Video game

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Computerspielemuseum Berlin

A video game

tactile sensations). Some video games also allow microphone and webcam inputs for in-game chatting and livestreaming
.

Video games are typically categorized according to their

tablet computers), virtual and augmented reality systems, and remote cloud gaming. Video games are also classified into a wide range of genres based on their style of gameplay and target audience
.

The first video game prototypes in the 1950s and 1960s were simple extensions of electronic games using video-like output from large, room-sized

casual gaming and increasing monetization by incorporating games as a service
.

Today,

entertainment industry. The video game market is also a major influence behind the electronics industry, where personal computer
component, console, and peripheral sales, as well as consumer demands for better game performance, have been powerful driving factors for hardware design and innovation.

Origins

Tennis for Two (1958), an early analog computer game that used an oscilloscope for a display

Early video games use interactive electronic devices with various display formats. The earliest example is from 1947—a "

Massachusetts Institute of Technology students Martin Graetz, Steve Russell, and Wayne Wiitanen's on a DEC PDP-1 computer in 1961. Each game has different means of display: NIMROD has a panel of lights to play the game of Nim,[4] OXO has a graphical display to play tic-tac-toe,[5] Tennis for Two has an oscilloscope to display a side view of a tennis court,[3] and Spacewar! has the DEC PDP-1's vector display to have two spaceships battle each other.[6]

These preliminary inventions paved the way for the origins of video games today.

ping pong-style Pong, which was directly inspired by the table tennis game on the Odyssey. Sanders and Magnavox sued Atari for infringement of Baer's patents, but Atari settled out of court, paying for perpetual rights to the patents. Following their agreement, Atari made a home version of Pong, which was released by Christmas 1975.[3] The success of the Odyssey and Pong, both as an arcade game and home machine, launched the video game industry.[9][10] Both Baer and Bushnell have been titled "Father of Video Games" for their contributions.[11][12]

Terminology

The term "video game" was developed to distinguish this class of

teletype printer, audio speaker or similar device.[13] This also distinguished from many handheld electronic games like Merlin which commonly used LED lights for indicators but did not use these in combination for imaging purposes.[14]

"Computer game" may also be used as a descriptor, as all these types of games essentially require the use of a computer processor, and in some cases, it is used interchangeably with "video game".[15] Particularly in the United Kingdom and Western Europe, this is common due to the historic relevance of domestically produced microcomputers. Other terms used include digital game, for example by the Australian Bureau of Statistics.[16] However, the term "computer game" can also be used to more specifically refer to games played primarily on personal computers or other type of flexible hardware systems (also known as a PC game), as a way distinguish them from console games, arcade games or mobile games.[14][13] Other terms such as "television game" or "telegame" had been used in the 1970s and early 1980s, particularly for the home gaming consoles that rely on connection to a television set.[17] In Japan, where consoles like the Odyssey were first imported and then made within the country by the large television manufacturers such as Toshiba and Sharp Corporation, such games are known as "TV games", or TV geemu or terebi geemu.[18] "Electronic game" may also be used to refer to video games, but this also incorporates devices like early handheld electronic games that lack any video output.[15] and the term "TV game" is still commonly used into the 21st century.[18][19]

The first appearance of the term "video game" emerged around 1973. The

arcade games such as pinball machines and electro-mechanical games. With the arrival of video games in arcades during the early 1970s, there was initially some confusion in the arcade industry over what term should be used to describe the new games. He "wrestled with descriptions of this type of game," alternating between "TV game" and "television game" but "finally woke up one day" and said, "what the hell... video game!"[22]

