Day: January 11, 2019

Livro: A History of Videogames


Mais um livro que gostava de ter acesso:
A History of Videogames, de Iain Simons, James Newman, e Ian Livingstone

+infos(comprar): LINK

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A história acerca da pirataria dos videojogos no Brasil

Uma história acerca da pirataria dos videojogos no Brasil. São três episódios:
Episódio 1 – Arcades Improvisados
“Com as máquinas de pinball da Taito, a indústria dos games no Brasil teve seu começo nas lojas sujas do centro de São Paulo e nas fábricas poluídas do Amazonas. Isso marcou o início de uma cultura gamer recheada de adaptações e clones nacionais muitas vezes criados às margens da lei.”
Episódio 2 – Consoles e jogos nacionais
“O Brasil passa a ter não só um mercado estável, mas também os primeiros jogadores. O lance é que grandes empresas, como a Nintendo, não estavam oficialmente no país. Então, alguns empreendedores começaram a criar os primeiros emuladores: produtos nacionais que eram adaptações de games e consoles populares. Como o Master System, da TecToy, e o Phantom System, da Gradiente.”
Episódio 3 – Modificações e o começo do eSports
“Na virada dos anos 2000, com os cartuchos dando lugar aos CDs e DVDs, a cultura de games no Brasil teve uma febre modder. Patchs de jogos mainstream como Winning Eleven (PlayStation 2) e Counter-Strike (PC) eram mais populares que os games originais, fazendo empresas como Microsoft e Sony finalmente chegarem oficialmente ao país. Também foi o começo da cultura de eSports no Brasil.”

+infos(fonte): LINK , pela RedBull

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+1a história.. acerca do desenvolvimento de videojogos

Como não existem duas sem três, aqui fica mais uma referência acerca do desenvolvimento de videojogos ao longo dos tempos. A narrativa começa pelo uso de consolas em casa..1940

Since its commercial birth in the 1950s as a technological oddity at a science fair, gaming has blossomed into one of the most profitable entertainment industries in the world.
The mobile technology boom in recent years has revolutionized the industry and opened the doors to a new generation of gamers. Indeed, gaming has become so integrated with modern popular culture that now even grandmas know what Angry Birds is, and more than 42 percent of Americans are gamers and four out of five U.S. households have a console.

The Early Years
The first recognized example of a game machine was unveiled by Dr. Edward Uhler Condon at the New York World’s Fair in 1940. The game, based on the ancient mathematical game of Nim, was played by about 50,000 people during the six months it was on display, with the computer reportedly winning more than 90 percent of the games.
However, the first game system designed for commercial home use did not emerge until nearly three decades later, when Ralph Baer and his team released his prototype, the “Brown Box,” in 1967.
The “Brown Box” was a vacuum tube-circuit that could be connected to a television set and allowed two users to control cubes that chased each other on the screen. The “Brown Box” could be programmed to play a variety of games, including ping pong, checkers and four sports games. Using advanced technology for this time, added accessories included a lightgun for a target shooting game, and a special attachment used for a golf putting game.
According to the National Museum of American History, Baer recalled, “The minute we played ping-pong, we knew we had a product. Before that we weren’t too sure.”
Magnavox-OdysseyThe “Brown Box” was licensed to Magnavox, which released the system as the Magnavox Odyssey in 1972. It preceded Atari by a few months, which is often mistakenly thought of as the first games console.
Between August 1972 and 1975, when the Magnavox was discontinued, around 300,000 consoles were sold. Poor sales were blamed on mismanaged in-store marketing campaigns and the fact that home gaming was a relatively alien concept to the average American at this time.
However mismanaged it might have been, this was the birth of the digital gaming we know today.

