Kates for the Canadian National Exhibition and Nimrod created by engineering firm Ferranti for the Festival of Britain The development of cathode ray tube —the core technology behind televisions—created several of the first true video games.
In Thomas T. Their game, which uses a cathode ray tube hooked to an oscilloscope display, challenges players to fire a gun at target. One of the first known examples is Spacewar!
History of video game consoles first generationVideo game crash ofGolden age of video arcade games Video games market, and History of video game consoles second generation Inthe arcade gameComputer Space was released.
However, both the arcade and home markets would be dominated by Pong clones, which flooded the market and led to the video game crash of The crash eventually came to an end with the success of Taito 's Space Invadersreleased insparking a renaissance for the video game industry and paving the way for the golden age of video arcade games.
Golden age of video arcade gamesHistory of video game consoles second generationNorth American video game crash ofHistory of video game consoles third generationand History of video game consoles fourth generation The early s saw the golden age of video arcade games reach its zenith.
This time also saw the rise of video game journalismwhich was later expanded to include covermounted cassettes and CDs. Inthe North American industry crashed due to the production of too many badly developed games quantity over qualityresulting in the fall of the North American industry.
The industry would eventually be revitalized by the release of the Nintendo Entertainment Systemwhich resulted in the home console market being dominated by Japanese companies such as Nintendo while a professional European computer game industry also began taking shape with companies such as Ocean Software and Gremlin Interactive.
InNintendo lost a legal challenge against Blockbuster Entertainmentwhich enabled games rentals in the same way as movies.
The s saw advancements in game related technology. Among the significant advancements were: The widespread adoption of CD -based storage and software distribution Widespread adoption of GUI -based operating systemssuch as the series of Amiga OSMicrosoft Windows and Mac OS Advancement in 3D graphics technology, as 3D graphic cards became widely adopted, with 3D graphics now the de facto standard for video game visual presentation Continuing advancement of CPU speed and sophistication Miniaturisation of hardware, and mobile phones, which enabled mobile gaming The emergence of the internet, which in the latter part of the decade enabled online co-operative play and competitive gaming Aside from technology, in the early part of the decade, licensed games became more popular,   as did video game sequels.
History of video game consoles sixth generation and History of video game consoles seventh generation In s, the video game industry is a juggernaut of development; profit still drives technological advancement which is then used by other industry sectors.
Technologies such as Smartphonesvirtual reality and augmented reality are major drivers for game hardware and gameplay development.
Though maturing, the video game industry was still very volatile, with third-party video game developers quickly cropping up, and just as quickly, going out of business.
Game development for mobile phones such as iOS and Android devices and social networking sites emerged. History of video game consoles eighth generation Though not the main driving force, indie games continue to have a significant impact on the industry, with sales of some of these titles such as SpelunkyFezDon't StarveCastle Crashersand Minecraftexceeding millions of dollars and over a million users.
As ofnewer game companies arose that vertically integrate live operations and publishing such as crowdfunding and other direct-to-consumer efforts, rather than relying on a traditional publishers, and some of these have grown to substantial size.
Games developed by a single programmer, or by a small team of programmers and artists, could sell hundreds of thousands of copies each. Many of these games only took a few months to create, so developers could release multiple titles per year.
Thus, publishers could often be generous with benefits, such as royalties on the games sold. Many early game publishers started from this economic climate, such as Origin SystemsSierra EntertainmentCapcomActivision and Electronic Arts.
As computing and graphics power increased, so too did the size of development teams, as larger staffs were needed to address the ever-increasing technical and design complexities. The larger teams consist of programmers, artists, game designers, and producers.
Now budgets typically reach millions of dollars despite the growing popularity of middleware and pre-built game engines. In addition to growing development costs, marketing budgets have grown dramatically, sometimes consisting of two to three times of the cost of development.
Traditionally, the game monetization method is to sell hard copies in retail store. Now some developers are turning to alternative production and distribution methods, such as online distributionto reduce costs and increase revenue. In Richard Hilleman of Electronic Arts estimated that only 25 developers were working on such titles for the eighth console generation, compared to at the same point in the seventh generation-console cycle seven or eight years earlier.
GameStop diversified its services by purchasing chains that repair wireless devices and expanding its trade-in program through which customers trade used games for credit towards new games.
In Britain, the games retailer Game revamped its stores so customers would spend time playing games there. It built a gaming arena for events and tournaments. Trade-in customers at the Australia retailer Game would purchase twice the games per year as non-trade-in customers.
The sale of pre-owned games kept retailers in business, and composed about a third of Game's revenue. Retailers also saved on the UK's value-added tax, which only taxed the retailer's profit on pre-owned games, rather than the full sale on regular games.
The former trade-in retail executives behind the trade-in price comparison site Trade In Detectives estimated that the United Kingdom's trade-in industry was about a third of the size of its new games business. While consumers might appear to receive better offers on these sites, they also take about 15 percent of the selling price in fees.
Alternatively, some retailers will match the trade-in values offered by their competitors.the future of the video games market While the mobile market is all the rage today for publishers, the future of gaming is likely to be driven largely by augmented and virtual reality.
The global video games market is expected to flourish owing to increasing number of consumers looking for interactive digital gaming world as a source of entertainment.
Increasing use of video games in TV and personal computers is expected to contribute to market augmentation. This timeline presents a forecast of the value of the video game industry in the United States from to In , the market was estimated to be worth billion U.S.
dollars and the. This timeline presents a forecast of the value of the video game industry in the United States from to In , the market was estimated to be worth billion U.S. dollars and the. GamePulse. Keep your finger on the pulse of the video games industry with the most accurate and up-to-date information on the market.
Get information on every console game product released since , every PC game since , and support for mobile and online/social titles. Global Video Games Market - World Video Games Market Size, Trends, Analysis And Segment Forecasts To - Global Video Games Industry Research, Outlook, Application, Product, Share, Growth, Key Opportunities, Dynamics, Analysis, Global Video Games Report - Grand View Research, Inc.