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Wikipedia

Video game

"Video Games" redirects here. For other uses, see Video Games (disambiguation).

A video game or computer game is an electronic game that involves interaction with a user interface or input device – such as a joystick, controller, keyboard, or motion sensing device – to generate visual feedback. This feedback is shown on a video display device, such as a TV set, monitor, touchscreen, or virtual reality headset. Video games are often augmented with audio feedback delivered through speakers or headphones, and sometimes with other types of feedback, including haptic technology.

Video games are defined based on their platform, which include arcade video games, console games, and personal computer (PC) games. More recently, the industry has expanded onto mobile gaming through smartphones and tablet computers, virtual and augmented reality systems, and remote cloud gaming. Video games are classified into a wide range of genres based on their type of gameplay and purpose.

The first video game prototypes in the 1950s and 1960s are simple extensions of electronic games using video-like output from large room-size computers. The first consumer video game is the arcade video game Computer Space in 1971. In 1972 came the iconic hit arcade game Pong, and the first home console, the Magnavox Odyssey. The quickly-growing industry suffered from the crash of the North American video game market in 1983 due to loss of publishing control and saturation of the market. Following the crash, the industry matured, dominated by Japanese companies such as Nintendo, Sega, and Sony, and established practices and methods around the development and distribution of video games to prevent a similar crash in the future, many which continue to be followed. Today, video game development requires numerous skills to bring a game to market, including developers, publishers, distributors, retailers, console and other third-party manufacturers, and other roles.

In the 2000s, the core industry centered on "AAA" games, leaving little room for riskier, experimental games. Coupled with the availability of the Internet and digital distribution, this gave room for independent video game development (or indie games) to gain prominence into the 2010s. Since then, the commercial importance of the video game industry has been increasing. The emerging Asian markets and mobile games on smartphones in particular are altering player demographics towards casual gaming and increasing monetization by incorporating games as a service. As of 2020, the global video game market has estimated annual revenues ofUS$159 billion across hardware, software, and services. This is three times the size of the 2019 global music industry and four times that of the 2019 film industry.

Contents

Further information: History of arcade video games
Tennis for Two (1958), an early analog computer game that used an oscilloscope for a display.

Early video games use interactive electronic devices with various display formats. The earliest example is from 1947—a "Cathode-ray tube amusement device" was filed for a patent on 25 January 1947, by Thomas T. Goldsmith Jr. and Estle Ray Mann, and issued on 14 December 1948, as U.S. Patent 2455992. Inspired by radar display technology, it consists of an analog device allowing a user to control the parabolic arc of a dot on the screen to simulate a missile being fired at targets, which are paper drawings fixed to the screen. Other early examples include Christopher Strachey's Draughts game, the Nimrod computer at the 1951 Festival of Britain; OXO, a tic-tac-toe Computer game by Alexander S. Douglas for the EDSAC in 1952; Tennis for Two, an electronic interactive game engineered by William Higinbotham in 1958; and Spacewar!, written by MIT students Martin Graetz, Steve Russell, and Wayne Wiitanen's on a DEC PDP-1 computer in 1961. Each game has different means of display: NIMROD has a panel of lights to play the game of Nim, OXO has a graphical display to play tic-tac-toe, Tennis for Two has an oscilloscope to display a side view of a tennis court, and Spacewar! has the DEC PDP-1's vector display to have two spaceships battle each other.

Ralph H. Baer (left) receiving the National Medal of Technology from U.S. President George W. Bush in 2006.

These preliminary inventions paved the way for the origins of video games today. Ralph H. Baer, while working at Sanders Associates in 1966, devised a control system to play a rudimentary game of table tennis on a television screen. With the company's approval, Baer built the prototype "Brown Box". Sanders patented Baer's inventions and licensed them to Magnavox, which commercialized it as the first home video game console, the Magnavox Odyssey, released in 1972. Separately, Nolan Bushnell and Ted Dabney, inspired by seeing Spacewar! running at Stanford University, devised a similar version running in a smaller coin-operated arcade cabinet using a less expensive computer. This was released as Computer Space, the first arcade video game, in 1971. Bushnell and Dabney went on to form Atari, Inc., and with Allan Alcorn, created their second arcade game in 1972, the hit ping pong-style Pong, which was directly inspired by the table tennis game on the Odyssey. Sanders and Magnavox sued Atari for infringement of Baer's patents, but Atari settled out of court, paying for perpetual rights to the patents. Following their agreement, Atari made a home version of Pong, which was released by Christmas 1975. The success of the Odyssey and Pong, both as an arcade game and home machine, launched the video game industry. Both Baer and Bushnell have been titled "Father of Video Games" for their contributions.

The term "video game" was developed to distinguish this class of electronic games that were played on some type of video display rather than on a teletype printer or similar device. This also distinguished from many handheld electronic games like Merlin which commonly used LED lights for indicators but did not use these in combination for imaging purposes.

"Computer game" may also be used to describe video games because all video games essentially require a computer processor, and in some situations, may be used interchangeably with "video game". However, the term "computer game" may also be more specific to games played primarily on personal computers or other type of flexible hardware system (also known as a PC game), to distinguish from video games that are played on fixed console systems. Other terms such as "television game" or "telegame" had been used in the 1970s and early 1980s, particularly for the home consoles that connect to a television set. In Japan, where consoles like the Odyssey were first imported and then made within the country by the large television manufacturers such as Toshiba and Sharp Corporation, such games are known as "TV games", or TV geemu or terebi geemu. "Electronic game" may also be used to refer to video games, but this also incorporates devices like early handheld electronic games that lack any video output.

The first appearance of the term "video game" emerged around 1973. The Oxford English Dictionary cited a November 10, 1973 BusinessWeek article as the first printed use of the term. Though Bushnell believed the term came from a vending magazine review of Computer Space in 1971, a review of the major vending magazines Vending Times and Cashbox showed that the term came much earlier, appearing first around March 1973 in these magazines in mass usage including by the arcade game manufacturers. As analyzed by video game historian Keith Smith, the sudden appearance suggested that the term had been proposed and readily adopted by those involved. This appeared to trace to Ed Adlum, who ran Cashbox's coin-operated section until 1972 and then later founded RePlay Magazine, covering the coin-op amusement field, in 1975. In a September 1982 issue of RePlay, Adlum is credited with first naming these games as "video games": "RePlay's Eddie Adlum worked at 'Cash Box' when 'TV games' first came out. The personalities in those days were Bushnell, his sales manager Pat Karns and a handful of other 'TV game' manufacturers like Henry Leyser and the McEwan brothers. It seemed awkward to call their products 'TV games', so borrowing a word from Billboard's description of movie jukeboxes, Adlum started to refer to this new breed of amusement machine as 'video games.' The phrase stuck."

Eddie Adlum explained how he coined the term "video game" in a 1985 RePlay article. Up until the early 1970s, amusement arcades typically had non-video arcade games such as pinball machines and electro-mechanical games. With the arrival of video games in arcades during the early 1970s, there was initially some confusion in the arcade industry over what term should be used to describe the new games. He "wrestled with descriptions of this type of game," alternating between "TV game" and "television game" but "finally woke up one day" and said, "what the hell... video game!" In Japan, the older term "TV game" is still commonly used.

Definition

While many games readily fall into a clear, well-understood definition of video games, new genres and innovations in game development have raised the question of what are the essential factors of a video game that separate the medium from other forms of entertainment.

The introduction of interactive films in the 1980s with games like Dragon's Lair, featured games with full motion video played off a form of media but only limited user interaction. This had required a means to distinguish these games from more traditional board games that happen to also use external media, such as the Clue VCR Mystery Game which required players to watch VCR clips between turns. To distinguish between these two, video games are considered to require some interactivity that affects the visual display.

Most video games tend to feature some type of victory or winning conditions, such as a scoring mechanism or a final boss fight. The introduction of walking simulators (adventure games that allow for exploration but lack any objectives) like Gone Home, and empathy games (video games that tend to focus on emotion) like That Dragon, Cancer brought the idea of games that did not have any such type of winning condition and raising the question of whether these were actually games. These are still commonly justified as video games as they provide a game world that the player can interact with by some means.

The lack of any industry definition for a video game by 2021 was an issue during the case Epic Games v. Apple which dealt with video games offered on Apple's iOS App Store. Among concerns raised were games like Fortnite Creative and Roblox which created metaverses of interactive experiences, and whether the larger game and the individual experiences themselves were games or not in relation to fees that Apple charged for the App Store. Judge Yvonne Gonzalez Rogers, recognizing that there was yet an industry standard definition for a video game, established for her ruling that "At a bare minimum, videogames appear to require some level of interactivity or involvement between the player and the medium" compared to passive entertainment like film, music, and television, and "videogames are also generally graphically rendered or animated, as opposed to being recorded live or via motion capture as in films or television". Rogers still concluded that what is a video game "appears highly eclectic and diverse".

Video game terms

Freedoom, a clone of the first-person shooter Doom. Common elements include a heads-up display along the bottom that includes the player's remaining health and ammunition.

The gameplay experience varies radically between video games, but many common elements exist. Most games will launch into a title screen and give the player a chance to review options such as the number of players before starting a game. Most games are divided into levels which the player must work the avatar through, scoring points, collecting power-ups to boost the avatar's innate attributes, all while either using special attacks to defeat enemies or moves to avoid them. This information is relayed to the player through a type of on-screen user interface such as a heads-up display atop the rendering of the game itself. Taking damage will deplete their avatar's health, and if that falls to zero or if the avatar otherwise falls into an impossible-to-escape location, the player will lose one of their lives. Should they lose all their lives without gaining an extra life or "1-UP", then the player will reach the "game over" screen. Many levels as well as the game's finale end with a type of boss character the player must defeat to continue on. In some games, intermediate points between levels will offer save points where the player can create a saved game on storage media to restart the game should they lose all their lives or need to stop the game and restart at a later time. These also may be in the form of a passage that can be written down and reentered at the title screen.

Product flaws include software bugs which can manifest as glitches which may be exploited by the player; this is often the foundation of speedrunning a video game. These bugs, along with cheat codes, Easter eggs, and other hidden secrets that were intentionally added to the game can also be exploited. On some consoles, cheat cartridges allow players to execute these cheat codes, and user-developed trainers allow similar bypassing for computer software games. Both of which might make the game easier, give the player additional power-ups, or change the appearance of the game.

Arcade video game machines at the Sugoi arcade game hall in Malmi, Helsinki, Finland

To distinguish from electronic games, a video game is generally considered to require a platform, the hardware which contains computing elements, to process player interaction from some type of input device and displays the results to a video output display.

Platform

Various gaming consoles at the Computer Games Museum in Berlin

Video games require a platform, a specific combination of electronic components or computer hardware and associated software, to operate. The term system is also commonly used. Games are typically designed to be played on one or a limited number of platforms, and exclusivity to a platform is used as a competitive edge in the video game market. However, games may be developed for alternative platforms than intended, which are described as ports or conversions. These also may be remasters - where most of the original game's source code is reused and art assets, models, and game levels are updated for modern systems - and remakes, where in addition to asset improvements, significant reworking of the original game and possibly from scratch is performed.

The list below is not exhaustive and excludes other electronic devices capable of playing video games such as PDAs and graphing calculators.

