The gaming industry is evolving continuously with the advent of modern technologies. New technologies ensure to boost entertainment values by enhancing players playing experience. Most of the owners who are dealing with the gaming field are trying to take the entertainment level much higher, and modern technology provides them the best way to do the same.
But lets go back in time and cover some important history of gaming industry.
A video game console is a computer device that outputs a video signal or visual image to display a video game that one or more people can play.
The term “video game console” is primarily used to distinguish a console machine primarily designed for consumers to use for playing video games, in contrast to arcade machines or home computers. An arcade machine consists of a video game computer, display, game controllers (joystick, buttons, etc.), and speakers housed in large or small chassis. A home computer is a personal computer designed for home use for a variety of purposes, such as bookkeeping, accessing the Internet, and playing video games. Although arcades and computers are generally expensive or highly “technical” devices, video game consoles were designed with affordability and accessibility to the general people in mind.
The history of video game consoles are typically segmented into “generations”, on the basis that each successful generation is an improvement of the technology from the prior one. Initially, such generations were defined by common hardware features.
Early generations also used the concepts of “bits”. During the 1980s and 1990s, consoles could output a greater range of colors, more sprite, and introduced graphical technologies such as scaling, and vector graphics compared to previous generations. One way console makers marketed these advances to consumers was through the numerical measurement of bits. The TurboGrafx-16, Genesis, and Super NES were among the first consoles to advertise the fact that they contained 16-bit processors. This fourth generation of console hardware was often referred to as the 16-bit era and the previous generation as the 8-bit. The bit-value of a console referred to the word lenght of a console’s processor (although the value was sometimes misused, for example, the TurboGrafx 16 had only an 8-bit CPU, and the Genesis/Mega Drive had the 16/32-bit MOTOROLA 68000, but both had a 16-bit dedicated graphics processor). As the graphical performance of console hardware is dependent on many factors, using bits was a crude way to gauge a console’s overall ability.
For example, the NES, Commodore 64, Apple II, and Atari 2600 all used a very similar 8-bit CPU. The difference in their processing power is due to other causes. For example, the Commodore 64 contains 64 kilobytes of RAM and the Atari 2600 has much less at 128 bytes of RAM. The jump from 8-bit machines to 16-bit machines to 32-bit machines made a noticeable difference in performance, so consoles from certain generations are frequently referred to as 8-bit or 16-bit consoles. However, the “bits” in a console are no longer a major factor in their performance. The Nintendo 64, for example, has been outpaced by several 32-bit machines.Aside from some “128 Bit” advertising slogans at the beginning of the sixth generation, marketing with bits largely stopped after the fifth generation.
Then comes this golden era where we were introduced to ps a.k.a Playstation.
playstation is a Japanese video game brand that consists of five home videogame consoles, as well as a media center, an online service, a line of controllers, two handhelds and a phone, as well as multiple magazines. The brand is produced by Sony Interactive Entertainment, a division of Sony, with the first console releasing as the PlayStation in Japan released in December 1994, and worldwide the following year.
The original console in the series was the first console of any type to ship over 100 million units, doing so in under a decade. Its successor, the PlayStation 2, was released in 2000. The PlayStation 2 is the best selling home-console to date, having reached over 155 million units sold by the end of 2012. Sony’s next console, the PlayStation 3, was released in 2006, selling over 87.4 million units by March 2017. Sony’s latest console, the PlayStation 4, was released in 2013, selling a million units within a day, becoming the fastest selling console in history. The next console in the series, the PlayStation 5, is expected to be released by the end of 2020.
Ralph Henry Baer , you know him, right ?
Ralph Henry Baer (born Rudolf Heinrich Baer; March 8, 1922 – December 6, 2014) was a German-American inventor, game developer, and engineer.
Baer is considered to have been the inventor of video games, specifically of the concept of the home video game console. In 1966, while an employee at Sanders Associates, Baer started to explore the possibility of playing games on television screens. He first got the idea while working at Loral in 1951, another electronics company, however, they wanted nothing to do with it at the time. In a 2007 interview, Baer said that he recognized that the price reduction of owning a television set at the time had opened a large potential market for other applications, considering that various military groups had identified ways of using television for their purposes.
Upon coming up with the idea of creating a game using the television screen, he wrote a four-page proposal with which he was able to convince one of his supervisors to allow him to proceed. He was given US$2,500 and the time of two other engineers, Bill Harrison and Bill Rusch. They developed the “Brown Box” console video game system, so named because of the brown tape in which they wrapped the units to simulate wood veneer. Baer recounted that in an early meeting with patent examiner and his attorney to patent one of the prototypes, he had set up the prototype on a television in the examiner’s office and “within 15 minutes, every examiner on the floor of that building was in that office wanting to play the game”.The Brown Box was ultimately patented on April 17, 1973, given U.S Petent No. 3728480, and became jointly owned by Ralph Baer and BAE Systems.