For many years, the traveling Videotopia exhibit served as the closest representation of such a vital resource. In addition to collecting home video game consoles, the Electronics Conservancy organization set out to locate and restore 400 antique arcade cabinets after realizing that the majority of these games had been destroyed and feared the loss of their historical significance.[23] Video games have significantly began to be seen in the real-world as a purpose to present history in a way of understanding the methodology and terms that are being compared. Researchers have looked at how historical representations affect how the public perceives the past, and digital humanists encourage historians to use video games as primary materials.[24] Video games, considering their past and age, have over time progressed as what a video game really means. Whether played through a monitor, TV, or a hand-held device, there are many ways that video games are being displayed for users to enjoy. People have drawn comparisons between flow-state-engaged video gamers and pupils in conventional school settings. In traditional, teacher-led classrooms, students have little say in what they learn, are passive consumers of the information selected by teachers, are required to follow the pace and skill level of the group (group teaching), and receive brief, imprecise, normative feedback on their work.[25] Video games, as they continue to develop into better graphic definition and genre's, create new terminology when something unknown tends to become known. Yearly, consoles are being created to compete against other brands with similar functioning features that tends to lead the consumer into which they'd like to purchase. Now, companies have moved towards games only the specific console can play to grasp the consumer into purchasing their product compared to when video games first began, there was little to no variety. In 1989, a console war begun with Nintendo, one of the biggest in gaming was up against target, Sega with their brand new Master System which, failed to compete, allowing the Nintendo Emulator System to be one of the most consumed product in the world.[26] More technology continued to be created, as the computer began to be used in people's houses for more than just office and daily use. Games began being implemented into computers and have progressively grown since then with coded robots to play against you. Early games like tic-tac-toe, solitaire, and Tennis for Two were great ways to bring new gaming to another system rather than one specifically meant for gaming.[27]

Definition

While many games readily fall into a clear, well-understood definition of video games, new genres and innovations in game development have raised the question of what are the essential factors of a video game that separate the medium from other forms of entertainment.

The introduction of

full motion video played off a form of media but only limited user interaction.[28] This had required a means to distinguish these games from more traditional board games that happen to also use external media, such as the Clue VCR Mystery Game which required players to watch VCR clips between turns. To distinguish between these two, video games are considered to require some interactivity that affects the visual display.[14]

Most video games tend to feature some type of victory or winning conditions, such as a scoring mechanism or a final

empathy games (video games that tend to focus on emotion) like That Dragon, Cancer brought the idea of games that did not have any such type of winning condition and raising the question of whether these were actually games.[29] These are still commonly justified as video games as they provide a game world that the player can interact with by some means.[30]

The lack of any industry definition for a video game by 2021 was an issue during the case

iOS App Store. Among concerns raised were games like Fortnite Creative and Roblox which created metaverses of interactive experiences, and whether the larger game and the individual experiences themselves were games or not in relation to fees that Apple charged for the App Store. Judge Yvonne Gonzalez Rogers, recognizing that there was yet an industry standard definition for a video game, established for her ruling that "At a bare minimum, videogames appear to require some level of interactivity or involvement between the player and the medium" compared to passive entertainment like film, music, and television, and "videogames are also generally graphically rendered or animated, as opposed to being recorded live or via motion capture as in films or television".[31] Rogers still concluded that what is a video game "appears highly eclectic and diverse".[31]

Video game terminology

heads-up display along the bottom that includes the player's remaining health
and ammunition.

The gameplay experience varies radically between video games, but many common elements exist. Most games will launch into a

save points where the player can create a saved game on storage media to restart the game should they lose all their lives or need to stop the game and restart at a later time. These also may be in the form of a passage that can be written down and reentered at the title screen.[citation needed
]

Product flaws include

cheat cartridges allow players to execute these cheat codes, and user-developed trainers allow similar bypassing for computer software games. Both of which might make the game easier, give the player additional power-ups, or change the appearance of the game.[33]

Components

Arcade video game machines at the Sugoi arcade game hall in Malmi, Helsinki, Finland

To distinguish from electronic games, a video game is generally considered to require a platform, the hardware which contains computing elements, to process player interaction from some type of input device and displays the results to a video output display.[36]

Platform