Computer game
Most computer games are PC games, referring to those that involve a player interacting with a personal computer (PC) connected to a video monitor. Personal computers are not dedicated game platforms, so there may be differences running the same game on different hardware. Also, the openness allows some features to developers like reduced software cost, increased flexibility, increased innovation, emulation, creation of modifications or mods, open hosting for online gaming (in which a person plays a video game with people who are in a different household) and others. A gaming computer is a PC or laptop intended specifically for gaming, typically using high-performance, high-cost components. In additional to personal computer gaming, there also exist games that work on mainframe computers and other similarly shared systems, with users logging in remotely to use the computer.
Home console
A console game is played on a home console, a specialized electronic device that connects to a common television set or composite video monitor. Home consoles are specifically designed to play games using a dedicated hardware environment, giving developers a concrete hardware target for development and assurances of what features will be available, simplifying development compared to PC game development. Usually consoles only run games developed for it, or games from other platform made by the same company, but never games developed by its direct competitor, even if the same game is available on different platforms. It often comes with a specific game controller. Major console platforms include Xbox, PlayStation, and Nintendo.
Handheld console
A handheld gaming device is a small, self-contained electronic device that is portable and can be held in a user's hands. It features the console, a small screen, speakers and buttons, joystick or other game controllers in a single unit. Like consoles, handhelds are dedicated platforms, and share almost the same characteristics. Handheld hardware usually is less powerful than PC or console hardware. Some handheld games from the late 1970s and early 1980s could only play one game. In the 1990s and 2000s, a number of handheld games used cartridges, which enabled them to be used to play many different games. The handheld console has waned in the 2010s as mobile device gaming has become a more dominant factor.
Arcade video game
A police-themed arcade game in which players use a light gun
An arcade video game generally refers to a game played on an even more specialized type of electronic device that is typically designed to play only one game and is encased in a special, large coin-operated cabinet which has one built-in console, controllers (joystick, buttons, etc.), a CRT screen, and audio amplifier and speakers. Arcade games often have brightly painted logos and images relating to the theme of the game. While most arcade games are housed in a vertical cabinet, which the user typically stands in front of to play, some arcade games use a tabletop approach, in which the display screen is housed in a table-style cabinet with a see-through table top. With table-top games, the users typically sit to play. In the 1990s and 2000s, some arcade games offered players a choice of multiple games. In the 1980s, video arcades were businesses in which game players could use a number of arcade video games. In the 2010s, there are far fewer video arcades, but some movie theaters and family entertainment centers still have them.
Browser game
A browser game takes advantages of standardizations of technologies for the functionality of web browsers across multiple devices providing a cross-platform environment. These games may be identified based on the website that they appear, such as with Miniclip games. Others are named based on the programming platform used to develop them, such as Java and Flash games.
Mobile game
With the introduction of smartphones and tablet computers standardized on the iOS and Android operating systems, mobile gaming has become a significant platform. These games may utilize unique features of mobile devices that are not necessary present on other platforms, such as accelerometers, global positing information and camera devices to support augmented reality gameplay.
Cloud gaming
Cloud gaming requires a minimal hardware device, such as a basic computer, console, laptop, mobile phone or even a dedicated hardware device connected to a display with good Internet connectivity that connects to hardware systems by the cloud gaming provider. The game is computed and rendered on the remote hardware, using a number of predictive methods to reduce the network latency between player input and output on their display device. For example, the Xbox Cloud Gaming and PlayStation Now platforms use dedicated custom server blade hardware in cloud computing centers.
Virtual reality
Players using the PlayStation VR headsets in 2017
Virtual reality (VR) games generally require players to use a special head-mounted unit that provides stereoscopic screens and motion tracking to immerse a player within virtual environment that responds to their head movements. Some VR systems include control units for the player's hands as to provide a direct way to interact with the virtual world. VR systems generally require a separate computer, console, or other processing device that couples with the head-mounted unit.
Emulation
An emulator enables games from a console or otherwise different system to be run in a type of virtual machine on a modern system, simulating the hardware of the original and allows old games to be played. While emulators themselves have been found to be legal in United States case law, the act of obtaining the game software that one does not already own may violate copyrights. However, there are some official releases of emulated software from game manufacturers, such as Nintendo with its Virtual Console or Nintendo Switch Online offerings.
Backward compatibility
Backward compatibility is similar in nature to emulation in that older games can be played on newer platforms, but typically directly though hardware and build-in software within the platform. For example, the PlayStation 2 is capable of playing original PlayStation games simply by inserting the original game media into the newer console, while Nintendo's Wii could play Nintendo GameCube titles as well in the same manner.

Game media

An unlabeled game cartridge for the Nintendo Entertainment System

Early arcade games, home consoles, and handheld games were dedicated hardware units with the game's logic built into the electronic componentry of the hardware. Since then, most video game platforms are considered programmable, having means to read and play multiple games distributed on different types of media or formats. Physical formats include ROM cartridges, magnetic storage including magnetic tape data storage and floppy discs, optical media formats including CD-ROM and DVDs, and flash memory cards. Furthermore digital distribution over the Internet or other communication methods as well as cloud gaming alleviate the need for any physical media. In some cases, the media serves as the direct read-only memory for the game, or it may be the form of installation media that is used to write the main assets to the player's platform's local storage for faster loading periods and later updates.

Games can be extended with new content and software patches through either expansion packs which are typically available as physical media, or as downloadable content nominally available via digital distribution. These can be offered freely or can be used to monetize a game following its initial release. Several games offer players the ability to create user-generated content to share with others to play. Other games, mostly those on personal computers, can be extended with user-created modifications or mods that alter or add onto the game; these often are unofficial and were developed by players from reverse engineering of the game, but other games provide official support for modding the game.

Input device

Main article: Game controller
A North American Super NES game controller from the early 1990s

Video game can use several types of input devices to translate human actions to a game. Most common are the use of game controllers like gamepads and joysticks for most consoles, and as accessories for personal computer systems along keyboard and mouse controls. Common controls on the most recent controllers include face buttons, shoulder triggers, analog sticks, and directional pads ("d-pads"). Consoles typically include standard controllers which are shipped or bundled with the console itself, while peripheral controllers are available as a separate purchase from the console manufacturer or third-party vendors. Similar control sets are built into handheld consoles and onto arcade cabinets. Newer technology improvements have incorporated additional technology into the controller or the game platform, such as touchscreens and motion detection sensors that give more options for how the player interacts with the game. Specialized controllers may be used for certain genres of games, including racing wheels, light guns and dance pads. Digital cameras and motion detection can capture movements of the player as input into the game, which can, in some cases, effectively eliminate the control, and on other systems such as virtual reality, are used to enhance immersion into the game.

Display and output

Main article: Video game graphics
Handheld units, like the Game Boy, include built-in output screens and sound speakers.

By definition, all video games are intended to output graphics to an external video display, such as cathode-ray tube televisions, newer liquid-crystal display (LCD) televisions and built-in screens, projectors or computer monitors, depending on the type of platform the game is played on. Features such as color depth, refresh rate, frame rate, and screen resolution are a combination of the limitations of the game platform and display device and the program efficiency of the game itself. The game's output can range from fixed displays using LED or LCD elements, text-based games, two-dimensional and three-dimensional graphics, and augmented reality displays.

The game's graphics are often accompanied by sound produced by internal speakers on the game platform or external speakers attached to the platform, as directed by the game's programming. This often will include sound effects tied to the player's actions to provide audio feedback, as well as background music for the game.

Some platforms support additional feedback mechanics to the player that a game can take advantage of. This is most commonly haptic technology built into the game controller, such as causing the controller to shake in the player's hands to simulate a shaking earthquake occurring in game.

Video games are frequently classified by a number of factors related to how one plays them.

Genre

Main article: Video game genre
See also: Gameplay
Dustforce is representative of the platform game genre as its gameplay involves jumping between platforms.

A video game, like most other forms of media, may be categorized into genres. However, unlike film or television which use visual or narrative elements, video games are generally categorized into genres based on their gameplay interaction, since this is the primary means which one interacts with a video game. The narrative setting does not impact gameplay; a shooter game is still a shooter game, regardless of whether it takes place in a fantasy world or in outer space. An exception is the horror game genre, used for games that are based on narrative elements of horror fiction, the supernatural, and psychological horror.

Genre names are normally self-describing in terms of the type of gameplay, such as action game, role playing game, or shoot 'em up, though some genres have derivations from influential works that have defined that genre, such as roguelikes from Rogue, Grand Theft Auto clones from Grand Theft Auto III, and battle royale games from the film Battle Royale. The names may shift over time as players, developers and the media come up with new terms; for example, first-person shooters were originally called "Doom clones" based on the 1993 game. A hierarchy of game genres exist, with top-level genres like "shooter game" and "action game" that broadly capture the game's main gameplay style, and several subgenres of specific implementation, such as within the shooter game first-person shooter and third-person shooter. Some cross-genre types also exist that fall until multiple top-level genres such as action-adventure game.

Mode

A LAN party at the 2004 DreamHack with hundreds of players

A video game's mode describes how many players can use the game at the same type. This is primarily distinguished by single-player video games and multiplayer video games. Within the latter category, multiplayer games can be played in a variety of ways, including locally at the same device, on separate devices connected through a local network such as LAN parties, or online via separate Internet connections. Most multiplayer games are based on competitive gameplay, but many offer cooperative and team-based options as well as asymmetric gameplay. Online games use server structures that can also enable massively multiplayer online games (MMOs) to support hundreds of players at the same time.

A small number of video games are zero-player games, in which the player has very limited interaction with the game itself. These are most commonly simulation games where the player may establish a starting state and then let the game proceed on its own, watching the results as a passive observer, such as with many computerized simulations of Conway's Game of Life.

Intent

Most video games are created for entertainment purposes, a category otherwise called "core games". There are a subset of games developed for additional purposes beyond entertainment. These include:

Casual games
Casual games are designed for ease of accessibility, simple to understand gameplay and quick to grasp rule sets, and aimed at mass market audience, as opposed to a hardcore game. They frequently support the ability to jump in and out of play on demand, such as during commuting or lunch breaks. Numerous browser and mobile games fall into the casual game area, and casual games often are from genres with low intensity game elements such as match three, hidden object, time management, and puzzle games. Causal games frequently use social-network game mechanics, where players can enlist the help of friends on their social media networks for extra turns or moves each day. Popular casual games include Tetris and Candy Crush Saga. More recent, starting in the late 2010s, are hyper-casual games which use even more simplistic rules for short but infinitely replayable games, such as Flappy Bird.
Educational games
Education software has been used in homes and classrooms to help teach children and students, and video games have been similarly adapted for these reasons, all designed to provide a form of interactivity and entertainment tied to game design elements. There are a variety of differences in their designs and how they educate the user. These are broadly split between edutainment games that tend to focus on the entertainment value and rote learning but are unlikely to engage in critical thinking, and educational video games that are geared towards problem solving through motivation and positive reinforcement while downplaying the entertainment value. Examples of educational games include The Oregon Trail and the Carmen Sandiego series. Further, games not initially developed for educational purposes have found their way into the classroom after release, such as that feature open worlds or virtual sandboxes like Minecraft, or offer critical thinking skills through puzzle video games like SpaceChem.
Serious games
Microsoft Flight Simulator is an example of a serious game.
Further extending from educational games, serious games are those where the entertainment factor may be augmented, overshadowed, or even eliminated by other purposes for the game. Game design is used to reinforce the non-entertainment purpose of the game, such as using video game technology for the game's interactive world, or gamification for reinforcement training. Educational games are a form of serious games, but other types of serious games include fitness games that incorporate significant physical exercise to help keep the player fit (such as Wii Fit), flight simulators that simulate piloting commercial and military aircraft (such as Microsoft Flight Simulator), advergames that are built around the advertising of a product (such as Pepsiman), and newsgames aimed at conveying a specific advocacy message (such as NarcoGuerra).
Art game
Though video games have been considered an art form on their own, games may be developed to try to purposely communicate a story or message, using the medium as a work of art. These art or arthouse games are designed to generate emotion and empathy from the player by challenging societal norms and offering critique through the interactivity of the video game medium. They may not have any type of win condition and are designed to let the player explore through the game world and scenarios. Most art games are indie games in nature, designed based on personal experiences or stories through a single developer or small team. Examples of art games include Passage, Flower, and That Dragon, Cancer.

Content rating

A typical ESRB rating label, listing the rating and specific content descriptors for Rabbids Go Home

Video games can be subject to national and international content rating requirements. Like with film content ratings, video game ratings typing identify the target age group that the national or regional ratings board believes is appropriate for the player, ranging from all-ages, to a teenager-or-older, to mature, to the infrequent adult-only games. Most content review is based on the level of violence, both in the type of violence and how graphic it may be represented, and sexual content, but other themes such as drug and alcohol use and gambling that can influence children may also be identified. A primary identifier based on a minimum age is used by nearly all systems, along with additional descriptors to identify specific content that players and parents should be aware of.

