Editor: Ted Stahl
Though the history of videogames is a subsection of the history of computing, it is important to recognize how integrated this entertainment medium is to the evolution of computing hardware and software. Furthermore, videogames are not just software, but are shaped and defined by their hardware. Whereas a word-processor's function is an abstract concept that can remain essentially intact from platform to platform, a videogame is defined within the hardware technology of the platform for which it is designed. The choice to utilize hardware elements like vector vs. rastor monitors, audio synthesizers vs. digitally samplers, and whether or not to incorporate video playback devices (i.e., laserdisc, CD-ROM, and DVD) defines a videogame as much as the software itself does. Since a videogame is a sensory experience, the sound, the visual elements, and the interface that the player uses to interact witht the game cannot be divorced from the programmed logic and instruction set that provides the experience. |
The Early Years
begin in 1958 Within this period of videogame history reside the pioneers and visionaries who attempted to create an interactive experience using electronics and visual displays. |
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The Golden Age
of videogames begins in 1971 This period begins with the mainstream appearance of videogames as a consumer market in arcades, on home consoles, and their evolution on personal computer platforms. It covers the rise of the dedicated hardware systems and the origin of multi-game cartridge-based systems. |
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The Modern age
begins in 1984 It includes the continued evolution of videogames on computers during the American public's disenchantment with dedicated console systems. It covers the rise of 8-bit and 16-bit architectures. During this era, many computers provide a home to videogames, but the PC becomes the eventual standard. Network and Internet multi-player gaming becomes a household possibility. |
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The "Next"
Generation arrived in 1995 This era of videogame history bears witness to the rise of the 32-bit, 64-bit, and 128-bit processor architecture in home console machines. The continued popularity of online gaming grows and is reflected in the console market. This period is full of advances in hardware that enable more realistic and immersive experiences for gamers. |
1995 |
Disclaimer:
Many videogame historians do not consider computer-based gaming, vector-display gaming, nor LCD-gaming true "video"games. It is not the intent of this site to determine what a videogame is or is not. However, in order to document a history pertaining to the evolution of videogames, it is important to recognize the myriad influences that have the most significant relevance to the continued growth of this entertainment medium. Therefore, it would be inappropriate to ignore related evolutionary steps whether or not they are included as a part of the medium itself.
Last Updated on 13 September, 2004 | For suggestions please mail the editors |