Onward To Atari And Arcade Gaming
Sega and Taito were the first companies to pique the public’s interest in arcade gaming when they released the electro-mechanical games Periscope and Crown Special Soccer in 1966 and 1967. In 1972, Atari (founded by Nolan Bushnell, the godfather of gaming) became the first gaming company to really set the benchmark for a large-scale gaming community.
The nature of the games sparked competition among players, who could record their high scores … and were determined to mark their space at the top of the list.
Atari not only developed their games in-house, they also created a whole new industry around the “arcade,” and in 1973, retailing at $1,095, Atari began to sell the first real electronic video game Pong, and arcade machines began emerging in bars, bowling alleys and shopping malls around the world. Tech-heads realized they were onto a big thing; between 1972 and 1985, more than 15 companies began to develop video games for the ever-expanding market.

The Roots Of Multiplayer Gaming As We Know It
During the late 1970s, a number of chain restaurants around the U.S. started to install video games to capitalize on the hot new craze. The nature of the games sparked competition among players, who could record their high scores with their initials and were determined to mark their space at the top of the list. At this point, multiplayer gaming was limited to players competing on the same screen.
The first example of players competing on separate screens came in 1973 with “Empire” — a strategic turn-based game for up to eight players — which was created for the PLATO network system. PLATO (Programmed Logic for Automatic Teaching Operation), was one of the first generalized computer-based teaching systems, originally built by the University of Illinois and later taken over by Control Data (CDC), who built the machines on which the system ran.
According to usage logs from the PLATO system, users spent about 300,000 hours playing Empire between 1978 and 1985. In 1973, Jim Bowery released Spasim for PLATO — a 32-player space shooter — which is regarded as the first example of a 3D multiplayer game. While access to PLATO was limited to large organizations such as universities — and Atari — who could afford the computers and connections necessary to join the network, PLATO represents one of the first steps on the technological road to the Internet, and online multiplayer gaming as we know it today.
At this point, gaming was popular with the younger generations, and was a shared activity in that people competed for high-scores in arcades. However, most people would not have considered four out of every five American households having a games system as a probable reality.

Home Gaming Becomes A Reality
In addition to gaming consoles becoming popular in commercial centers and chain restaurants in the U.S., the early 1970s also saw the advent of personal computers and mass-produced gaming consoles become a reality. Technological advancements, such as Intel’s invention of the world’s first microprocessor, led to the creation of games such as Gunfight in 1975, the first example of a multiplayer human-to-human combat shooter.
While far from Call of Duty, Gunfight was a big deal when it first hit arcades. It came with a new style of gameplay, using one joystick to control movement and another for shooting direction — something that had never been seen before.
In 1977, Atari released the Atari VCS (later known as the Atari 2600), but found sales slow, selling only 250,000 machines in its first year, then 550,000 in 1978 — well below the figures expected. The low sales have been blamed on the fact that Americans were still getting used to the idea of color TVs at home, the consoles were expensive and people were growing tired of Pong, Atari’s most popular game.
When it was released, the Atari VCS was only designed to play 10 simple challenge games, such as Pong, Outlaw and Tank. However, the console included an external ROM slot where game cartridges could be plugged in; the potential was quickly discovered by programmers around the world, who created games far outperforming the console’s original designed.
The integration of the microprocessor also led to the release of Space Invaders for the Atari VCS in 1980, signifying a new era of gaming — and sales: Atari 2600 sales shot up to 2 million units in 1980.
As home and arcade gaming boomed, so too did the development of the gaming community. The late 1970s and early 1980s saw the release of hobbyist magazines such as Creative Computing (1974), Computer and Video Games (1981) and Computer Gaming World (1981). These magazines created a sense of community, and offered a channel by which gamers could engage.