The regulations vary from country to country but generally are voluntary systems upheld by vendor practices, with penalty and fines issued by the ratings body on the video game publisher for misuse of the ratings. Among the major content rating systems include:

  • Entertainment Software Rating Board (ESRB) that oversees games released in the United States. ESRB ratings are voluntary and rated along a E (Everyone), E10+ (Everyone 10 and older), T (Teen), M (Mature), and AO (Adults Only). Attempts to mandate video games ratings in the U.S. subsequently led to the landmark Supreme Court case, Brown v. Entertainment Merchants Association in 2011 which ruled video games were a protected form of art, a key victory for the video game industry.
  • Pan European Game Information (PEGI) covering the United Kingdom, most of the European Union and other European countries, replacing previous national-based systems. The PEGI system uses content rated based on minimum recommended ages, which include 3+, 8+, 12+, 16+, and 18+.
  • Australian Classification Board (ACB) oversees the ratings of games and other works in Australia, using ratings of G (General), PG (Parental Guidance), M (Mature), MA15+ (Mature Accompanied), R18+ (Restricted), and X (Restricted for pornographic material). ACB can also deny to give a rating to game (RC – Refused Classification). The ACB's ratings are enforceable by law, and importantly, games cannot be imported or purchased digitally in Australia if they have failed to gain a rating or were given the RC rating, leading to a number of notable banned games.
  • Computer Entertainment Rating Organization (CERO) rates games for Japan. Their ratings include A (all ages), B (12 and older), C (15 and over), D (17 and over), and Z (18 and over).

Additionally, the major content system provides have worked to create the International Age Rating Coalition (IARC), a means to streamline and align the content ratings system between different region, so that a publisher would only need to complete the content ratings review for one provider, and use the IARC transition to affirm the content rating for all other regions.

Certain nations have even more restrictive rules related to political or ideological content. Within Germany, until 2018, the Unterhaltungssoftware Selbstkontrolle (Entertainment Software Self-Regulation) would refuse to classify, and thus allow sale, of any game depicting Nazi imagery, and thus often requiring developers to replace such imagery with fictional ones. This ruling was relaxed in 2018 to allow for such imagery for "social adequacy" purposes that applied to other works of art. China's video game segment is mostly isolated from the rest of the world due to the government's censorship, and all games published there must adhere to strict government review, disallowing content such as smearing the image of the Chinese Communist Party. Foreign games published in China often require modification by developers and publishers to meet these requirements.

Developers use various tools to create video games. Here an editor is fine-tuning the virtual camera system.

Video game development and authorship, much like any other form of entertainment, is frequently a cross-disciplinary field. Video game developers, as employees within this industry are commonly referred, primarily include programmers and graphic designers. Over the years this has expanded to include almost every type of skill that one might see prevalent in the creation of any movie or television program, including sound designers, musicians, and other technicians; as well as skills that are specific to video games, such as the game designer. All of these are managed by producers.

In the early days of the industry, it was more common for a single person to manage all of the roles needed to create a video game. As platforms have become more complex and powerful in the type of material they can present, larger teams have been needed to generate all of the art, programming, cinematography, and more. This is not to say that the age of the "one-man shop" is gone, as this is still sometimes found in the casual gaming and handheld markets, where smaller games are prevalent due to technical limitations such as limited RAM or lack of dedicated 3D graphics rendering capabilities on the target platform (e.g., some PDAs).

Video games are programmed like any other piece of computer software. Prior to the mid-1970s, arcade and home consoles were programmed by assembling discrete electro-mechanical components on circuit boards, which limited games to relatively simple logic. By 1975, low-cost microprocessors were available at volume to be used for video game hardware, which allowed game developers to program more detailed games, widening the scope of what was possible. Ongoing improvements in computer hardware technology has expanded what has become possible to create in video games, coupled with convergence of common hardware between console, computer, and arcade platforms to simplify the development process. Today, game developers have a number of commercial and open source tools available for use to make games, often which are across multiple platforms to support portability, or may still opt to create their own for more specialized features and direct control of the game. Today, many games are built around a game engine that handles the bulk of the game's logic, gameplay, and rendering. These engines can be augmented with specialized engines for specific features, such as a physics engine that simulates the physics of objects in real-time. A variety of middleware exists to help developers to access other features, such as for playback of videos within games, network-oriented code for games that communicate via online services, matchmaking for online games, and similar features. These features can be used from a devlopers' programming language of choice, or they may opt to also use game development kits that minimize the amount of direct programming they have to do but can also limit the amount of customization they can add into a game. Like all software, video games usually undergo quality testing before release to assure there are no bugs or glitches in the product, though frequently developers will release patches and updates.

With the growth of the size of development teams in the industry, the problem of cost has increased. Development studios need the best talent, while publishers reduce costs to maintain profitability on their investment. Typically, a video game console development team ranges from 5 to 50 people, and some exceed 100. In May 2009, Assassin's Creed II was reported to have a development staff of 450. The growth of team size combined with greater pressure to get completed projects into the market to begin recouping production costs has led to a greater occurrence of missed deadlines, rushed games and the release of unfinished products.

While amateur and hobbyist game programming had existed since the late 1970s with the introduction of home computers, a newer trend since the mid-2000s is indie game development. Indie games are made by small teams outside any direct publisher control, their games being smaller in scope than those from the larger "AAA" game studios, and are often experiment in gameplay and art style. Indie game development are aided by larger availability of digital distribution, including the newer mobile gaming marker, and readily-available and low-cost development tools for these platforms.

Game theory and studies

Main article: Game studies

Although departments of computer science have been studying the technical aspects of video games for years, theories that examine games as an artistic medium are a relatively recent development in the humanities. The two most visible schools in this emerging field are ludology and narratology. Narrativists approach video games in the context of what Janet Murray calls "Cyberdrama". That is to say, their major concern is with video games as a storytelling medium, one that arises out of interactive fiction. Murray puts video games in the context of the Holodeck, a fictional piece of technology from Star Trek, arguing for the video game as a medium in which the player is allowed to become another person, and to act out in another world. This image of video games received early widespread popular support, and forms the basis of films such as Tron, eXistenZ and The Last Starfighter.

Ludologists break sharply and radically from this idea. They argue that a video game is first and foremost a game, which must be understood in terms of its rules, interface, and the concept of play that it deploys. Espen J. Aarseth argues that, although games certainly have plots, characters, and aspects of traditional narratives, these aspects are incidental to gameplay. For example, Aarseth is critical of the widespread attention that narrativists have given to the heroine of the game Tomb Raider, saying that "the dimensions of Lara Croft's body, already analyzed to death by film theorists, are irrelevant to me as a player, because a different-looking body would not make me play differently... When I play, I don't even see her body, but see through it and past it." Simply put, ludologists reject traditional theories of art because they claim that the artistic and socially relevant qualities of a video game are primarily determined by the underlying set of rules, demands, and expectations imposed on the player.

While many games rely on emergent principles, video games commonly present simulated story worlds where emergent behavior occurs within the context of the game. The term "emergent narrative" has been used to describe how, in a simulated environment, storyline can be created simply by "what happens to the player." However, emergent behavior is not limited to sophisticated games. In general, any place where event-driven instructions occur for AI in a game, emergent behavior will exist. For instance, take a racing game in which cars are programmed to avoid crashing, and they encounter an obstacle in the track: the cars might then maneuver to avoid the obstacle causing the cars behind them to slow and/or maneuver to accommodate the cars in front of them and the obstacle. The programmer never wrote code to specifically create a traffic jam, yet one now exists in the game.

Intellectual property for video games

Most commonly, video games are protected by copyright, though both patents and trademarks have been used as well.

Though local copyright regulations vary to the degree of protection, video games qualify as copyrighted visual-audio works, and enjoy cross-country protection under the Berne Convention. This typically only applies to the underlying code, as well as to the artistic aspects of the game such as its writing, art assets, and music. Gameplay itself is generally not considered copyrightable; in the United States among other countries, video games are considered to fall into the idea–expression distinction in that it is how the game is presented and expressed to the player that can be copyrighted, but not the underlying principles of the game.

Because gameplay is normally ineligible for copyright, gameplay ideas in popular games are often replicated and built upon in other games. At times, this repurposing of gameplay can be seen as beneficial and a fundamental part of how the industry has grown by building on the ideas of others. For example Doom (1993) and Grand Theft Auto III (2001) introduced gameplay that created popular new game genres, the first-person shooter and the Grand Theft Auto clone, respectively, in the few years after their release. However, at times and more frequently at the onset of the industry, developers would intentionally create video game clones of successful games and game hardware with few changes, which led to the flooded arcade and dedicated home console market around 1978. Cloning is also a major issue with countries that do not have strong intellectual property protection laws, such as within China. The lax oversight by China's government and the difficulty for foreign companies to take Chinese entities to court had enabled China to support a large grey market of cloned hardware and software systems. The industry remains challenged to distinguish between creating new games based on refinements of past successful games to create a new type of gameplay, and intentionally creating a clone of a game that may simply swap out art assets.

Main article: Video game industry
E3 2012 in Los Angeles is one of the typical trade show events of the video game industry.

History

The early history of the video game industry, following the first game hardware releases and through 1983, had little structure. While video games quickly took off, the newfound industry was mainly composed of game developers with little business experience, and led to numerous companies forming simply to create of clones of popular games to try to capitalize on the market. Due to loss of publishing control and oversaturation of the market, the North American market crashed in 1983, dropping from revenues of around$3 billion in 1983 to$100 million by 1985. Many of the North American companies created in the prior years closed down. Japan's growing game industry was briefly shocked by this crash but had sufficient longevity to withstand the short-term effects, and Nintendo helped to revitalize the industry with the release of the Nintendo Entertainment System in North America in 1985. Along with it, Nintendo established a number of core industrial practices to prevent unlicensed game development and control game distribution on their platform, methods that continue to be used by console manufacturers today.

The industry remained more conservative following the 1983 crash, forming around the concept of publisher-developer dichotomies, and by the 2000s, leading to the industry centralizing around low-risk, triple-A games and studios with large development budgets of at least$10 million or more. The advent of the Internet brought digital distribution as a viable means to distribute games, and contributed to the growth of more riskier, experimental independent game development as an alternative to triple-A games in the late 2000s and which has continued to grow as a significant portion of the video game industry.

Industry roles

Video games have a large network effect that draw on many different sectors that tie into the larger video game industry. While video game developers are a significant portion of the industry, other key participants in the market include:

  • Publishers: Companies generally that oversee bringing the game from the developer to market. This often includes performing the marketing, public relations, and advertising of the game. Publishers frequently pay the developers ahead of time to make their games and will be involved in critical decisions about the direction of the game's progress, and then pay the developers additional royalties or bonuses based on sales performances. Other smaller, boutique publishers may simply offer to perform the publishing of a game for a small fee and a portion of the sales, and otherwise leave the developer with the creative freedom to proceed. A range of other publisher-developer relationships exist between these points.
  • Distributors: Publishers often are able to produce their own game media and take the role of distributor, but there are also third-party distributors that can mass-produce game media and distribute to retailers. Digital storefronts like Steam and the iOS App Store also serve as distributors and retailers in the digital space.
  • Retailers: Physical storefronts, which include large online retailers, department and electronic stores, and specialty video game stores, sell games, consoles, and other accessories to consumers. This has also including a trade-in market in certain regions, allowing players to turn in used games for partial refunds or credit towards other games. However, with the uprising of digital marketplaces and e-commerce revolution, retailers have been performing worse than in the past.
  • Hardware manufacturers: The video game console manufacturers produce console hardware, often through a value chain system that include numerous component suppliers and contract manufacturer that assemble the consoles. Further, these console manufacturers typically require a license to develop for their platform and may control the production of some games, such as Nintendo does with the use of game cartridges for its systems. In exchange, the manufacturers may help promote games for their system and may seek console exclusivity for certain games. For games on personal computers, a number of manufacturers are devoted to high-performance "gaming computer" hardware, particularly in the graphics card area; several of the same companies overlap with component supplies for consoles. A range of third-party manufacturers also exist to provide equipment and gear for consoles post-sale, such as additional controllers for console or carrying cases and gear for handheld devices.
  • Journalism: While journalism around video games used to be primarily print-based, and focused more on post-release reviews and gameplay strategy, the Internet has brought a more proactive press that use web journalism, covering games in the months prior to release as well as beyond, helping to build excitement for games ahead of release.
  • Influencers: With the rising importance of social media, video game companies have found that the opinions of influencers using streaming media to play through their games has had a significant impact on game sales, and have turned to use influencers alongside traditional journalism as a means to build up attention to their game before release.
  • Esports: Esports is a major function of several multiplayer games with numerous professional leagues established since the 2000s, with large viewership numbers, particularly out of southeast Asia since the 2010s.
  • Trade and advocacy groups: Trade groups like the Entertainment Software Association were established to provide a common voice for the industry in response to governmental and other advocacy concerns. They frequently set up the major trade events and conventions for the industry such as E3.
  • Gamers: The players and consumers of video games, broadly. While their representation in the industry is primarily seen through game sales, many companies follow gamers' comments on social media or on user reviews and engage with them to work to improve their products in addition to other feedback from other parts of the industry. Demographics of the larger player community also impact parts of the market; while once dominated by younger men, the market shifted in the mid-2010s towards women and older players who generally preferred mobile and causal games, leading to further growth in those sectors.

