History+of+Gaming

History of Gaming: Ancient Egypt to Today


The preceding image represents an abbreviated history of gaming from ancient Egypt to today's massively multi-player online games (MMOG). Senet, is a game first played in ancient Egypt around 3500 B.C., and is perhaps the oldest record of the concept of social gaming. media type="youtube" key="6R2bxk5K4J0" height="349" width="425"

Additionally, many games we still play today can trace their origins to ancient times. Games like Backgammon, Chess, and the sport of Polo (depicted in the poster) were thoroughly popular throughout ancient cultures. It is theorized these games began as ways to simulate the actions of war and to train soldiers for combat. However, as the games grew in popularity, they became more accessible to citizens who were of lower class and became a way to interact socially with others. This is significant, in that, the idea of social gaming is not a new phenomenon (i.e. video games) and has been a part of human culture since the dawn of man. Social gaming has been as much a part of human culture as religion, politics, and war. Researchers have said that the appeal of games is that they provide two central elements: 1) achievable challenges, and ) progressive rewards.[1] According to Jamie Fristrom, author of GameDevBlog, the importance of gaming lies in the idea of "meta-learning" which he describes as learning how to learn. These ideas transcend all of mankind and are the driving force behind the popularity of gaming in human civilization.

Computing
The following video gives an abbreviated and slightly humorous look at the history of video games: media type="youtube" key="w76cf2Dce9I" height="349" width="425"

Of course it would be difficult to talk about modern video gaming without first looking at the origins of the modern computer. Konrad Zuse could be considered the father of the modern computer. Konrad Zuse (pronounced [ˈkɔnʁat ˈtsuːzə] KON-rad TSUE-zuh. ; 22 June 1910 Berlin – 18 December 1995 Hünfeld near Fulda) was a German engineer and computer pioneer. His greatest achievement was the world's first functional program-controlled Turing-complete computer, the Z3, which became operational in May 1941. He received the Werner-von-Siemens-Ring in 1964 for the Z3. Zuse's S2 computing machine is considered to be the first process-controlled computer. In 1946 he designed the first high-level programming language, Plankalkü l[2] The Colossus Mark 1 ushered in the next big push in computing, the ability to program using patch cables and switches. However, these 1st Generation machines were extremely large due to the use of [|vacuum tubes], could store little to no information, and were costly to produce and use.

The invention of the transistor made way for the 2nd Generation of computer hardware. The bipolar [|transistor] was invented in 1947. From 1955 onwards transistors replaced vacuum tubes in computer designs. [3] Although, early adaptations of transistors proved to be less reliable than earlier vacuum tubes in some cases, they used far less power. Transistors greatly reduced computers' size, initial cost, and operating cost. Typically, second-generation computers were composed of large numbers of printed circuit boards such as the [|IBM Standard Modular System] [4]

Third Generation computers were made possible by the integrated circuit. The brainchild of Jack St. Clair Kilby and later Robert Noyce, the integrated circuit, allowed for manufacturing of computer circuitry to be automated and did away with the need for discreet components. [5] Also, the size of these circuits meant computers would be smaller and less costly to produce. The invention of the integrated circuit paved the way for commercially produced electronic devices. Today integrated circuits are found in many, many electronic devices including computers and, the focus of this project, video games.

According to the Guinness World Records, [|Computer Space] was the first commercially made video arcade game, was created in 1971, and designed by Nolan Bushnell of [|Nutting Associates] .[6] Of course this only represents the origin of video games from an arcade coin-operated standpoint. The concept of "simulations" and video games began much earlier. Although not the earliest concept of the video game, that honor goes to the cathode ray tube amusement device and others like it, the work at MIT may be considered the true origin of the modern video game. In 1959–1961, a collection of interactive graphical programs were created on the TX-0 machine at MIT:


 * Mouse in the Maze: allowed players to place maze walls, bits of cheese, and, in some versions, martinis using a [|light pen]. One could then release the mouse and watch it traverse the maze to find the goodies.
 * HAX: By adjusting two switches on the console, various graphical displays and sounds could be made.
 * Tic-Tac-Toe: Using the light pen, the user could play a simple game of [|tic-tac-toe] against the computer. [7]

This soon lead to the creation of Spacewar!, the inspiration of the aforementioned Computer Space. Debuting in 1961, Spacewar! became "credited as the first influential computer game". ([]) Then in 1966 the first home counsel that could utilize a standard television screen debuted, and could support multiple games including Chase (a game of "tag" between two moveable squares), table tennis, and target shooting.