Personal Computers: Designing Games And Opening Up To A Wider Community
The video game boom caused by Space Invaders saw a huge number of new companies and consoles pop up, resulting in a period of market saturation. Too many gaming consoles, and too few interesting, engaging new games to play on them, eventually led to the 1983 North American video games crash, which saw huge losses, and truckloads of unpopular, poor-quality titles buried in the desert just to get rid of them. The gaming industry was in need of a change.
At more or less the same time that consoles started getting bad press, home computers like the Commodore Vic-20, the Commodore 64 and the Apple II started to grow in popularity. These new home computer systems were affordable for the average American, retailing at around $300 in the early 1980s (around $860 in today’s money), and were advertised as the “sensible” option for the whole family.
These home computers had much more powerful processors than the previous generation of consoles; this opened the door to a new level of gaming, with more complex, less linear games. They also offered the technology needed for gamers to create their own games with BASIC code. Even Bill Gates designed a game, called Donkey (a simple game that involved dodging donkeys on a highway while driving a sports car). Interestingly, the game was brought back from the dead as an iOS app back in 2012.
While the game was described at the time as “crude and embarrassing” by rivals at Apple, Gates included the game to inspire users to develop their own games and programs using the integrated BASIC code program.
Magazines like Computer and Video Games and Gaming World provided BASIC source code for games and utility programs, which could be typed into early PCs. Games, programs and readers’ code submissions were accepted and shared.
In addition to providing the means for more people to create their own game using code, early computers also paved the way for multiplayer gaming, a key milestone for the evolution of the gaming community.
Early computers such as the Macintosh, and some consoles such as the Atari ST, allowed users to connect their devices with other players as early as the late 1980s. In 1987, MidiMaze was released on the Atari ST and included a function by which up to 16 consoles could be linked by connecting one computer’s MIDI-OUT port to the next computer’s MIDI-IN port.
While many users reported that more than four players at a time slowed the game dramatically and made it unstable, this was the first step toward the idea of a deathmatch, which exploded in popularity with the release of Doom in 1993 and is one of the most popular types of games today.
The real revolution in gaming came when LAN networks, and later the Internet, opened up multiplayer gaming.
Multiplayer gaming over networks really took off with the release of Pathway to Darkness in 1993, and the “LAN Party” was born. LAN gaming grew more popular with the release of Marathon on the Macintosh in 1994 and especially after first-person multiplayer shooter Quake hit stores in 1996. By this point, the release of Windows 95 and affordable Ethernet cards brought networking to the Windows PC, further expanding the popularity of multiplayer LAN games.
Multiplayer gaming took the gaming community to a new level because it allowed fans to compete and interact from different computers, which improved the social aspect of gaming. This key step set the stage for the large-scale interactive gaming that modern gamers currently enjoy. On April 30, 1993, CERN put the World Wide Web software in the public domain, but it would be years before the Internet was powerful enough to accommodate gaming as we know it today.

The Move To Online Gaming On Consoles
Long before gaming giants Sega and Nintendo moved into the sphere of online gaming, many engineers attempted to utilize the power of telephone lines to transfer information between consoles.
William von Meister unveiled groundbreaking modem-transfer technology for the Atari 2600 at the Consumer Electronics Show (CES) in Las Vegas in 1982. The new device, the CVC GameLine, enabled users to download software and games using their fixed telephone connection and a cartridge that could be plugged in to their Atari console.
The device allowed users to “download” multiple games from programmers around the world, which could be played for free up to eight times; it also allowed users to download free games on their birthdays. Unfortunately, the device failed to gain support from the leading games manufacturers of the time, and was dealt a death-blow by the crash of 1983.
Real advances in “online” gaming wouldn’t take place until the release of 4th generation 16-bit-era consoles in the early 1990s, after the Internet as we know it became part of the public domain in 1993. In 1995 Nintendo released Satellaview, a satellite modem peripheral for Nintendo’s Super Famicom console. The technology allowed users to download games, news and cheats hints directly to their console using satellites. Broadcasts continued until 2000, but the technology never made it out of Japan to the global market.
Between 1993 and 1996, Sega, Nintendo and Atari made a number of attempts to break into “online” gaming by using cable providers, but none of them really took off due to slow Internet capabilities and problems with cable providers. It wasn’t until the release of the Sega Dreamcast, the world’s first Internet-ready console, in 2000, that real advances were made in online gaming as we know it today. The Dreamcast came with an embedded 56 Kbps modem and a copy of the latest PlanetWeb browser, making Internet-based gaming a core part of its setup rather than just a quirky add-on used by a minority of users.
The Dreamcast was a truly revolutionary system, and was the first net-centric device to gain popularity. However, it also was a massive failure, which effectively put an end to Sega’s console legacy. Accessing the Internet was expensive at the turn of the millennium, and Sega ended up footing huge bills as users used its PlanetWeb browser around the world.
Experts related the console’s failure to the Internet-focused technology being ahead of its time, as well as the rapid evolution of PC technology in the early 2000s — which led people to doubt the use of a console designed solely for gaming. Regardless of its failure, Dreamcast paved the way for the next generation of consoles, such as the Xbox. Released in the mid-2000s, the new console manufacturers learned from and improved the net-centric focus of the Dreamcast, making online functionality an integral part of the gaming industry.
The release of Runescape in 2001 was a game changer. MMORPG (massively multiplayer online role-playing games) allows millions of players worldwide to play, interact and compete against fellow fans on the same platform. The games also include chat functions, allowing players to interact and communicate with other players whom they meet in-game. These games may seem outdated now, but they remain extremely popular within the dedicated gaming community.