Major regional markets

The industry itself grew out from both the United States and Japan in the 1970s and 1980s before having a larger worldwide contribution. Today, the video game industry is predominately led by major companies in North America (primarily the United States and Canada), Western Europe, and southeast Asia including Japan, South Korea, and China. Hardware production remains an area dominated by Asian companies either directly involved in hardware design or part of the production process, but digital distribution and indie game development of the late 2000s has allowed game developers to flourish nearly anywhere and diversify the field.

Game sales

A retail display with a large selection of games for platforms popular in the early 2000s

According to the market research firm Newzoo, the global video game industry drew estimated revenues of over$159 billion in 2020. Mobile games accounted for the bulk of this, with a 48% share of the market, followed by console games at 28% and personal computer games at 23%.

Sales of different types of games vary widely between countries due to local preferences. Japanese consumers tend to purchase much more handheld games than console games and especially PC games, with a strong preference for games catering to local tastes. Another key difference is that, though having declined in the West, arcade games remain an important sector of the Japanese gaming industry. In South Korea, computer games are generally preferred over console games, especially MMORPG games and real-time strategy games. Computer games are also popular in China.

Culture

Main articles: Video game culture and Gamer

Video game culture is a worldwide new media subculture formed around video games and game playing. As computer and video games have increased in popularity over time, they have had a significant influence on popular culture. Video game culture has also evolved over time hand in hand with internet culture as well as the increasing popularity of mobile games. Many people who play video games identify as gamers, which can mean anything from someone who enjoys games to someone who is passionate about it. As video games become more social with multiplayer and online capability, gamers find themselves in growing social networks. Gaming can both be entertainment as well as competition, as a new trend known as electronic sports is becoming more widely accepted. In the 2010s, video games and discussions of video game trends and topics can be seen in social media, politics, television, film and music. The COVID-19 pandemic during 2020-2021 gave further visibility to video games as a pastime to enjoy with friends and family online as a means of social distancing.

Since the mid-2000s there has been debate whether video games qualify as art, primarily as the form's interactivity interfered with the artistic intent of the work and that they are designed for commercial appeal. A significant debate on the matter came after film critic Roger Ebert published an essay "Video Games can never be art", which challenged the industry to prove him and other critics wrong. The view that video games were an art form was cemented in 2011 when the U.S. Supreme Court ruled in the landmark case Brown v. Entertainment Merchants Association that video games were a protected form of speech with artistic merit. Since then, video game developers have come to use the form more for artistic expression, including the development of art games, and the cultural heritage of video games as works of arts, beyond their technical capabilities, have been part of major museum exhibits, including The Art of Video Games at the Smithsonian American Art Museum and toured at other museums from 2012 to 2016.

Video games will inspire sequels and other video games within the same franchise, but also have influenced works outside of the video game medium. Numerous television shows (both animated and live-action), films, comics and novels have been created based on existing video game franchises. Because video games are an interactive medium there has been trouble in converting them to these passive forms of media, and typically such works have been critically panned or treated as children's media. For example, until 2019, no video game film had ever been received a "Fresh" rating on Rotten Tomatoes, but the releases of Detective Pikachu (2019) and Sonic the Hedgehog (2020), both receiving "Fresh" ratings, shows signs of the film industry having found an approach to adapt video games for the large screen. That said, some early video game-based films have been highly successful at the box office, such as 1995's Mortal Kombat and 2001's Lara Croft: Tomb Raider.

More recently since the 2000s, there has also become a larger appreciation of video game music, which ranges from chiptunes composed for limited sound-output devices on early computers and consoles, to fully-scored compositions for most modern games. Such music has frequently served as a platform for covers and remixes, and concerts featuring video game soundtracks performed by bands or orchestras, such as Video Games Live, have also become popular. Video games also frequently incorporate licensed music, particularly in the area of rhythm games, furthering the depth of which video games and music can work together.

Further, video games can serve as a virtual environment under full control of a producer to create new works. With the capability to render 3D actors and settings in real-time, a new type of work machinima (short for "machine cinema") grew out from using video game engines to craft narratives. As video game engines gain higher fidelity, they have also become part of the tools used in more traditional filmmaking. Unreal Engine has been used as a backbone by Industrial Light & Magic for their StageCraft technology for shows like The Mandalorian.

Separately, video games are also frequently used as part of the promotion and marketing for other media, such as for films, anime, and comics. However, these licensed games in the 1990s and 2000s often had a reputation for poor quality, developed without any input from the intellectual property rights owners, and several of them are considered among lists of games with notably negative reception, such as Superman 64. More recently, with these licensed games being developed by triple-A studios or through studios directly connected to the licensed property owner, there has been a significant improvement in the quality of these games, with an early trendsetting example of Batman: Arkham Asylum.

Beneficial uses

Besides their entertainment value, appropriately-designed video games have been seen to provide value in education across several ages and comprehension levels. Learning principles found in video games have been identified as possible techniques with which to reform the U.S. education system. It has been noticed that gamers adopt an attitude while playing that is of such high concentration, they do not realize they are learning, and that if the same attitude could be adopted at school, education would enjoy significant benefits. Students are found to be "learning by doing" while playing video games while fostering creative thinking.

Video games are also believed to be beneficial to the mind and body. It has been shown that action video game players have better hand–eye coordination and visuo-motor skills, such as their resistance to distraction, their sensitivity to information in the peripheral vision and their ability to count briefly presented objects, than nonplayers. Researchers found that such enhanced abilities could be acquired by training with action games, involving challenges that switch attention between different locations, but not with games requiring concentration on single objects. A 2018 systematic review found evidence that video gaming training had positive effects on cognitive and emotional skills in the adult population, especially with young adults. A 2019 systematic review also added support for the claim that video games are beneficial to the brain, although the beneficial effects of video gaming on the brain differed by video games types.

Organisers of video gaming events, such as the organisers of the D-Lux video game festival in Dumfries, Scotland, have emphasised the positive aspects video games can have on mental health. Organisers, mental health workers and mental health nurses at the event emphasised the relationships and friendships that can be built around video games and how playing games can help people learn about others as a precursor to discussing the person's mental health. A study in 2020 from Oxford University also suggested that playing video games can be a benefit to a person's mental health. The report of 3,274 gamers, all over the age of 18, focused on the games Animal Crossing: New Horizons and Plants vs Zombies: Battle for Neighborville and used actual play-time data. The report found that those that played more games tended to report greater "wellbeing". Also in 2020, computer science professor Regan Mandryk of the University of Saskatchewan said her research also showed that video games can have health benefits such as reducing stress and improving mental health. The university's research studied all age groups – "from pre-literate children through to older adults living in long term care homes" – with a main focus on 18 to 55-year-olds.

A study of gamers attitudes towards gaming which was reported about in 2018 found that millennials use video games as a key strategy for coping with stress. In the study of 1,000 gamers, 55% said that it "helps them to unwind and relieve stress ... and half said they see the value in gaming as a method of escapism to help them deal with daily work pressures".

Controversies

The compulsion loop for video games is believed to trigger dopamine release that can encourage addictive behavior.

Video games have had controversy since the 1970s. Parents and children's advocates have raised concerns that violent video games can influence young players into performing those violent acts in real life, and events such as the Columbine High School massacre in 1999 in which the perpetrators specifically alluded to using video games to plot out their attack, raised further fears. Medical experts and mental health professionals have also raised concerned that video games may be addictive, and the World Health Organization has included "gaming disorder" in the 11th revision of its International Statistical Classification of Diseases. Other health experts, including the American Psychiatric Association, have stated that there is insufficient evidence that video games can create violent tendiencies or lead to addictive behavior, though agree that video games typically use a compulsion loop in their core design that can create dopamine that can help reinforce the desire to continue to play through that compulsion loop and potentially lead into violent or addictive behavior. Even with case law establishing that video games qualify as a protected art form, there has been pressure on the video game industry to keep their products in check to avoid over-excessive violence particularly for games aimed at younger children. The potential addictive behavior around games, coupled with increased used of post-sale monetization of video games, has also raised concern among parents, advocates, and government officials about gambling tendencies that may come from video games, such as controversy around the use of loot boxes in many high-profile games.

Numerous other controversies around video games and its industry have arisen over the years, among the more notable incidents include the 1993 United States Congressional hearings on violent games like Mortal Kombat which lead to the formation of the ESRB ratings system, numerous legal actions taken by attorney Jack Thompson over violent games such as Grand Theft Auto III and Manhunt from 2003 to 2007, the outrage over the "No Russian" level from Call of Duty: Modern Warfare 2 in 2009 which allowed the player to shoot a number of innocent non-player characters at an airport, and the Gamergate harassment campaign in 2014 that highlighted misogamy from a portion of the player demographic. The industry as a whole has also dealt with issues related to gender, racial, and LGBTQ+ discrimination and mischaracterization of these minority groups in video games. A further issue in the industry is related to working conditions, as development studios and publishers frequently use "crunch time", required extended working hours, in the weeks and months ahead of a game's release to assure on-time delivery.

Players of video games often maintain collections of games. More recently there has been interest in retrogaming, focusing on games from the first decades. Games in retail packaging in good shape have become collectors items for the early days of the industry, with some rare publications having gone for overUS$100,000 as of 2020. Separately, there is also concern about the preservation of video games, as both game media and the hardware to play them degrade over time. Further, many of the game developers and publishers from the first decades no longer exist, so records of their games have disappeared. Archivists and preservations have worked within the scope of copyright law to save these games as part of the cultural history of the industry.

There are many video game museums around the world, including the National Videogame Museum in Frisco, Texas, which serves as the largest museum wholly dedicated to the display and preservation of the industry's most important artifacts. Europe hosts video game museums such as the Computer Games Museum in Berlin and the Museum of Soviet Arcade Machines in Moscow and Saint-Petersburg. The Museum of Art and Digital Entertainment in Oakland, California is a dedicated video game museum focusing on playable exhibits of console and computer games. The Video Game Museum of Rome is also dedicated to preserving video games and their history. The International Center for the History of Electronic Games at The Strong in Rochester, New York contains one of the largest collections of electronic games and game-related historical materials in the world, including a 5,000-square-foot (460 m2) exhibit which allows guests to play their way through the history of video games. The Smithsonian Institution in Washington, DC has three video games on permanent display: Pac-Man, Dragon's Lair, and Pong.

The Museum of Modern Art has added a total of 20 video games and one video game console to its permanent Architecture and Design Collection since 2012. In 2012, the Smithsonian American Art Museum ran an exhibition on "The Art of Video Games". However, the reviews of the exhibit were mixed, including questioning whether video games belong in an art museum.

