Since its commercial birth within the 1950s as a technological oddity at a science fair, gaming has known into one of the world’s major profitable entertainment industries.


In recent years, the mobile technology boom has revolutionized the industry and opened the doors to a replacement generation of players. Indeed, gaming has become integrated with modern popular culture that even grandmas know what Angry Birds are. Over 42 percent of USA citizens are gamers, and 4 out of 5 U.S. households have a console.


The Early Years

Dr. Edward Uhler Condon unveiled the first recognized example of a game machine at N.Y. World’s Fair in 1940. The game, supported by the traditional mathematical game of Nim, was played by about 50,000 people during the six months it had been on display, with the pc reportedly winning quite 90 percent of the games.


However, the primary game system designed for commercial home use failed to emerge for about three decades later.


According to the National Museum of Yankee 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 because of the Magnavox Odyssey in 1972. After some months, it preceded Atari, which is usually mistakenly thought of because of the first game’s console.


Between the year August 1972 and 1975, when the Magnavox was discontinued, around 300,000 consoles were sold to different gamer. Poor management and marketing campaigns were to blame and, therefore, the undeniable fact that home gaming was a comparatively alien concept to the typical American at this point. However mismanaged it’d are, this was the birth of the digital gaming we all know today.


Onward To Atari And Arcade Gaming

Sega and Taito were the primary companies to pique the public’s interest in arcade gaming after releasing the electro-mechanical games Periscope and Crown Special Soccer in 1966 and 1967. In 1972, Atari became the primary gaming company to set the benchmark widely for gaming community.


Atari were not only developed their games in-house, but they also created a whole new industry around the “arcade.”


During the late 1970s, various chain restaurants around the U.S. began to install video games to maximize the new craze.


The first example of gamers competing on separate screens came in 1973 with “Empire” — a strategic game for up to 8 players — which was created for the PLATO network system. PLATO was one amongst the primary generalized computer-based teaching systems, initially built by the University of Illinois and later confiscate by Control Data (CDC). They made the machines on which the system ran.


Now, gaming was fashionable for the younger generations and was a shared activity. Therein people competed for high scores in arcades. However, most people wouldn’t have considered four out of each five American households having a games system as a probable reality.


Home Gaming Became A Reality

In addition to the gaming consoles becoming popular in commercial centers and chain restaurants within the U.S., the first 1970s also saw the arrival of non-public computers and mass-produced gaming consoles become a reality. Technological advancements, like Intel’s invention of the world’s first microprocessor, led to the creation of games like Gunfight in 1975, the primary example of a multiplayer human-to-human combat shooter. While far away from Call of Duty, Gunfight was a big deal when it first hit arcades.


In 1977, Atari released the Atari VCS (later referred to as the Atari 2600), but the sales are moving slow, selling for about 250,000 machines in its early year, then became 550,000 in 1978 — it is way below the figures expected. The low sales are blamed because Americans were still getting won’t to the thought of color T.V.s reception, the consoles were expensive, and other people were growing uninterested in Pong, Atari’s most well-liked game.


The Atari VCS was designed to play ten simple challenge games, like Pong, Outlaw, and Tank, when it was released. However, the console included an external ROM slot where game cartridges might be plugged in; the potential was quickly discovered by programmers worldwide, who created games far outperforming the console’s original design.

As the home and arcade gaming boomed, so too did the gaming community. During 1970s and early 1980s saw the discharge of hobbyist magazines like Creative Computing, Computer and Video Games, and Computer Gaming World. Visit games and see how gaming comminity evolve so fast. These magazines created a way of community and offered a channel by which gamers could engage.