The Modern Age Of Gaming
Since the early 2000s, Internet capabilities have exploded and computer processor technology has improved at such a fast rate that every new batch of games, graphics and consoles seems to blow the previous generation out of the water. The cost of technology, servers and the Internet has dropped so far that Internet at lightning speeds is now accessible and commonplace, and 3.2 billion people across the globe have access to the Internet. According to the ESA Computer and video games industry report for 2015, at least 1.5 billion people with Internet access play video games.
Online storefronts such as Xbox Live Marketplace and the Wii Shop Channel have totally changed the way people buy games, update software and communicate and interact with other gamers, and networking services like Sony’s PSN have helped online multiplayer gaming reach unbelievable new heights.
Every new batch of games, graphics and consoles seems to blow the previous generation out of the water.
Technology allows millions around the world to enjoy gaming as a shared activity. The recent ESA gaming report showed that 54 percent of frequent gamers feel their hobby helps them connect with friends, and 45 percent use gaming as a way to spend time with their family.
By the time of the Xbox 360 release, online multiplayer gaming was an integral part of the experience (especially “deathmatch” games played against millions of peers around the world for games such as Call of Duty Modern Warfare). Nowadays, many games have an online component that vastly improves the gameplay experience and interactivity, often superseding the importance of the player’s offline game objectives.
“What I’ve been told as a blanket expectation is that 90% of players who start your game will never see the end of it…” says Keith Fuller, a longtime production contractor for Activision.
As online first-person shooter games became more popular, gaming “clans” began to emerge around the world. A clan, guild or faction is an organized group of video gamers that regularly play together in multiplayer games. These games range from groups of a few friends to 4,000-person organizations with a broad range of structures, goals and members. Multiple online platforms exist, where clans are rated against each other and can organize battles and meet-ups online.

The Move Toward Mobile
Since smartphones and app stores hit the market in 2007, gaming has undergone yet another rapid evolution that has changed not only the way people play games, but also brought gaming into the mainstream pop culture in a way never before seen. Rapid developments in mobile technology over the last decade have created an explosion of mobile gaming, which is set to overtake revenue from console-based gaming in 2015.
This huge shift in the gaming industry toward mobile, especially in Southeast Asia, has not only widened gaming demographics, but also pushed gaming to the forefront of media attention. Like the early gaming fans joining niche forums, today’s users have rallied around mobile gaming, and the Internet, magazines and social media are full of commentaries of new games and industry gossip. As always, gamers’ blogs and forums are filled with new game tips, and sites such as Macworld, Ars Technica and TouchArcade push games from lesser-known independent developers, as well as traditional gaming companies.
The gaming industry was previously monopolized by a handful of companies, but in recent years, companies such as Apple and Google have been sneaking their way up the rankings due to their games sales earnings from their app stores. The time-killing nature of mobile gaming is attractive to so many people who basic games such as Angry Birds made Rovio $200 million in 2012 alone, and broke two billion downloads in 2014.
More complex mass multiplayer mobile games such as Clash of Clans are bringing in huge sums each year, connecting millions of players around the world through their mobile device or League of Legends on the PC.