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Video gameat Wikipedia's sister projects

Video game
Video game Language Watch Edit 160 160 Redirected from Video games Video Games redirects here For other uses see Video Games disambiguation A video game a or computer game is an electronic game that involves interaction with a user interface or input device such as a joystick controller keyboard or motion sensing device to generate visual feedback This feedback is shown on a video display device such as a TV set monitor touchscreen or virtual reality headset Video games are often augmented with audio feedback delivered through speakers or headphones and sometimes with other types of feedback including haptic technology Large Pong at the National Videogame Museum Video games are defined based on their platform which include arcade video games console games and personal computer PC games More recently the industry has expanded onto mobile gaming through smartphones and tablet computers virtual and augmented reality systems and remote cloud gaming Video games are classified into a wide range of genres based on their type of gameplay and purpose The first video game prototypes in the 1950s and 1960s are simple extensions of electronic games using video like output from large room size computers The first consumer video game is the arcade video game Computer Space in 1971 In 1972 came the iconic hit arcade game Pong and the first home console the Magnavox Odyssey The quickly growing industry suffered from the crash of the North American video game market in 1983 due to loss of publishing control and saturation of the market Following the crash the industry matured dominated by Japanese companies such as Nintendo Sega and Sony and established practices and methods around the development and distribution of video games to prevent a similar crash in the future many which continue to be followed Today video game development requires numerous skills to bring a game to market including developers publishers distributors retailers console and other third party manufacturers and other roles In the 2000s the core industry centered on AAA games leaving little room for riskier experimental games Coupled with the availability of the Internet and digital distribution this gave room for independent video game development or indie games to gain prominence into the 2010s Since then the commercial importance of the video game industry has been increasing The emerging Asian markets and mobile games on smartphones in particular are altering player demographics towards casual gaming and increasing monetization by incorporating games as a service As of 2020 the global video game market has estimated annual revenues of US 159 billion across hardware software and services This is three times the size of the 2019 global music industry and four times that of the 2019 film industry 1 Contents 1 Origins 2 Terminology 2 1 Definition 2 2 Video game terms 3 Components 3 1 Platform 3 2 Game media 3 3 Input device 3 4 Display and output 4 Classifications 4 1 Genre 4 2 Mode 4 3 Intent 4 4 Content rating 5 Development 5 1 Game theory and studies 5 2 Intellectual property for video games 6 Industry 6 1 History 6 2 Industry roles 6 3 Major regional markets 6 4 Game sales 7 Effects on society 7 1 Culture 7 2 Beneficial uses 7 3 Controversies 8 Collecting and preservation 9 See also 10 Notes 11 References 12 Further reading 13 External linksOriginsMain articles History of video games and Early history of video games Further information History of arcade video games Tennis for Two 1958 an early analog computer game that used an oscilloscope for a display Early video games use interactive electronic devices with various display formats The earliest example is from 1947 a Cathode ray tube amusement device was filed for a patent on 25 January 1947 by Thomas T Goldsmith Jr and Estle Ray Mann and issued on 14 December 1948 as U S Patent 2455992 2 Inspired by radar display technology it consists of an analog device allowing a user to control the parabolic arc of a dot on the screen to simulate a missile being fired at targets which are paper drawings fixed to the screen 3 Other early examples include Christopher Strachey s Draughts game the Nimrod computer at the 1951 Festival of Britain OXO a tic tac toe Computer game by Alexander S Douglas for the EDSAC in 1952 Tennis for Two an electronic interactive game engineered by William Higinbotham in 1958 and Spacewar written by MIT students Martin Graetz Steve Russell and Wayne Wiitanen s on a DEC PDP 1 computer in 1961 Each game has different means of display NIMROD has a panel of lights to play the game of Nim 4 OXO has a graphical display to play tic tac toe 5 Tennis for Two has an oscilloscope to display a side view of a tennis court 3 and Spacewar has the DEC PDP 1 s vector display to have two spaceships battle each other 6 Ralph H Baer left receiving the National Medal of Technology from U S President George W Bush in 2006 Nolan Bushnell in 2013 These preliminary inventions paved the way for the origins of video games today Ralph H Baer while working at Sanders Associates in 1966 devised a control system to play a rudimentary game of table tennis on a television screen With the company s approval Baer built the prototype Brown Box Sanders patented Baer s inventions and licensed them to Magnavox which commercialized it as the first home video game console the Magnavox Odyssey released in 1972 3 7 Separately Nolan Bushnell and Ted Dabney inspired by seeing Spacewar running at Stanford University devised a similar version running in a smaller coin operated arcade cabinet using a less expensive computer This was released as Computer Space the first arcade video game in 1971 8 Bushnell and Dabney went on to form Atari Inc and with Allan Alcorn created their second arcade game in 1972 the hit ping pong style Pong which was directly inspired by the table tennis game on the Odyssey Sanders and Magnavox sued Atari for infringement of Baer s patents but Atari settled out of court paying for perpetual rights to the patents Following their agreement Atari made a home version of Pong which was released by Christmas 1975 3 The success of the Odyssey and Pong both as an arcade game and home machine launched the video game industry 9 10 Both Baer and Bushnell have been titled Father of Video Games for their contributions 11 12 TerminologyThe term video game was developed to distinguish this class of electronic games that were played on some type of video display rather than on a teletype printer or similar device 13 This also distinguished from many handheld electronic games like Merlin which commonly used LED lights for indicators but did not use these in combination for imaging purposes 14 Computer game may also be used to describe video games because all video games essentially require a computer processor and in some situations may be used interchangeably with video game 15 However the term computer game may also be more specific to games played primarily on personal computers or other type of flexible hardware system also known as a PC game to distinguish from video games that are played on fixed console systems 14 13 Other terms such as television game or telegame had been used in the 1970s and early 1980s particularly for the home consoles that connect to a television set 16 In Japan where consoles like the Odyssey were first imported and then made within the country by the large television manufacturers such as Toshiba and Sharp Corporation such games are known as TV games or TV geemu or terebi geemu 17 Electronic game may also be used to refer to video games but this also incorporates devices like early handheld electronic games that lack any video output 15 The first appearance of the term video game emerged around 1973 The Oxford English Dictionary cited a November 10 1973 BusinessWeek article as the first printed use of the term 18 Though Bushnell believed the term came from a vending magazine review of Computer Space in 1971 19 a review of the major vending magazines Vending Times and Cashbox showed that the term came much earlier appearing first around March 1973 in these magazines in mass usage including by the arcade game manufacturers As analyzed by video game historian Keith Smith the sudden appearance suggested that the term had been proposed and readily adopted by those involved This appeared to trace to Ed Adlum who ran Cashbox s coin operated section until 1972 and then later founded RePlay Magazine covering the coin op amusement field in 1975 In a September 1982 issue of RePlay Adlum is credited with first naming these games as video games RePlay s Eddie Adlum worked at Cash Box when TV games first came out The personalities in those days were Bushnell his sales manager Pat Karns and a handful of other TV game manufacturers like Henry Leyser and the McEwan brothers It seemed awkward to call their products TV games so borrowing a word from Billboard s description of movie jukeboxes Adlum started to refer to this new breed of amusement machine as video games The phrase stuck 20 Eddie Adlum explained how he coined the term video game in a 1985 RePlay article Up until the early 1970s amusement arcades typically had non video arcade games such as pinball machines and electro mechanical games With the arrival of video games in arcades during the early 1970s there was initially some confusion in the arcade industry over what term should be used to describe the new games He wrestled with descriptions of this type of game alternating between TV game and television game but finally woke up one day and said what the hell video game 21 In Japan the older term TV game is still commonly used 17 22 Definition While many games readily fall into a clear well understood definition of video games new genres and innovations in game development have raised the question of what are the essential factors of a video game that separate the medium from other forms of entertainment The introduction of interactive films in the 1980s with games like Dragon s Lair featured games with full motion video played off a form of media but only limited user interaction 23 This had required a means to distinguish these games from more traditional board games that happen to also use external media such as the Clue VCR Mystery Game which required players to watch VCR clips between turns To distinguish between these two video games are considered to require some interactivity that affects the visual display 14 Most video games tend to feature some type of victory or winning conditions such as a scoring mechanism or a final boss fight The introduction of walking simulators adventure games that allow for exploration but lack any objectives like Gone Home and empathy games video games that tend to focus on emotion like That Dragon Cancer brought the idea of games that did not have any such type of winning condition and raising the question of whether these were actually games 24 These are still commonly justified as video games as they provide a game world that the player can interact with by some means 25 The lack of any industry definition for a video game by 2021 was an issue during the case Epic Games v Apple which dealt with video games offered on Apple s iOS App Store Among concerns raised were games like Fortnite Creative and Roblox which created metaverses of interactive experiences and whether the larger game and the individual experiences themselves were games or not in relation to fees that Apple charged for the App Store Judge Yvonne Gonzalez Rogers recognizing that there was yet an industry standard definition for a video game established for her ruling that At a bare minimum videogames appear to require some level of interactivity or involvement between the player and the medium compared to passive entertainment like film music and television and videogames are also generally graphically rendered or animated as opposed to being recorded live or via motion capture as in films or television 26 Rogers still concluded that what is a video game appears highly eclectic and diverse 26 Video game terms Freedoom a clone of the first person shooter Doom Common elements include a heads up display along the bottom that includes the player s remaining health and ammunition See also Glossary of video game terms The gameplay experience varies radically between video games but many common elements exist Most games will launch into a title screen and give the player a chance to review options such as the number of players before starting a game Most games are divided into levels which the player must work the avatar through scoring points collecting power ups to boost the avatar s innate attributes all while either using special attacks to defeat enemies or moves to avoid them This information is relayed to the player through a type of on screen user interface such as a heads up display atop the rendering of the game itself Taking damage will deplete their avatar s health and if that falls to zero or if the avatar otherwise falls into an impossible to escape location the player will lose one of their lives Should they lose all their lives without gaining an extra life or 1 UP then the player will reach the game over screen Many levels as well as the game s finale end with a type of boss character the player must defeat to continue on In some games intermediate points between levels will offer save points where the player can create a saved game on storage media to restart the game should they lose all their lives or need to stop the game and restart at a later time These also may be in the form of a passage that can be written down and reentered at the title screen Product flaws include software bugs which can manifest as glitches which may be exploited by the player this is often the foundation of speedrunning a video game These bugs along with cheat codes Easter eggs and other hidden secrets that were intentionally added to the game can also be exploited 27 28 29 30 On some consoles cheat cartridges allow players to execute these cheat codes and user developed trainers allow similar bypassing for computer software games Both of which might make the game easier give the player additional power ups or change the appearance of the game 28 Components Arcade video game machines at the Sugoi arcade game hall in Malmi Helsinki Finland To distinguish from electronic games a video game is generally considered to require a platform the hardware which contains computing elements to process player interaction from some type of input device and displays the results to a video output display 31 Platform Various gaming consoles at the Computer Games Museum in Berlin Video games require a platform a specific combination of electronic components or computer hardware and associated software to operate 32 The term system is also commonly used Games are typically designed to be played on one or a limited number of platforms and exclusivity to a platform is used as a competitive edge in the video game market 33 However games may be developed for alternative platforms than intended which are described as ports or conversions These also may be remasters where most of the original game s source code is reused and art assets models and game levels are updated for modern systems and remakes where in addition to asset improvements significant reworking of the original game and possibly from scratch is performed 34 The list below is not exhaustive and excludes other electronic devices capable of playing video games such as PDAs and graphing calculators Computer game Most computer games are PC games referring to those that involve a player interacting with a personal computer PC connected to a video monitor 35 Personal computers are not dedicated game platforms so there may be differences running the same game on different hardware Also the openness allows some features to developers like reduced software cost 36 increased flexibility increased innovation emulation creation of modifications or mods open hosting for online gaming in which a person plays a video game with people who are in a different household and others A gaming computer is a PC or laptop intended specifically for gaming typically using high performance high cost components In additional to personal computer gaming there also exist games that work on mainframe computers and other similarly shared systems with users logging in remotely to use the computer Home console A console game is played on a home console a specialized electronic device that connects to a common television set or composite video monitor Home consoles are specifically designed to play games using a dedicated hardware environment giving developers a concrete hardware target for development and assurances of what features will be available simplifying development compared to PC game development Usually consoles only run games developed for it or games from other platform made by the same company but never games developed by its direct competitor even if the same game is available on different platforms It often comes with a specific game controller Major console platforms include Xbox PlayStation and Nintendo Handheld console A handheld gaming device is a small self contained electronic device that is portable and can be held in a user s hands It features the console a small screen speakers and buttons joystick or other game controllers in a single unit Like consoles handhelds are dedicated platforms and share almost the