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When Are Video Games Made For Fun

The video game allows you to interact with an electronic device

The video game is managed by an electronic device that allows you to interact with the images on a screen. The term generally tends to identify software; it can also refer to a hardware device dedicated to a specific game. For example, who uses a video game is called a gamer and uses controllers, such as the gamepad, joystick, mouse, and computer keyboard. Born in the fifties of the twentieth century in scientific research circles and in American universities, the video game has had its commercial development since the seventies.

The first video game created was for a university thesis

Tic-Tac-Toe’s creation into a computer game was created as part of AS Douglas’s doctoral thesis in 1952 at Cambridge University. Technically, this is usually considered the first video game as it used a cathode screen for display. However, its purpose was not to entertain users but rather to complete Douglas’s thesis. In 1958 the physicist Willy Higinbotham of Brookhaven National Laboratory noted students’ lack of interest in the subject. He created a game, Tennis for Two, which had the task of simulating the physical laws found in a tennis match: the medium used was an oscilloscope. This is remembered as a university tries rather than a game.

The demonstration on how to interact with computers

In 1961, six young scientists from the Massachusetts Institute of Technology managed to give movement to luminous dots on the screen of a PDP-1: Spacewar was born! The first video game was designed adequately for play in history. But the significant development of video games will only take place in the second half of the seventies. A black-and-white video display was the only color available for the first video games, which debuted in the 1970s. Like Pong, the games had essential graphics. Higinbotham developed a tennis simulation game. A vertical line represented the net from above, and a dot represented the ball on the screen. There were no racquet marks, and only one player could move the ball from one side of the screen to the other by twisting the control knob. With a new ball, the game would restart without awarding a score. In fact, he demonstrated how one interacts with a computer. The game worked thanks to computers, vast boxes of $ 50,000 to which Higinbotham could generate and manage moving points on the screen.

Although Douglas’ effort, like Higinbotham’s, was a game, it was not a video game. It was more of a scientific investigation than an ordinary person’s invention for amusement. The EDSAC and the Donner were cabinets that occupied a whole room and absorbed enormous electricity. They weren’t cheap for the families of the time. About $ 60,000 for EDSAC and $ 50,000 for a single Donner computer.

The first simulation game did not cover production costs

Russel’s Space War, on the other hand, was a video game based on vector visualization. It was the first try at a dynamic simulation that history remembers. However, due to the project’s complexity and high development costs on the PDP-1, Space War did not reach the general public until 1973 as a coin-op arcade game. This game had very little success, and its sales did not cover even a third of the production costs. Ralph Baer was the first person to develop the concept of video games in the sense that he would later be known, using standard living room TV screens. He invented the idea of a player, a game, a television, and a box connected to it to insert video games. Ralph Baer was one of the world’s first television engineers in the 1960s, working for Sanders and Associates, a company that produced aerial and submarine radar systems. During a business trip in 1966, he jotted down sketches and drawings in a notebook, attempting to outline thoughts on how one interacts by playing with a standard television at home. These comments persuaded Sanders to pursue the concept and seek patents for it as early as 1966.

Furthermore, on the proposal of the same engineer, the corporation pushed Baer to continue its development by providing him with a fully furnished room. As a result, Baer had a bright dot on an ordinary TV screen that he could adjust at will after a few months. In addition, the Heathkit IG-62 alignment generator, which he built to test televisions, now made it possible to move the white dot on a black screen.

The game of ping pong

Although Atari popularized black dots on a white screen in the early 1980s, Baer’s invention was the first to be deployed in the early 1970s: the Magnavox Odyssey. The prototype of the Magnavox Odyssey, known as the Sanders-Brown Box, Odyssey for short, was ready in 1970. It was first mass-marketed as a ping-pong game for Christmas 1972. It was essentially a ball, a white dot on a black backdrop, being whacked horizontally on the television by two rackets, two white sticks on a black screen.

Controllable by a maximum of two players, using two controllers, they call joypads with wheels that let you move the rackets vertically. In the year of launch, the Odyssey sold over 165,000 units. Thanks to an extensive advertising campaign, the one and only home video game console sold in the second year at the end of 1973 an additional 200,000 boxes. In 1972 Nolan Bushnell, a young engineer working at Ampex, a company that designed integrated circuits and magnetic tapes for video recording, quit his job and founded Atari. Bushnell set out to replace bar pinball machines with coin-op video games in a few years with his new company. In the first months of production, in early 1973, Atari sold 2,300 units of the coin-op Pong. It reminded Baer’s ping-pong for Odyssey. Despite being released after Odyssey, Atari has gone down in history as the first video game. Pong by Atari was a game intended for public places and not for the four walls of the home. So those who did not know the existence of video games had the first contact with them thanks to Pong.

For this reason, Atari entered the collective imagination as the house that had generated that new world of electronic entertainment. Even if it was only in 1976 that Atari, thanks to Activision’s collaboration, began to market its version of the home console. For reasons for a different and better advertising capacity of Atari, rather than for actual superior quality, immediately supplanted the Odyssey of Sanders / Magnavox.