The Future
The move to mobile technology has defined the recent chapter of gaming, but while on-the-move gaming is well-suited to the busy lives of millennials, gaming on mobile devices also has its limitations. Phone screens are small (well, at least until the iPhone 6s came out), and processor speeds and internal memories on the majority of cellphones limit gameplay possibilities. According to a recent VentureBeat article, mobile gaming is already witnessing its first slump. Revenue growth has slowed, and the cost of doing business and distribution costs have risen dramatically over the last few years.
Although mobile gaming has caused the death of hand-held gaming devices, consoles are still booming, and each new generation of console welcomes a new era of technology and capabilities. Two industries that could well play a key role in the future of gaming are virtual reality and artificial intelligence technology.
Virtual reality (VR) company Oculus was acquired by Facebook in 2014, and is set to release its Rift headset in 2016. The headset seems to lean perfectly toward use within the video games industry, and would potentially allow gamers to “live” inside an interactive, immersive 3D world. The opportunities to create fully interactive, dynamic “worlds” for MMORPG, in which players could move around, interact with other players and experience the digital landscapes in a totally new dimension, could be within arms reach.
There have been a lot of advancements over the last few years in the world of language-processing artificial intelligence. In 2014, Google acquired Deep Mind; this year, IBM acquired AlchemyAPI, a leading provider in deep-learning technology; in October 2015, Apple made two AI acquisitions in less than a week. Two of the fields being developed are accuracy for voice recognition technology and open-ended dialogue with computers.
These advances could signify an amazing new chapter for gaming — especially if combined with VR, as they could allow games to interact with characters within games, who would be able to respond to questions and commands, with intelligent and seemingly natural responses. In the world of first-person shooters, sports games and strategy games, players could effectively command the computer to complete in-game tasks, as the computer would be able to understand commands through a headset due to advances in voice recognition accuracy.
If the changes that have occurred over the last century are anything to go by, it appears that gaming in 2025 will be almost unrecognizable to how it is today. Although Angry Birds has been a household name since its release in 2011, it is unlikely to be remembered as fondly as Space Invaders or Pong. Throughout its progression, gaming has seen multiple trends wane and tide, then be totally replaced by another technology. The next chapter for gaming is still unclear, but whatever happens, it is sure to be entertaining.

+infos(fonte da informação): LINK, por Riad Chikhani

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Uma história ilustrada sobre o desenvolvimento dos videojogos

É uma interessante contar de histórias acerca do desenvolvimento dos videojogos, deste o ano de 1940 até 2017. A sequência de imagens ilustra os vários anos contendo mesmo a informação técnica que levou à aquisição das patentes.

+infos(fonte da informação): LINK

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Video Game History (mais uma história)

Video Game History
Today, video games make up a $100 billion global industry, and nearly two-thirds of American homes have household members who play video games regularly. And it’s really no wonder: Video games have been around for decades and span the gamut of platforms, from arcade systems, to home consoles, to handheld consoles and mobile devices. They’re also often at the forefront of computer technology.

The Early Days
Though video games are found today in homes worldwide, they actually got their start in the research labs of scientists.
In 1952, for instance, British professor A.S. Douglas created OXO, also known as noughts and crosses or a tic-tac-toe, as part of his doctoral dissertation at the University of Cambridge. And in 1958, William Higinbotham created Tennis for Two on a large analog computer and connected oscilloscope screen for the annual visitor’s day at the Brookhaven National Laboratory in Upton, New York.
In 1962, Steve Russell at the Massachusetts Institute of Technology invented Spacewar!, a computer-based space combat video game for the PDP-1 (Programmed Data Processor-1), then a cutting-edge computer mostly found at universities. It was the first video game that could be played on multiple computer installations.

