Computer scientists were using electronic machines to construct relatively simple game systems
1950 - Tic Tac Toe (Bertie the Brain)
1951 - Nim (Nimrod)
Used either electronic light displays and mainly as demonstration systems at large exhibitions to showcase the power of computers at the time
1958 - Tennis for Two (William Higinbottom)
Brookhaven National Laboratory for three day exhibition
Using an analog computer and an oscilloscope for a display
Video Games: Global History - 1960s
For mainframe and minicomputer systems
Failed to achieve wide distribution due to:
Scarcity of computer resources
Lack of sufficiently trained programmers interested in crafting entertainment products
Difficulty in transferring programs between computers in different geographic areas
Video Games: Global History - Mid-1970s
Low-cost programmable microprocessors replaced the discrete transistor–transistor logic circuitry of early hardware
First ROM cartridge-based home consoles arrived, including the Atari Video Computer System (VCS)
1985 - Nintendo Entertainment System
Rebound the failing video games sector
Video Games: Global History - Late-1970s
BASIC and C high-level programming languages were widely adopted
More accessible than earlier more technical languages such as FORTRAN and COBOL
Opening up computer game creation to a larger base of users
Video Games: Global History - Late-1970s
Advent of time-sharing
Allowed the resources of a single mainframe to be parceled out among multiple users connected to the machine by terminals
Computer access was no longer limited to a handful of individuals at an institution
Creating more opportunities for students to create their own games
Video Games: Global History - Late-1970s
PLATO system with diverse graphic ability
Host of more impressive games
University of Illinois
Intended as an educational computer
System connected hundreds of users all over the US via remote terminals that featured high-quality plasma displays and allowed users to interact with each other in real time
Host an impressive array of graphical and/or multiplayer games
Earliest known computer RPGs; Adventure, from D&D, but unlike that game placed a greater emphasis on combat and character progression than puzzle solving
Video Games: Global History - 1990s
1983 - Dragon’s Lair
Use of laserdiscs
Interactive movies and used full motion video from the laserdisc
Prompted the player to respond via controls to continue game
Video Games: Global History - 1990s
Marked innovation in video games
Raster graphics to 3D graphics
Eise to several genres of video games
First-person shooter, real time strategy, and MMO
1989 - Game Boy
Handheld games become more popular
Video Games: Global History - 2000s
Innovation on both consoles and PCs
Increasingly competitive market for portable game systems
Wider availability of the Internet led to:
New gameplay changes
Changes in gaming hardware
Online services for consoles
Sony’s Dominance major shift in the market
1998 - Dreamcast (Sega)
Attempted one more foray into console
First console with a built-in Internet connection for online play
Video Games: Global History - 2000s
Early 2000s - PS2
Leading platform
Best-selling home console of all time
Over 155 million units sold
Number of critical games released on the system:
Grand Theft Auto III
Metal Gear Solid 2: Sons of Liberty
Final Fantasy X.
E-Sports Competition
1990s - Street Fighter II (Organized)
2000 - South Korea (Professional comps)
StarCraft and WarCraft III
Video Games: Global History - Mid-2000s
Gaming on mobile devices had limited success until here
Video Games: Global History - Late-2000s
2009 - First cloud gaming services emerged
Allowed players to play games where the processing power was performed on a computer system at a hosted location, while the game's output and player's input were sent to that system over the Internet, using the power of cloud computing
Video Games: Global History - Late-2000s
Multiple factors from the prior decade including the growth of the mobile game market and the introduction of in-app purchases, subscription-based games such as MMOs, and the digital distribution market, led to new avenues for recurring revenue by treating games as a service (GaaS)
Video Games: Local History - 1970s
PONG
One of the most popular games
Earliest video game
A 1972 classic
Atari 2600 and ColecoVision Expansion Module
Space Invaders (1978 - 1979)
Tetris (Late 1980s)
Video games from Japan and America quickly gained popularity in the PH market
Video Games: Local History - 1980s
Concerns about the potential corruption of video games led to a decree ban in 1981 by Philippine President Ferdinand Marcos Senor
The ban was lifted in 1986 after the EDSA Revolution
The Nintendo NES revolutionized video games in the Philippines with its Quantum Leap from the blocky graphics of Atari
Video Games: Local History - 1980s
The introduction of the Nintendo NES and its Western counterpart, The Nest, introduced a library of titles with many games
Despite not being able to play outside of Japan, gamers were able to acquire and understand many Japanese exclusives
The gaming industry in the Philippines saw a surge in demand, leading to the birth of clones and local video game console rental shops
Video Games: Local History - 1990s
The rise of gaming communities and local video game console rental shops in the Philippines fostered a vibrant gaming culture and social interaction
The console war between Sega and Nintendo in the 16-bit era fueled debates and competition, defining the gaming landscape of that time
Video Games: Local History - Now
Video games now are still disc based
Graphics improved
Wireless controller
Video Games: Remarkable People - Ralph H. Baer
Father of Video Games
Born on March 8, 1922 (German-American)
Created ‘Pong’
First video game console to ever be widely tested
Pioneer of very early video game production and development
Video Games: Remarkable People - Fusajiro Yamauchi
Founder of Nintendo
Born on November 22, 1859
Opened the first Hanafuda card shop called "Nintendo Koppai"
Japanese government banned playing cards from the public due to gambling
Authorized the release of all early Nintendo consoles such as the NES, SNES, N64, Gamecube, Wii, etc.
Video Games: Remarkable People - Satoru Iwata
Directed the development of Nintendo
Born on December 6, 1959 (Japanese)
Fourth CEO and marketing director of Nintendo
Produced his first commercial video game in 1983 (Joust)
Video Games: Remarkable People - Ken Kutaragi
Born on August 2, 1950
Creator of the Playstation
Best selling console of all time
Former CEO of Sony
Influenced and completed the childhood of many generation
Video Games: Remarkable People - Hideo Kojima
Born on August 24, 1963
Developed a strong passion for film and literature during his childhood and adolescence
Hired by Konami in 1986 wherein he wrote the Metal Gear series
Best known and most appreciated work
Founded Kojima Productions within Konami in 2005
Video Games: Remarkable People - Bill Gates
Born on October 28, 1955
Creator and owner of Microsoft Windows
Owner of Xbox
Played a significant role in the development and launch of the Xbox gaming console
Video Games: Current Global State
Video games as a form of mass media is one of the leading forerunners in the status quo
Masthead for globalization
Diverse video game content
Political affiliation
Video Games: Current Local State
E-Sports competition
Video Games: Issues in Mass Media - Violence and Content Rating
Putting censorship or a warning that a game’s content has violence and crimes might affect their children's behavior that the parents must watch before they can allow their children to download the game is a big factor and has a special impact on anyone, especially those parents who are busy with their work
Video Games: Issues in Mass Media - Racial Stereotypes
Mainstream reproduction of racial and ethnic stereotypes, and the ways in which they intersect with class, gender and sexuality in the media, hence creates the conditions that maintain the status quo and reinforce racist, classist, sexist and homophobic hegemony
Video Games: Issues in Mass Media - Gender Stereotypes
These stereotypes may affect how gender is treated in societal environments such as the workplace, legal settings, and mental health systems, perpetuating gender stereotypes in the media and hindering progress toward gender parity