Baer began seeking a buyer for the system, turning to various television manufacturers who did not see interest in the unit.In 1971, it was licensed to Magnavox, and after being renamed Magnavox Odyssey, the console was released to the public in May 1972. For a time it was Sanders’ most profitable line, selling over 340,000 units, though many in the company looked down on game development. Baer is credited for creating the first light gun and game for home television use, sold grouped with a game expansion pack for the Odyssey, and collectively known as the Shooting gallery. The light gun itself was the first peripheral for a video game console.
The success of the Odyssey led to competition from other companies, in particular Atari, Inc. led by Nolan Bushnell at the time. Bushnell saw Baer’s successful devices and was able to create the first arcade machine in 1972 based on Baer’s Table Tennis idea, resulting in Pong. The success was very limited though, due to the high price and confusing advertising. Sanders and Magnavox successfully sued Atari for patent infringement over Baer’s original ideas, but Bushnell would continue to push Atari forward to become a leader in both home and arcade video games. This led to a lengthy conflict between Baer and Bushnell over who was the true “father of video games”; Baer was willing to concede this to Bushnell, though noted that Bushnell “has been telling the same nonsensical stories for 40 years”.Baer would help both Magnavox and later Coleco to develop competitive units to Atari’s products, including the Odyssey and the Odysse.Ultimately, the industry came to name Baer as the father of the home video game console, while crediting Bushnell with creating the concept of the arcade machine; Upon Baer’s death, Bushnell stated that Baer’s “contributions to the rise of videogames should not be forgotten”.
Baer is also credited with co-developing three popular electronic games. Baer, along with Howard J. Morrison, developed Simon (1978) and its sequel Super Simon (1979) for Milton bradley, electronic pattern-matching games that were immensely popular through the late 1990s. The US patent for Simon, Pat No. 4,207,087 was obtained in 1980 by patent counsel for Marvin Glass and Associates, Robert J. Schneider, a managing partner with the firm of Mason, Kolehmainen, Rathburn and Wyss. Schneider is currently Co-Chair of the Intellectual Property Department of Taft, Stettinius & Hollister LLP. Baer also developed a similar pattern-matching game “Maniac” for the Ideal Toy Company (1979) on his own, though the game was not as popular as Simon; Baer considered that Maniac was “really hard to play” and thus not as popular as his earlier game.
So we definitely find out how the evolution of gaming has been taking place since so long, and now due high demand of cellphones the gaming industry even pushing further their limits to provide gaming entertainment to world.
Lets talk little about mobile phone gaming, as you are here on gamereviewarena.com let me tell you if you want to start your career as a full time gamer you can no doubt how big events take place around the globe with a prize pool of 50 lakh.
The series, by Tencent Games and PUBG Corp, is offering a prize pool of Rs 50 lakh. While winners will get Rs 20 lakh as prize money, first runners up will receive Rs 5 lakh and second runners up will win Rs 3 lakh in prize money.
Well you won 1 series every year and you will be earning higher than average person in india as much as 10 times higher.
A PC game, also known as a computer game or personal computer game, is a type of video game played on a personal computer rather than a video game console or Arcade machine. Its defining characteristics include: more diverse and user-determined gaming hardware and software; and generally greater capacity in input, processing, video and audio output. The uncoordinated nature of the PC game market, and now its lack of physical media, make precisely assessing its size difficult.In 2018, the global PC games market was valued at about $27.7 billion.
Home computer Games become popular following the Video game crash of 1983, leading to the era of the “bedroom coder”. In the 1990s, PC games lost Mass market traction to Console games, before enjoying a resurgence in the mid-2000s through Digital distribution.
Newzoo reports that the PC gaming sector is the third-largest category (and estimated in decline) across all platforms as of 2016, with the console sector second-largest, and mobile / smartphone gaming sector biggest. 2.2 billion video gamers generate US$101.1 billion in revenue, excluding hardware costs. “Digital game revenues will account for $94.4 billion or 87% of the global market. Mobile is the most lucrative segment, with smartphone and tablet gaming growing 19% year on year to $46.1 billion, claiming 42% of the market. In 2020, mobile gaming will represent just more than half of the total games market.China expected to generate $27.5 billion, or one-quarter of all revenues in 2017.”
PC gaming is considered synonymous (by Newzoo and others) with IBM Personal computer compatible systems; while mobile computers – smartphones and tablets, such as those running Android or iOS – are also Personal computers in the general sense. The APAC region was estimated to generate $46.6 billion in 2016, or 47% of total global video game revenues (note, not only “PC” games). China alone accounts for half of APAC’s revenues (at $24.4 billion), cementing its place as the largest video game market in the world, ahead of the US’s anticipated market size of $23.5 billion. China is expected to have 53% of its video game revenues come from mobile gaming in 2017 (46% in 2016).
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