Dawn of the Home Console
In 1967, developers at Sanders Associates, Inc., led by Ralph Baer, invented a prototype multiplayer, multi-program video game system that could be played on a television. It was known as “The Brown Box.”
Baer, who’s sometimes referred to as Father of Video Games, licensed his device to Magnavox, which sold the system to consumers as the Odyssey, the first video game home console, in 1972. Over the next few years, the primitive Odyssey console would commercially fizzle and die out.
Yet, one of the Odyssey’s 28 games was the inspiration for Atari’s Pong, the first arcade video game, which the company released in 1972. In 1975, Atari released a home version of Pong, which was as successful as its arcade counterpart.
Magnavox, along with Sanders Associates, would eventually sue Atari for copyright infringement. Atari settled and became an Odyssey licensee; over the next 20 years, Magnavox went on to win more than $100 million in copyright lawsuits related to the Odyssey and its video game patents.
In 1977, Atari released the Atari 2600 (also known as the Video Computer System), a home console that featured joysticks and interchangeable game cartridges that played multi-colored games, effectively kicking off the second generation of the video game consoles.
The video game industry had a few notable milestones in the late 1970s and early 1980s, including:
The release of the Space Invaders arcade game in 1978
The launch of Activision, the first third-party game developer (which develops software without making consoles or arcade cabinets), in 1979
The introduction to the United States of Japan’s hugely popular Pac-Man
Nintendo’s creation of Donkey Kong, which introduced the world to the character Mario
Microsoft’s release of its first Flight Simulator game

The Video Game Crash
In 1983, the North American video game industry experienced a major “crash” due to a number of factors, including an oversaturated game console market, competition from computer gaming, and a surplus of over-hyped, low-quality games, such as the infamous E.T., an Atari game based on the eponymous movie and often considered the worst game ever created.
Lasting a couple of years, the crash led to the bankruptcy of several home computer and video game console companies.
The video game home industry began to recover in 1985 when the Nintendo Entertainment System (NES), called Famicom in Japan, came to the United States. The NES had improved 8-bit graphics, colors, sound and gameplay over previous consoles.
Nintendo, a Japanese company that began as a playing card manufacturer in 1889, released a number of important video game franchises still around today, such as Super Mario Bros., The Legend of Zelda, and Metroid.
Additionally, Nintendo imposed various regulations on third-party games developed for its system, helping to combat rushed, low-quality software. Third-party developers released many other long-lasting franchises, such as Capcom’s Mega Man, Konami’s Castlevania, Square’s Final Fantasy, and Enix’s Dragon Quest (Square and Enix would later merge to form Square Enix in 2003).
In 1989, Nintendo made waves again by popularizing handheld gaming with the release of its 8-bit Game Boy video game device and the often-bundled game Tetris. Over the next 25 years, Nintendo would release a number of successful successors to the Game Boy, including the Game Boy color in 1998, Nintendo DS in 2004, and Nintendo 3DS in 2011.

The First Console War
Also in 1989, Sega released its 16-bit Genesis console in North America as a successor to its 1986 Sega Master System, which failed to adequately compete against the NES.
With its technological superiority to the NES, clever marketing, and the 1991 release of the Sonic the Hedgehog game, the Genesis made significant headway against its older rival. In 1991, Nintendo released its 16-bit Super NES console in North America, launching the first real “console war.”
The early- to mid-1990s saw the release of a wealth of popular games on both consoles, including new franchises such as Street Fighter II and Mortal Kombat, a fighting game that depicted blood and gore on the Genesis version of the game.
In response to the violent game (as well as congressional hearings about violent video games), Sega created the Videogame Rating Council in 1993 to provide descriptive labeling for every game sold on a Sega home console. The council later gives rise to the industry-wide Entertainment Software Rating Board, which is still used today to rate video games based on content.
In the mid-1990s, video games leaped to the Big Screen with the release of the Super Mario Bros. live-action movie in 1993, followed by Street Fighter and Mortal Kombat over the next two years. Numerous movies based on video games have been released since.
With a much larger library of games, lower price point, and successful marketing, the Genesis had leapfrogged ahead of the SNES in North America by this time. But Sega was unable to find similar success in Japan.

