Let the Games Begin
Electronic games are older than you might think. From these humble beginnings, the evolution of Electronic Gaming has grown by leaps and bounds.
Our continued fascination with increasingly complex, dynamic, and intricate 3D virtual worlds where we can play with/against each other, ourselves, and the game itself continues to push the envelope, excite, and drive innovation.
Let’s explore iconic games and ground-breaking advances since the beginning.
Key milestones in Gaming History
1940 : Westinghouse, an American Electric company, exhibited the first-ever (if not the first) Electronic Game at the World Fair. Their machine was named the Nimatron. It was programmed to play the mathematical strategy game Nim. Its popularity was not diminished by the fact that not many humans could beat it. It was the birth of a new era that changed how humans related and interacted with technology, ushering in Electronic learning, entertainment, and social activity.
1956 : An IBM-701 showcases the first computer programme game of Checkers designed by Arthur Samuels.
1964 : Basic programming language emerges from Dartmouth College created by John Kemeny. His computer time-share system and code makes creating games newly accessible to all. Soon everyone can get in on the fun and homemade video games begin popping up all over.
1972 : Pong, an arcade legend is born. In later years a version is introduced for play-at-home / home-console. Who knew two-dimensional table-tennis could be so much fun?!
1974 : The first virtual (albeit simple) 3D multi-user, networked game is launched. Maze Wars (aka Maze) pioneered the virtual world of avatars (eyeballs in this case) and first-person shooters.
1980 : Pac-Man; the classic game is born. Ms. Pac-Man becomes the best-selling arcade game ever just two years later.
1984 : Tetris is invented much to the worlds delight. This puzzle game continues to be a classic & is still played today.
1987 : Games such as The Legend of Zelda, Leisure Suit Larry, and the like take fantasy role-playing games up to a new level.
1992 : Dune II offers players real-time strategy options that must be wisely used to achieve game objectives. Real-time strategy becomes all the rage.
1993 : The gore of Mortal Kombat and concern over its potential influence on children leads to the first video game rating system ever. This is also the year that Doom popularized first-person shooters in virtual worlds and games. This marks the beginning of a controversy that continues today.
1997 : Gary Kasparov the World Champion at Chess is beaten by the computer Deep Blue.
2000 : The Sims becomes the most popular game that simulates real life and the best-selling PC computer game yet. It is especially enjoyed by female players.
2005 : Ever more complex consoles are introduced ushering in a new era of high-definition realism into gaming.
2006 : Motion sensing remotes that make console game playing a physical activity becomes a trend. This attracts a multitude of new game players.
2008 : With over ten million players subscribed to World of Warcraft it is bumped into the top Massively Multiplayer Online MMO game to date. This game changes the way individuals think of the possibilities inherent within games; as players relate to each other in massive online virtual universes.
2009 : Mobile gaming apps that can be played on Smartphone and Tablets become popular (think Angry Birds). These are alluring to a whole new demographic who wouldn’t have previously considered themselves ‘gamers’.
2011 : Augmented-reality hits the scene with toy-video game hybrids.
2012 : Crowdfunding is mobilized to help fund innovation in gaming consoles.
2013 : New mature games offer fresh challenges as they revolve around tough emotional choices inside worlds with complex ethics.
2014 : Game makers and developers recognize the hidden value of ‘free-to-play’ models of gaming. This approach is established by the realization that even if the game is free, many players will purchase content and in-game items via micro-transactions resulting in profit for game developers.
2015 : eSporting games are officially a big deal. This point is made when over thirty-six million viewers tune-in to the World Championship of League of Legends.
2016 : Augmented reality hits the big time with the release of Pokémon Go, a game where players search for hidden virtual creatures in the real world across the globe.
2018 : Prestigio is giving away a Canyon Gaming Package to one lucky winner. See competition details here.
Beyond 2018 : Gamification is predicted to be used more in the realms of education, job training & environmental activism.
Get your Game On
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