same characteristics Handheld hardware usually is less powerful than PC or console hardware Some handheld games from the late 1970s and early 1980s could only play one game In the 1990s and 2000s a number of handheld games used cartridges which enabled them to be used to play many different games The handheld console has waned in the 2010s as mobile device gaming has become a more dominant factor Arcade video game A police themed arcade game in which players use a light gun An arcade video game generally refers to a game played on an even more specialized type of electronic device that is typically designed to play only one game and is encased in a special large coin operated cabinet which has one built in console controllers joystick buttons etc a CRT screen and audio amplifier and speakers Arcade games often have brightly painted logos and images relating to the theme of the game While most arcade games are housed in a vertical cabinet which the user typically stands in front of to play some arcade games use a tabletop approach in which the display screen is housed in a table style cabinet with a see through table top With table top games the users typically sit to play In the 1990s and 2000s some arcade games offered players a choice of multiple games In the 1980s video arcades were businesses in which game players could use a number of arcade video games In the 2010s there are far fewer video arcades but some movie theaters and family entertainment centers still have them Browser game A browser game takes advantages of standardizations of technologies for the functionality of web browsers across multiple devices providing a cross platform environment These games may be identified based on the website that they appear such as with Miniclip games Others are named based on the programming platform used to develop them such as Java and Flash games Mobile game With the introduction of smartphones and tablet computers standardized on the iOS and Android operating systems mobile gaming has become a significant platform These games may utilize unique features of mobile devices that are not necessary present on other platforms such as accelerometers global positing information and camera devices to support augmented reality gameplay Cloud gaming Cloud gaming requires a minimal hardware device such as a basic computer console laptop mobile phone or even a dedicated hardware device connected to a display with good Internet connectivity that connects to hardware systems by the cloud gaming provider The game is computed and rendered on the remote hardware using a number of predictive methods to reduce the network latency between player input and output on their display device For example the Xbox Cloud Gaming and PlayStation Now platforms use dedicated custom server blade hardware in cloud computing centers Virtual reality Players using the PlayStation VR headsets in 2017 Virtual reality VR games generally require players to use a special head mounted unit that provides stereoscopic screens and motion tracking to immerse a player within virtual environment that responds to their head movements Some VR systems include control units for the player s hands as to provide a direct way to interact with the virtual world VR systems generally require a separate computer console or other processing device that couples with the head mounted unit Emulation An emulator enables games from a console or otherwise different system to be run in a type of virtual machine on a modern system simulating the hardware of the original and allows old games to be played While emulators themselves have been found to be legal in United States case law the act of obtaining the game software that one does not already own may violate copyrights However there are some official releases of emulated software from game manufacturers such as Nintendo with its Virtual Console or Nintendo Switch Online offerings Backward compatibility Backward compatibility is similar in nature to emulation in that older games can be played on newer platforms but typically directly though hardware and build in software within the platform For example the PlayStation 2 is capable of playing original PlayStation games simply by inserting the original game media into the newer console while Nintendo s Wii could play Nintendo GameCube titles as well in the same manner Game media An unlabeled game cartridge for the Nintendo Entertainment System Early arcade games home consoles and handheld games were dedicated hardware units with the game s logic built into the electronic componentry of the hardware Since then most video game platforms are considered programmable having means to read and play multiple games distributed on different types of media or formats Physical formats include ROM cartridges magnetic storage including magnetic tape data storage and floppy discs optical media formats including CD ROM and DVDs and flash memory cards Furthermore digital distribution over the Internet or other communication methods as well as cloud gaming alleviate the need for any physical media In some cases the media serves as the direct read only memory for the game or it may be the form of installation media that is used to write the main assets to the player s platform s local storage for faster loading periods and later updates Games can be extended with new content and software patches through either expansion packs which are typically available as physical media or as downloadable content nominally available via digital distribution These can be offered freely or can be used to monetize a game following its initial release Several games offer players the ability to create user generated content to share with others to play Other games mostly those on personal computers can be extended with user created modifications or mods that alter or add onto the game these often are unofficial and were developed by players from reverse engineering of the game but other games provide official support for modding the game 37 Input device Main article Game controller A North American Super NES game controller from the early 1990s Video game can use several types of input devices to translate human actions to a game Most common are the use of game controllers like gamepads and joysticks for most consoles and as accessories for personal computer systems along keyboard and mouse controls Common controls on the most recent controllers include face buttons shoulder triggers analog sticks and directional pads d pads Consoles typically include standard controllers which are shipped or bundled with the console itself while peripheral controllers are available as a separate purchase from the console manufacturer or third party vendors 38 Similar control sets are built into handheld consoles and onto arcade cabinets Newer technology improvements have incorporated additional technology into the controller or the game platform such as touchscreens and motion detection sensors that give more options for how the player interacts with the game Specialized controllers may be used for certain genres of games including racing wheels light guns and dance pads Digital cameras and motion detection can capture movements of the player as input into the game which can in some cases effectively eliminate the control and on other systems such as virtual reality are used to enhance immersion into the game Display and output Main article Video game graphics Handheld units like the Game Boy include built in output screens and sound speakers By definition all video games are intended to output graphics to an external video display such as cathode ray tube televisions newer liquid crystal display LCD televisions and built in screens projectors or computer monitors depending on the type of platform the game is played on Features such as color depth refresh rate frame rate and screen resolution are a combination of the limitations of the game platform and display device and the program efficiency of the game itself The game s output can range from fixed displays using LED or LCD elements text based games two dimensional and three dimensional graphics and augmented reality displays The game s graphics are often accompanied by sound produced by internal speakers on the game platform or external speakers attached to the platform as directed by the game s programming This often will include sound effects tied to the player s actions to provide audio feedback as well as background music for the game Some platforms support additional feedback mechanics to the player that a game can take advantage of This is most commonly haptic technology built into the game controller such as causing the controller to shake in the player s hands to simulate a shaking earthquake occurring in game ClassificationsVideo games are frequently classified by a number of factors related to how one plays them Genre Main article Video game genre See also Gameplay Play media Dustforce is representative of the platform game genre as its gameplay involves jumping between platforms A video game like most other forms of media may be categorized into genres However unlike film or television which use visual or narrative elements video games are generally categorized into genres based on their gameplay interaction since this is the primary means which one interacts with a video game 39 40 41 The narrative setting does not impact gameplay a shooter game is still a shooter game regardless of whether it takes place in a fantasy world or in outer space 42 43 An exception is the horror game genre used for games that are based on narrative elements of horror fiction the supernatural and psychological horror 44 Genre names are normally self describing in terms of the type of gameplay such as action game role playing game or shoot em up though some genres have derivations from influential works that have defined that genre such as roguelikes from Rogue 45 Grand Theft Auto clones from Grand Theft Auto III 46 and battle royale games from the film Battle Royale 47 The names may shift over time as players developers and the media come up with new terms for example first person shooters were originally called Doom clones based on the 1993 game 48 A hierarchy of game genres exist with top level genres like shooter game and action game that broadly capture the game s main gameplay style and several subgenres of specific implementation such as within the shooter game first person shooter and third person shooter Some cross genre types also exist that fall until multiple top level genres such as action adventure game Mode A LAN party at the 2004 DreamHack with hundreds of players A video game s mode describes how many players can use the game at the same type This is primarily distinguished by single player video games and multiplayer video games Within the latter category multiplayer games can be played in a variety of ways including locally at the same device on separate devices connected through a local network such as LAN parties or online via separate Internet connections Most multiplayer games are based on competitive gameplay but many offer cooperative and team based options as well as asymmetric gameplay Online games use server structures that can also enable massively multiplayer online games MMOs to support hundreds of players at the same time A small number of video games are zero player games in which the player has very limited interaction with the game itself These are most commonly simulation games where the player may establish a starting state and then let the game proceed on its own watching the results as a passive observer such as with many computerized simulations of Conway s Game of Life 49 Intent Most video games are created for entertainment purposes a category otherwise called core games 31 There are a subset of games developed for additional purposes beyond entertainment These include Casual games Casual games are designed for ease of accessibility simple to understand gameplay and quick to grasp rule sets and aimed at mass market audience as opposed to a hardcore game They frequently support the ability to jump in and out of play on demand such as during commuting or lunch breaks Numerous browser and mobile games fall into the casual game area and casual games often are from genres with low intensity game elements such as match three hidden object time management and puzzle games 50 Causal games frequently use social network game mechanics where players can enlist the help of friends on their social media networks for extra turns or moves each day 51 Popular casual games include Tetris and Candy Crush Saga More recent starting in the late 2010s are hyper casual games which use even more simplistic rules for short but infinitely replayable games such as Flappy Bird 52 Educational games Education software has been used in homes and classrooms to help teach children and students and video games have been similarly adapted for these reasons all designed to provide a form of interactivity and entertainment tied to game design elements There are a variety of differences in their designs and how they educate the user These are broadly split between edutainment games that tend to focus on the entertainment value and rote learning but are unlikely to engage in critical thinking and educational video games that are geared towards problem solving through motivation and positive reinforcement while downplaying the entertainment value 53 Examples of educational games include The Oregon Trail and the Carmen Sandiego series Further games not initially developed for educational purposes have found their way into the classroom after release such as that feature open worlds or virtual sandboxes like Minecraft 54 or offer critical thinking skills through puzzle video games like SpaceChem 55 Serious games Microsoft Flight Simulator is an example of a serious game Further extending from educational games serious games are those where the entertainment factor may be augmented overshadowed or even eliminated by other purposes for the game Game design is used to reinforce the non entertainment purpose of the game such as using video game technology for the game s interactive world or gamification for reinforcement training Educational games are a form of serious games but other types of serious games include fitness games that incorporate significant physical exercise to help keep the player fit such as Wii Fit flight simulators that simulate piloting commercial and military aircraft such as Microsoft Flight Simulator advergames that are built around the advertising of a product such as Pepsiman and newsgames aimed at conveying a specific advocacy message such as NarcoGuerra 56 57 Art game Though video games have been considered an art form on their own games may be developed to try to purposely communicate a story or message using the medium as a work of art These art or arthouse games are designed to generate emotion and empathy from the player by challenging societal norms and offering critique through the interactivity of the video game medium They may not have any type of win condition and are designed to let the player explore through the game world and scenarios Most art games are indie games in nature designed based on personal experiences or stories through a single developer or small team Examples of art games include Passage Flower and That Dragon Cancer 58 59 60 Content rating Main article Video game content rating system A typical ESRB rating label listing the rating and specific content descriptors for Rabbids Go Home Video games can be subject to national and international content rating requirements Like with film content ratings video game ratings typing identify the target age group that the national or regional ratings board believes is appropriate for the player ranging from all ages to a teenager or older to mature to the infrequent adult only games Most content review is based on the level of violence both in the type of violence and how graphic it may be represented and sexual content but other themes such as drug and alcohol use and gambling that can influence children may also be identified A primary identifier based on a minimum age is used by nearly all systems along with additional descriptors to identify specific content that players and parents should be aware of The regulations vary from country to country but generally are voluntary systems upheld by vendor practices with penalty and fines issued by the ratings body on the video game publisher for misuse of the ratings Among the major content rating systems include Entertainment Software Rating Board ESRB that oversees games released in the United States ESRB ratings are voluntary and rated along a E Everyone E10 Everyone 10 and older T Teen M Mature and AO Adults Only Attempts to mandate video games ratings in the U S subsequently led to the landmark Supreme Court case Brown v Entertainment Merchants Association in 2011 which ruled video games were a protected form of art a key victory for the video game industry 61 Pan European Game Information PEGI covering the United Kingdom most of the European Union and other European countries replacing previous national based systems The PEGI system uses content rated based on minimum recommended ages which include 3 8 12 16 and 18 Australian Classification Board ACB oversees the ratings of games and other works in Australia using ratings of G General PG Parental Guidance M Mature MA15 Mature Accompanied R18 Restricted and X Restricted for pornographic