The Rise of 3D Gaming
With a leap in computer technology, the fifth generation of video games ushered in the three-dimensional era of gaming.
In 1995, Sega released in North America its Saturn system, the first 32-bit console that played games on CDs rather than cartridges, five months ahead of schedule. This move was to beat Sony’s first foray into video games, the Playstation, which sold for $100 less than the Saturn when it launched later that year. The following year, Nintendo released its cartridge-based 64-bit system, the Nintendo 64.
Though Sega and Nintendo each released their fair share of highly-rated, on-brand 3D titles, such as Virtua Fighter on the Saturn and Super Mario 64 on the Nintendo 64, the established video game companies couldn’t compete with Sony’s strong third-party support, which helped the Playstation secure numerous exclusive titles.
Simply put: Sony dominated the video game market and would continue to do so into the next generation. In fact, the Playstation 2, released in 2000 and able to play original Playstation games, would become the best-selling game console of all time.
The Playstation 2, which was the first console that used DVDs, went up against the Sega Dreamcast (released in 1999), the Nintendo Gamecube (2001), and Microsoft’s Xbox (2001).
The Dreamcast—considered by many to be ahead of its time and one of the greatest consoles ever made for several reasons, including its capability for online gaming—was a commercial flop that ended Sega’s console efforts. Sega pulled the plug on the system in 2001, becoming a third-party software company henceforth.

Modern Age of Gaming
In 2005 and 2006, Microsoft’s Xbox 360, Sony’s Playstation 3, and Nintendo’s Wii kicked off the modern age of high-definition gaming. Though the Playstation 3—the only system at the time to play Blu-rays—was successful in its own right, Sony, for the first time, faced stiff competition from its rivals.
The Xbox 360, which had similar graphics capabilities to the Playstation 3, was lauded for its online gaming ecosystem and won far more Game Critics Awards than the other platforms in 2007; it also featured the Microsoft Kinect, a state-of-the-art motion capture system that offered a different way to play video games (though the Kinect never caught on with core gamers or game developers).
And despite being technologically inferior to the other two systems, the Wii trounced its competition in sales. Its motion-sensitive remotes made gaming more active than ever before, helping it appeal to a much larger slice of the general public, including people in retirement homes.
Towards the end of the decade and beginning of the next, video games spread to social media platforms like Facebook and mobile devices like the iPhone, reaching a more casual gaming audience. Rovio, the company behind the Angry Birds mobile device game (and, later Angry Birds animated movie), reportedly made a whopping $200 million in 2012.
In 2011, Skylanders: Spyro’s Adventure brought video games into the physical world. The game required players to place plastic toy figures (sold separately) onto an accessory, which reads the toys’ NFC tags to bring the characters into the game. The next few years would see several sequels and other toy-video game hybrids, such as Disney Infinity, which features Disney characters.
The 8th and current generation of video games began with the release of Nintendo’s Wii U in 2012, followed by the Playstation 4 and Xbox One in 2013. Despite featuring a touch screen remote control that allowed off-TV gaming and being able to play Wii games, the Wii U was a commercial failure—the opposite of its competition—and was discontinued in 2017.
In 2016, Sony released a more powerful version of its console, called the Playstation 4 Pro, the first console capable of 4K video output. In early 2017, Nintendo released its Wii U successor, the Nintendo Switch, the only system to allow both television-based and handheld gaming. Microsoft will release its 4K-ready console, the Xbox One X, in late 2017.
With their new revamped consoles, both Sony and Microsoft currently have their sights set on virtual reality gaming, a technology that has the potential to change the way players experience video games.

Sources
‘Spacewar!’ The story of the world’s first digital video game. The Verge.
The First Video Game? BNL.
The Brown Box, 1967–68. Smithsonian.
Inventor Ralph Baer, The ‘Father Of Video Games,’ Dies At 92. NPR.
The Video Game Revolution. PBS.
Video Game History Timeline. Museum of Play.
The Surprisingly Long History of Nintendo. Gizmodo.
How Tetris Helped Game Boy Take Over the World. Gizmodo.
How Sonic Helped Sega Win the Early 90s Console Wars. Kotaku.
Sega and Nintendo Console War: Greatest Moments. Prima Games.
Angry Birds Maker Rovio Reports $200 Million In Revenue, $71 Million In Profit For 2012. Business Insider.
Here’s who won each console war. Venturebeat.
The History Of Gaming: An Evolving Community. TechCrunch.
The History of Video Game Consoles. TIME.

+infos(fonte da informação): LINK

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