Modern Video Games
The 1970s ushered in the era of the arcade game. As previously stated, Computer Space, is credited as the first. Bushnell and his associate, Ted Dabny, found little commercial success with their Computer Space game and parted with Nutting Associates to form the start up company Atari. By 1972, they introduced Pong to the world and had their first widespread success.[7] The video game industry started to flourish and saturated the market highlighted with first generation and mainframe offerings. This continued until 1977, when the video game market crashed mainly due to a large number of Pong imitators. Atari and Magnavox remained the only manufacturers in the home video game console market. In 1978, the introduction of Space Invaders, revived the market which lead to the success of the Atari 2600, and thrust the U.S. into the [|golden age of video arcade games].

One highlight of this time was the introduction of interchangeable game cartridges. Until this time all consoles were pre-programmed with their game(s). Now games were being created separately from the console and new games were being made to increase the longevity of the console. The development of home computer games also began to grow during this time. Apple, Commodore, and Tandy are three of the most notable home computers of the time. [7] The video gaming industry experienced it's second great crash in 1983. One contributing factor was the over-production of poorly designed games.

Then in 1985, Nintendo (see: Nintedo History), released it's 8-bit video game system and revived the video game market in North America.[7] This revival of Third Generation video game systems lasted until 1995 when production of the Nintendo game system ceased. However, in this time, video games flourished like never before. Game play, story lines, returning characters, game series, improved graphics, and better sound all became more robust and pushed the world of video games in all new directions never before imagined.As home consoles began to mirror the playability and graphics of arcade games, arcades began to decline in popularity. In 1989, Nintendo released the first commercially successful handheld video game, the Gameboy. media type="youtube" key="GErk7fMiatQ" height="349" width="425"console are exponentially more powerful than video games like the Atari 2600. Consoles like Micorsoft's XBox 360 and Sony's Play Station 3 are far more than simple gaming devices. With processors that rival most computers, these multimedia machines are marvels of modern technology. From built-in Blu-Ray players to wireless internet access these machines allow us to connect to games and people like never before. In some case, for example the Kinect, do away with the need for an auxiliary input device as the gamer themselves becomes the controller. One source had this to say about what is involved with the creation of today's multi-media video game experience.

"Where video game designs had been an easier affair, right now teams of artists, musicians, producers and gaming industries work together to generate the very best and give their best on the public that has patronized the games very well. A however has not yet, in advertising parlance, reached the peak. For me, it really is nowhere near it. The innovations that are shaping your computer games market is so vast varied exciting and rewarding, enough material to motivate the designers and gamers to advance on, that to know what surprises have been in store for that gaming public in the future." (Wynn, 2011) [8]

With the advancements of video games over the last 50 years, and especially the last 20, it becomes very difficult to predict where video games will go from here. Currently, the idea of augmented reality is very big in the gaming world. However, this is merely a drop in the bucket compared to where video games are likely to go. This handheld device ultimately led to the development of mobile gaming, including devices such as smartphones phones and the iPod Touch. Soon to follow, 4th, 5th, and 6th Generation consoles were developed and continued to become more sophisticated than their predecessor. Today's 7th Generation consoles are exponentially more powerful than video games like the Atari 2600. Consoles such as the Micorsoft's XBox 360 and Sony's Play Station 3 are far more than simple gaming devices. With processors that rival most computers, these multimedia machines are marvels of modern technology. From built-in Blu-Ray players to wireless internet access these machines allow us to connect to games and people like never before. For example, the Kinect ,allows us to do away with the need for an axillary input device as the gamer themselves becomes the controller. With the advancement of the video game over the last 50 years, and especially the last 20, it becomes very difficult to predict where video games will go from here. Currently, the idea of augmented reality is very big in the gaming world. However, this is merely a drop in the bucket compared to where video games are likely to go.

Cited and Additional Resources
[1][] [2][|http://www.cs.uwaterloo.ca/~shallit/Courses/134/history.html] [3][|Feynman, Leighton & Sands 1965], pp. III 14-11 to 14–12, **Volume 3: Quantum Mechanics** [4][] [5][] [6][] [7][] [8][]

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