material ACB can also deny to give a rating to game RC Refused Classification The ACB s ratings are enforceable by law and importantly games cannot be imported or purchased digitally in Australia if they have failed to gain a rating or were given the RC rating leading to a number of notable banned games Computer Entertainment Rating Organization CERO rates games for Japan Their ratings include A all ages B 12 and older C 15 and over D 17 and over and Z 18 and over Additionally the major content system provides have worked to create the International Age Rating Coalition IARC a means to streamline and align the content ratings system between different region so that a publisher would only need to complete the content ratings review for one provider and use the IARC transition to affirm the content rating for all other regions Certain nations have even more restrictive rules related to political or ideological content Within Germany until 2018 the Unterhaltungssoftware Selbstkontrolle Entertainment Software Self Regulation would refuse to classify and thus allow sale of any game depicting Nazi imagery and thus often requiring developers to replace such imagery with fictional ones This ruling was relaxed in 2018 to allow for such imagery for social adequacy purposes that applied to other works of art 62 China s video game segment is mostly isolated from the rest of the world due to the government s censorship and all games published there must adhere to strict government review disallowing content such as smearing the image of the Chinese Communist Party Foreign games published in China often require modification by developers and publishers to meet these requirements 63 DevelopmentMain article Video game development See also Video game industry practices Developers use various tools to create video games Here an editor is fine tuning the virtual camera system Video game development and authorship much like any other form of entertainment is frequently a cross disciplinary field Video game developers as employees within this industry are commonly referred primarily include programmers and graphic designers Over the years this has expanded to include almost every type of skill that one might see prevalent in the creation of any movie or television program including sound designers musicians and other technicians as well as skills that are specific to video games such as the game designer All of these are managed by producers In the early days of the industry it was more common for a single person to manage all of the roles needed to create a video game As platforms have become more complex and powerful in the type of material they can present larger teams have been needed to generate all of the art programming cinematography and more This is not to say that the age of the one man shop is gone as this is still sometimes found in the casual gaming and handheld markets 64 where smaller games are prevalent due to technical limitations such as limited RAM or lack of dedicated 3D graphics rendering capabilities on the target platform e g some PDAs 65 Video games are programmed like any other piece of computer software Prior to the mid 1970s arcade and home consoles were programmed by assembling discrete electro mechanical components on circuit boards which limited games to relatively simple logic By 1975 low cost microprocessors were available at volume to be used for video game hardware which allowed game developers to program more detailed games widening the scope of what was possible 66 67 Ongoing improvements in computer hardware technology has expanded what has become possible to create in video games coupled with convergence of common hardware between console computer and arcade platforms to simplify the development process 68 Today game developers have a number of commercial and open source tools available for use to make games often which are across multiple platforms to support portability or may still opt to create their own for more specialized features and direct control of the game Today many games are built around a game engine that handles the bulk of the game s logic gameplay and rendering These engines can be augmented with specialized engines for specific features such as a physics engine that simulates the physics of objects in real time A variety of middleware exists to help developers to access other features such as for playback of videos within games network oriented code for games that communicate via online services matchmaking for online games and similar features These features can be used from a devlopers programming language of choice or they may opt to also use game development kits that minimize the amount of direct programming they have to do but can also limit the amount of customization they can add into a game Like all software video games usually undergo quality testing before release to assure there are no bugs or glitches in the product though frequently developers will release patches and updates With the growth of the size of development teams in the industry the problem of cost has increased Development studios need the best talent while publishers reduce costs to maintain profitability on their investment Typically a video game console development team ranges from 5 to 50 people and some exceed 100 In May 2009 Assassin s Creed II was reported to have a development staff of 450 69 The growth of team size combined with greater pressure to get completed projects into the market to begin recouping production costs has led to a greater occurrence of missed deadlines rushed games and the release of unfinished products 70 While amateur and hobbyist game programming had existed since the late 1970s with the introduction of home computers a newer trend since the mid 2000s is indie game development Indie games are made by small teams outside any direct publisher control their games being smaller in scope than those from the larger AAA game studios and are often experiment in gameplay and art style Indie game development are aided by larger availability of digital distribution including the newer mobile gaming marker and readily available and low cost development tools for these platforms 71 Game theory and studies Main article Game studies Although departments of computer science have been studying the technical aspects of video games for years theories that examine games as an artistic medium are a relatively recent development in the humanities The two most visible schools in this emerging field are ludology and narratology Narrativists approach video games in the context of what Janet Murray calls Cyberdrama That is to say their major concern is with video games as a storytelling medium one that arises out of interactive fiction Murray puts video games in the context of the Holodeck a fictional piece of technology from Star Trek arguing for the video game as a medium in which the player is allowed to become another person and to act out in another world 72 This image of video games received early widespread popular support and forms the basis of films such as Tron eXistenZ and The Last Starfighter Ludologists break sharply and radically from this idea They argue that a video game is first and foremost a game which must be understood in terms of its rules interface and the concept of play that it deploys Espen J Aarseth argues that although games certainly have plots characters and aspects of traditional narratives these aspects are incidental to gameplay For example Aarseth is critical of the widespread attention that narrativists have given to the heroine of the game Tomb Raider saying that the dimensions of Lara Croft s body already analyzed to death by film theorists are irrelevant to me as a player because a different looking body would not make me play differently When I play I don t even see her body but see through it and past it 73 Simply put ludologists reject traditional theories of art because they claim that the artistic and socially relevant qualities of a video game are primarily determined by the underlying set of rules demands and expectations imposed on the player While many games rely on emergent principles video games commonly present simulated story worlds where emergent behavior occurs within the context of the game The term emergent narrative has been used to describe how in a simulated environment storyline can be created simply by what happens to the player 74 However emergent behavior is not limited to sophisticated games In general any place where event driven instructions occur for AI in a game emergent behavior will exist For instance take a racing game in which cars are programmed to avoid crashing and they encounter an obstacle in the track the cars might then maneuver to avoid the obstacle causing the cars behind them to slow and or maneuver to accommodate the cars in front of them and the obstacle The programmer never wrote code to specifically create a traffic jam yet one now exists in the game Intellectual property for video games Main articles Intellectual property protection of video games and Video game clone Most commonly video games are protected by copyright though both patents and trademarks have been used as well Though local copyright regulations vary to the degree of protection video games qualify as copyrighted visual audio works and enjoy cross country protection under the Berne Convention 75 This typically only applies to the underlying code as well as to the artistic aspects of the game such as its writing art assets and music Gameplay itself is generally not considered copyrightable in the United States among other countries video games are considered to fall into the idea expression distinction in that it is how the game is presented and expressed to the player that can be copyrighted but not the underlying principles of the game 76 Because gameplay is normally ineligible for copyright gameplay ideas in popular games are often replicated and built upon in other games At times this repurposing of gameplay can be seen as beneficial and a fundamental part of how the industry has grown by building on the ideas of others 77 78 For example Doom 1993 and Grand Theft Auto III 2001 introduced gameplay that created popular new game genres the first person shooter and the Grand Theft Auto clone respectively in the few years after their release 79 80 However at times and more frequently at the onset of the industry developers would intentionally create video game clones of successful games and game hardware with few changes which led to the flooded arcade and dedicated home console market around 1978 77 81 78 Cloning is also a major issue with countries that do not have strong intellectual property protection laws such as within China The lax oversight by China s government and the difficulty for foreign companies to take Chinese entities to court had enabled China to support a large grey market of cloned hardware and software systems 82 The industry remains challenged to distinguish between creating new games based on refinements of past successful games to create a new type of gameplay and intentionally creating a clone of a game that may simply swap out art assets 83 IndustryMain article Video game industry E3 2012 in Los Angeles is one of the typical trade show events of the video game industry History The early history of the video game industry following the first game hardware releases and through 1983 had little structure While video games quickly took off the newfound industry was mainly composed of game developers with little business experience and led to numerous companies forming simply to create of clones of popular games to try to capitalize on the market 84 Due to loss of publishing control and oversaturation of the market the North American market crashed in 1983 dropping from revenues of around 3 billion in 1983 to 100 million by 1985 Many of the North American companies created in the prior years closed down Japan s growing game industry was briefly shocked by this crash but had sufficient longevity to withstand the short term effects and Nintendo helped to revitalize the industry with the release of the Nintendo Entertainment System in North America in 1985 84 Along with it Nintendo established a number of core industrial practices to prevent unlicensed game development and control game distribution on their platform methods that continue to be used by console manufacturers today 84 The industry remained more conservative following the 1983 crash forming around the concept of publisher developer dichotomies and by the 2000s leading to the industry centralizing around low risk triple A games and studios with large development budgets of at least 10 million or more 85 The advent of the Internet brought digital distribution as a viable means to distribute games and contributed to the growth of more riskier experimental independent game development as an alternative to triple A games in the late 2000s and which has continued to grow as a significant portion of the video game industry 86 71 Industry roles Video games have a large network effect that draw on many different sectors that tie into the larger video game industry While video game developers are a significant portion of the industry other key participants in the market include 87 Publishers Companies generally that oversee bringing the game from the developer to market This often includes performing the marketing public relations and advertising of the game Publishers frequently pay the developers ahead of time to make their games and will be involved in critical decisions about the direction of the game s progress and then pay the developers additional royalties or bonuses based on sales performances Other smaller boutique publishers may simply offer to perform the publishing of a game for a small fee and a portion of the sales and otherwise leave the developer with the creative freedom to proceed A range of other publisher developer relationships exist between these points Distributors Publishers often are able to produce their own game media and take the role of distributor but there are also third party distributors that can mass produce game media and distribute to retailers Digital storefronts like Steam and the iOS App Store also serve as distributors and retailers in the digital space Retailers Physical storefronts which include large online retailers department and electronic stores and specialty video game stores sell games consoles and other accessories to consumers This has also including a trade in market in certain regions allowing players to turn in used games for partial refunds or credit towards other games However with the uprising of digital marketplaces and e commerce revolution retailers have been performing worse than in the past Hardware manufacturers The video game console manufacturers produce console hardware often through a value chain system that include numerous component suppliers and contract manufacturer that assemble the consoles Further these console manufacturers typically require a license to develop for their platform and may control the production of some games such as Nintendo does with the use of game cartridges for its systems In exchange the manufacturers may help promote games for their system and may seek console exclusivity for certain games For games on personal computers a number of manufacturers are devoted to high performance gaming computer hardware particularly in the graphics card area several of the same companies overlap with component supplies for consoles A range of third party manufacturers also exist to provide equipment and gear for consoles post sale such as additional controllers for console or carrying cases and gear for handheld devices Journalism While journalism around video games used to be primarily print based and focused more on post release reviews and gameplay strategy the Internet has brought a more proactive press that use web journalism covering games in the months prior to release as well as beyond helping to build excitement for games ahead of release Influencers With the rising importance of social media video game companies have found that the opinions of influencers using streaming media to play through their games has had a significant impact on game sales and have turned to use influencers alongside traditional journalism as a means to build up attention to their game before release Esports Esports is a major function of several multiplayer games with numerous professional leagues established since the 2000s with large viewership numbers particularly out of southeast Asia since the 2010s Trade and advocacy groups Trade groups like the Entertainment Software Association were established to provide a common voice for the industry in response to governmental and other advocacy concerns They frequently set up the major trade events and conventions for the industry such as E3 Gamers The players and consumers of video games broadly While their representation in the industry is primarily seen through game sales many companies follow gamers comments on social media or on user reviews and engage with them to work to improve their products in addition to other feedback from other parts of the industry Demographics of the larger player community also impact parts of the market while once dominated by younger men the market shifted in the mid 2010s towards women and older players who generally preferred mobile and causal games leading to further growth in those sectors 88 Major regional markets