Nintendo looked for a way to avoid paying royalties

In 1985, Nintendo sued Magnavox and tried to invalidate Baer’s patents by saying that the first video game was Higinbotham’s Tennis for Two built-in 1958. To prove that video games were invented before Sanders filed their patents, which date back to 1966, not to pay them royalties. William Higinbotham was called to testify in court. Still, the court ruled that this game did not use the video signal and could not qualify as a video game. As a result, Nintendo has continued to pay the royalties to Sanders Associates. Higinbotham, at that time, was called to testify before a jury by delivering a copy of his original game schematics.

Video games have great potential

As James Paul Gee indicates, video games are different from other media such as cinema, literature, and theater. They have numerous traits that distinguish them from others and allow them to operate differently. For example, the gameplay language is unique among traditional narrative media. Furthermore, it has been declared that interactivity has distinguished video games from other forms of mass media entertainment. This characteristic allows the video game to exert a potential of immersion and attraction that other media do not have. Finally, video game is a relatively recent medium, especially when compared with the history of different media. Only in the last years has it grown tremendously, allowing it to thrive and substantially outperform other forms of media. This was made feasible because video games, more than films, are inextricably related to technical advancement. This latter feature gives the video game enormous potential. The video game is now are close to outclassing the cinematic itself. Statistics in hand, video game sales have exceeded cinema tickets in the United States. And in fact, this overcoming has already occurred as the video games like Halo 3 and Call of Duty Black Ops respectively earned 170 million dollars in 24 hours and the other $ 650 million in five days. They were considered the most significant collection for an entertainment product. This makes us understand how the videogame market has become an enormous potential.

Many plots in today’s films are admittedly lifted from video games, and many movies are soon adapted into profitable video games. The transition from cinema to video games was a common and successful technique as early as the early 1980s. The first title is officially taken from a movie was Towering Inferno in 1982. Television shows, comic books, novels, periodicals, exhibits, and fairs join films. Since the 1990s, there have been television shows dedicated to the world of video games, such as X-Play, and entire television networks devoted to video games, such as Game Network and G4. Electronic sports and video game events are also professionally organized.

Video games are a unique medium, as it is the player who changes the story

The video game is unique compared with traditional media such as cinema and novels. In fact, a game does not tell a story, but it is the players who speak it and create it through their performances. This peculiarity can be noticed more in titles such as Heavy Rain, The Walking Dead, and famous Japanese RPGs, such as Chrono Trigger and Final Fantasy VI. The latter was one of the first video games ever in which the actions and choices of the player changed the plot itself. For example, if you save several characters, the ending will undergo numerous variations. In a painting, song, film, or book on TV, the public cannot change the outcome of an episode and, therefore, cannot actively intervene in the artistic work. However, in a good video game, the player can modify the outcome with action since simultaneously, the user is both spectator and actor.

On the other hand, Jesper Juul states that we cannot influence what has already happened in his work A Clash between Game and Narrative. During the Game Developers Conference 2010, Warren Spector reiterated that video games are not films. These should offer the player tremendous freedom of creative expression. Since the player’s intervention is one of the uniqueness of the video game and the players are the real protagonists who should live their own personal stories. Ivan Fulco, journalist, and translator, states that video games are not spatial stories but places to live other lives, that is, shreds of our lives.

Furthermore, if a story is linear, a video game is the opposite since it is a dynamic system, a space of possibility. In this case, a match in a game is a continuous evolution. Things are changing; Think of the thousands of public YouTube videos showing different gameplay sequences. The possibilities a video game offers and the user’s interaction with the latter guarantee unique, original, and never the same games for each player. Through the player’s intervention, these possibilities materialize in a precise sequence of events and actions that can be transformed into a story.

The average age of the participants

The most conspicuous age range of those who play the video game is between 16 and 29 years. However, in some countries, such as the United Kingdom, the average age is higher, with half of the total gamers over 40; in Italy, the average age is 28 years. Today, video games are played by at least 130-145 million people. In Italy, in 2008, the number of console owners was 8 million.

The costs of video games

Since the close of the twentieth century, the video game business has grown in prominence. The production of modern video games requires tens of millions of euros; however, they can still regain the budget spent in a short while. For example, in 2007, GameStop had a turnover of 5.56 billion dollars. In the same year, the video game industry outstripped the music industry for the first time. The most expensive video game globally is Destiny, produced by Bungie Studios, which has allocated about 500 million dollars for the project, of which 360 million for the marketing of the product. Thus using 120 million more than the most expensive film of all time, Pirates of the Caribbean Beyond the Borders of the Sea.

On the other hand, Grand Theft Auto V, with a $ 260 million budget allocated by Rockstar Games, grossed more than $ 800 million in the first 24 hours after its sale. After three days, it reached $ 1 billion and sold 15 million copies. Breaking 7 world records simultaneously and consequently entering the Guinness Book of Records.

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