See also Video game industry International practices The industry itself grew out from both the United States and Japan in the 1970s and 1980s before having a larger worldwide contribution Today the video game industry is predominately led by major companies in North America primarily the United States and Canada Western Europe and southeast Asia including Japan South Korea and China Hardware production remains an area dominated by Asian companies either directly involved in hardware design or part of the production process but digital distribution and indie game development of the late 2000s has allowed game developers to flourish nearly anywhere and diversify the field 89 Game sales See also List of best selling video games and Golden age of arcade video games A retail display with a large selection of games for platforms popular in the early 2000s According to the market research firm Newzoo the global video game industry drew estimated revenues of over 159 billion in 2020 Mobile games accounted for the bulk of this with a 48 share of the market followed by console games at 28 and personal computer games at 23 1 Sales of different types of games vary widely between countries due to local preferences Japanese consumers tend to purchase much more handheld games than console games and especially PC games with a strong preference for games catering to local tastes 90 91 Another key difference is that though having declined in the West arcade games remain an important sector of the Japanese gaming industry 92 In South Korea computer games are generally preferred over console games especially MMORPG games and real time strategy games Computer games are also popular in China 93 Effects on societyCulture Main articles Video game culture and Gamer The Art of Video Games exhibit at the Smithsonian American Art Museum in 2012 Video game culture is a worldwide new media subculture formed around video games and game playing As computer and video games have increased in popularity over time they have had a significant influence on popular culture Video game culture has also evolved over time hand in hand with internet culture as well as the increasing popularity of mobile games Many people who play video games identify as gamers which can mean anything from someone who enjoys games to someone who is passionate about it As video games become more social with multiplayer and online capability gamers find themselves in growing social networks Gaming can both be entertainment as well as competition as a new trend known as electronic sports is becoming more widely accepted In the 2010s video games and discussions of video game trends and topics can be seen in social media politics television film and music The COVID 19 pandemic during 2020 2021 gave further visibility to video games as a pastime to enjoy with friends and family online as a means of social distancing 94 95 Main article Video games as an art form Since the mid 2000s there has been debate whether video games qualify as art primarily as the form s interactivity interfered with the artistic intent of the work and that they are designed for commercial appeal A significant debate on the matter came after film critic Roger Ebert published an essay Video Games can never be art 96 which challenged the industry to prove him and other critics wrong 97 The view that video games were an art form was cemented in 2011 when the U S Supreme Court ruled in the landmark case Brown v Entertainment Merchants Association that video games were a protected form of speech with artistic merit 98 Since then video game developers have come to use the form more for artistic expression including the development of art games 99 and the cultural heritage of video games as works of arts beyond their technical capabilities have been part of major museum exhibits including The Art of Video Games at the Smithsonian American Art Museum and toured at other museums from 2012 to 2016 Main articles Film adaptation Video game adaptation and Hollywood and the video game industry Video games will inspire sequels and other video games within the same franchise but also have influenced works outside of the video game medium Numerous television shows both animated and live action films comics and novels have been created based on existing video game franchises Because video games are an interactive medium there has been trouble in converting them to these passive forms of media and typically such works have been critically panned or treated as children s media For example until 2019 no video game film had ever been received a Fresh rating on Rotten Tomatoes but the releases of Detective Pikachu 2019 and Sonic the Hedgehog 2020 both receiving Fresh ratings shows signs of the film industry having found an approach to adapt video games for the large screen 100 101 That said some early video game based films have been highly successful at the box office such as 1995 s Mortal Kombat and 2001 s Lara Croft Tomb Raider 102 More recently since the 2000s there has also become a larger appreciation of video game music which ranges from chiptunes composed for limited sound output devices on early computers and consoles to fully scored compositions for most modern games Such music has frequently served as a platform for covers and remixes and concerts featuring video game soundtracks performed by bands or orchestras such as Video Games Live have also become popular 102 Video games also frequently incorporate licensed music particularly in the area of rhythm games furthering the depth of which video games and music can work together 102 Further video games can serve as a virtual environment under full control of a producer to create new works With the capability to render 3D actors and settings in real time a new type of work machinima short for machine cinema grew out from using video game engines to craft narratives 103 As video game engines gain higher fidelity they have also become part of the tools used in more traditional filmmaking Unreal Engine has been used as a backbone by Industrial Light amp Magic for their StageCraft technology for shows like The Mandalorian 104 Separately video games are also frequently used as part of the promotion and marketing for other media such as for films anime and comics However these licensed games in the 1990s and 2000s often had a reputation for poor quality developed without any input from the intellectual property rights owners and several of them are considered among lists of games with notably negative reception such as Superman 64 More recently with these licensed games being developed by triple A studios or through studios directly connected to the licensed property owner there has been a significant improvement in the quality of these games with an early trendsetting example of Batman Arkham Asylum 105 Beneficial uses Main articles Video games in education and Video game behavioral effects Besides their entertainment value appropriately designed video games have been seen to provide value in education across several ages and comprehension levels Learning principles found in video games have been identified as possible techniques with which to reform the U S education system 106 It has been noticed that gamers adopt an attitude while playing that is of such high concentration they do not realize they are learning and that if the same attitude could be adopted at school education would enjoy significant benefits 107 Students are found to be learning by doing while playing video games while fostering creative thinking 108 Video games are also believed to be beneficial to the mind and body It has been shown that action video game players have better hand eye coordination and visuo motor skills such as their resistance to distraction their sensitivity to information in the peripheral vision and their ability to count briefly presented objects than nonplayers 109 Researchers found that such enhanced abilities could be acquired by training with action games involving challenges that switch attention between different locations but not with games requiring concentration on single objects A 2018 systematic review found evidence that video gaming training had positive effects on cognitive and emotional skills in the adult population especially with young adults 110 A 2019 systematic review also added support for the claim that video games are beneficial to the brain although the beneficial effects of video gaming on the brain differed by video games types 111 Organisers of video gaming events such as the organisers of the D Lux video game festival in Dumfries Scotland have emphasised the positive aspects video games can have on mental health Organisers mental health workers and mental health nurses at the event emphasised the relationships and friendships that can be built around video games and how playing games can help people learn about others as a precursor to discussing the person s mental health 112 A study in 2020 from Oxford University also suggested that playing video games can be a benefit to a person s mental health The report of 3 274 gamers all over the age of 18 focused on the games Animal Crossing New Horizons and Plants vs Zombies Battle for Neighborville and used actual play time data The report found that those that played more games tended to report greater wellbeing 113 114 Also in 2020 computer science professor Regan Mandryk of the University of Saskatchewan said her research also showed that video games can have health benefits such as reducing stress and improving mental health The university s research studied all age groups from pre literate children through to older adults living in long term care homes with a main focus on 18 to 55 year olds 115 A study of gamers attitudes towards gaming which was reported about in 2018 found that millennials use video games as a key strategy for coping with stress In the study of 1 000 gamers 55 said that it helps them to unwind and relieve stress and half said they see the value in gaming as a method of escapism to help them deal with daily work pressures 116 Controversies Main article Video game controversies See also Digital media use and mental health Autism The compulsion loop for video games is believed to trigger dopamine release that can encourage addictive behavior Video games have had controversy since the 1970s Parents and children s advocates have raised concerns that violent video games can influence young players into performing those violent acts in real life and events such as the Columbine High School massacre in 1999 in which the perpetrators specifically alluded to using video games to plot out their attack raised further fears Medical experts and mental health professionals have also raised concerned that video games may be addictive and the World Health Organization has included gaming disorder in the 11th revision of its International Statistical Classification of Diseases Other health experts including the American Psychiatric Association have stated that there is insufficient evidence that video games can create violent tendiencies or lead to addictive behavior 117 though agree that video games typically use a compulsion loop in their core design that can create dopamine that can help reinforce the desire to continue to play through that compulsion loop and potentially lead into violent or addictive behavior 118 119 120 Even with case law establishing that video games qualify as a protected art form there has been pressure on the video game industry to keep their products in check to avoid over excessive violence particularly for games aimed at younger children The potential addictive behavior around games coupled with increased used of post sale monetization of video games has also raised concern among parents advocates and government officials about gambling tendencies that may come from video games such as controversy around the use of loot boxes in many high profile games Numerous other controversies around video games and its industry have arisen over the years among the more notable incidents include the 1993 United States Congressional hearings on violent games like Mortal Kombat which lead to the formation of the ESRB ratings system numerous legal actions taken by attorney Jack Thompson over violent games such as Grand Theft Auto III and Manhunt from 2003 to 2007 the outrage over the No Russian level from Call of Duty Modern Warfare 2 in 2009 which allowed the player to shoot a number of innocent non player characters at an airport and the Gamergate harassment campaign in 2014 that highlighted misogamy from a portion of the player demographic The industry as a whole has also dealt with issues related to gender racial and LGBTQ discrimination and mischaracterization of these minority groups in video games A further issue in the industry is related to working conditions as development studios and publishers frequently use crunch time required extended working hours in the weeks and months ahead of a game s release to assure on time delivery Collecting and preservationMain articles Video game collecting and Video game preservation Players of video games often maintain collections of games More recently there has been interest in retrogaming focusing on games from the first decades Games in retail packaging in good shape have become collectors items for the early days of the industry with some rare publications having gone for over US 100 000 as of 2020 Separately there is also concern about the preservation of video games as both game media and the hardware to play them degrade over time Further many of the game developers and publishers from the first decades no longer exist so records of their games have disappeared Archivists and preservations have worked within the scope of copyright law to save these games as part of the cultural history of the industry See also List of video game museums There are many video game museums around the world including the National Videogame Museum in Frisco Texas 121 which serves as the largest museum wholly dedicated to the display and preservation of the industry s most important artifacts 122 Europe hosts video game museums such as the Computer Games Museum in Berlin 123 and the Museum of Soviet Arcade Machines in Moscow and Saint Petersburg 124 125 The Museum of Art and Digital Entertainment in Oakland California is a dedicated video game museum focusing on playable exhibits of console and computer games 126 The Video Game Museum of Rome is also dedicated to preserving video games and their history 127 The International Center for the History of Electronic Games at The Strong in Rochester New York contains one of the largest collections of electronic games and game related historical materials in the world including a 5 000 square foot 460 m2 exhibit which allows guests to play their way through the history of video games 128 129 130 The Smithsonian Institution in Washington DC has three video games on permanent display Pac Man Dragon s Lair and Pong 131 The Museum of Modern Art has added a total of 20 video games and one video game console to its permanent Architecture and Design Collection since 2012 132 133 In 2012 the Smithsonian American Art Museum ran an exhibition on The Art of Video Games 134 However the reviews of the exhibit were mixed including questioning whether video games belong in an art museum 135 136 See also Video games portal Lists of video games List of accessories to video games by system Outline of video gamesNotes videogame may also be used though this is less frequentReferences a b Hall Stefan 15 May 2020 How COVID 19 is taking gaming and esports to the next level World Economic Forum Retrieved 5 May 2021 U S Patent 2 455 992 a b c d Welcome to Pong Story Introduction PONG Story com Archived from the original on 27 August 2010 Retrieved 24 October 2007 Welcome to NIMROD Archived from the original on 23 July 2011 Retrieved 24 October 2007 Winter David A S Douglas 1952 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Greg 1994 I Have No Words amp I Must Design Archived from the original on 12 August 2008 Crawford Chris 1982 The Art of Computer Game Design Lieu Tina August 1997 Where have all the PC games gone Computing Japan Archived from the original on 12 January 1998 Pursell Carroll 2015 From Playgrounds to PlayStation The Interaction of Technology and Play Baltimore MD Johns Hopkins University Press Salen Katie Eric Zimmerman 2005 The Game Design Reader A Rules of Play Anthology The MIT Press ISBN 978 0 262 19536 2 Smuts Aaron 2005 Are Video Games Art Winegarner Beth 28 January 2005 Game sales hit record highs Gamespot Retrieved 12 February 2006 John Wills 1 October 2002 Digital Dinosaurs and Artificial Life Exploring the Culture of Nature in Computer and Video Games Cultural Values Journal for Cultural Research 6 4 395 417 doi 10 1080 1362517022000047334 S2CID 144132612 Williams J P Smith J H eds 2007 The players realm studies on the culture of video games and gaming Jefferson NC McFarland amp Co External linksVideo gameat Wikipedia s sister projects Definitions from Wiktionary Media from Wikimedia Commons News from Wikinews Quotations from Wikiquote Texts from Wikisource Textbooks from Wikibooks Resources from Wikiversity Video games bibliography by the French video game research association Ludoscience The Virtual Museum of Computing VMoC Retrieved from https en wikipedia org w index php title Video game amp oldid 1052848420, wikipedia, wiki, book,

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