Since its commercial birth in the 1950s as a technological oddity at a science fair, gaming has blossomed into one of the most profitable entertainment industries in the world.

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The điện thoại công nghệ boom in recent years has revolutionized the industry and opened the doors to lớn a new generation of gamers. Indeed, gaming has become so integrated with modern popular culture that now even grandmas know what Angry Birds is, & more than 42 percent of Americans are gamers & four out of five U.S. households have a console.

The Early Years

The first recognized example of a game machine was unveiled by Dr. Edward Uhler Condon at the New York World’s Fair in 1940. The game, based on the ancient mathematical game of Nim, was played by about 50,000 people during the six months it was on display, with the computer reportedly winning more than 90 percent of the games.

However, the first game system designed for commercial home page use did not emerge until nearly three decades later, when Ralph Baer & his team released his prototype, the “Brown Box,” in 1967.

The “Brown Box” was a vacuum tube-circuit that could be connected khổng lồ a television mix and allowed two users to lớn control cubes that chased each other on the screen. The “Brown Box” could be programmed to play a variety of games, including ping pong, checkers & four sports games. Using advanced giải pháp công nghệ for this time, added accessories included a lightgun for a target shooting game, và a special attachment used for a golf putting game.

According to lớn the National Museum of American History, Baer recalled, “The minute we played ping-pong, we knew we had a product. Before that we weren’t too sure.”

The “Brown Box” was licensed khổng lồ Magnavox, which released the system as the Magnavox Odyssey in 1972. It preceded Atari by a few months, which is often mistakenly thought of as the first games console.

Between August 1972 & 1975, when the Magnavox was discontinued, around 300,000 consoles were sold. Poor sales were blamed on mismanaged in-store kinh doanh campaigns and the fact that home page gaming was a relatively alien concept to the average American at this time.

However mismanaged it might have been, this was the birth of the digital gaming we know today.

Onward To Atari And Arcade Gaming

Sega and Taito were the first companies lớn pique the public’s interest in arcade gaming when they released the electro-mechanical games Periscope và Crown Special Soccer in 1966 & 1967. In 1972, Atari (founded by Nolan Bushnell, the godfather of gaming) became the first gaming company lớn really mix the benchmark for a large-scale gaming community.

The nature of the games sparked competition aao ước players, who could record their high scores … & were determined lớn mark their space at the top of the list.

Atari not only developed their games in-house, they also created a whole new industry around the “arcade,” and in 1973, retailing at $1,095, Atari began lớn sell the first real electronic đoạn Clip game Pong, and arcade machines began emerging in bars, bowling alleys and shopping malls around the world. Tech-heads realized they were onto a big thing; between 1972 & 1985, more than 15 companies began to develop đoạn Clip games for the ever-expanding market.

The Roots Of Multiplayer Gaming As We Know It

During the late 1970s, a number of chain restaurants around the U.S. started to install đoạn phim games lớn capitalize on the hot new craze. The nature of the games sparked competition among players, who could record their high scores with their initials & were determined khổng lồ mark their space at the top of the các mục. At this point, multiplayer gaming was limited to lớn players competing on the same screen.

The first example of players competing on separate screens came in 1973 with “Empire” — a strategic turn-based game for up khổng lồ eight players — which was created for the PLATO network system. PLATO (Programmed Logic for Automatic Teaching Operation), was one of the first generalized computer-based teaching systems, originally built by the University of Illinois and later taken over by Control Data (CDC), who built the machines on which the system ran.

According khổng lồ usage logs from the PLATO system, users spent about 300,000 hours playing Empire between 1978 and 1985. In 1973, Jlặng Bowery released Spaslặng for PLATO — a 32-player space shooter — which is regarded as the first example of a 3D multiplayer game. While access to PLATO was limited to lớn large organizations such as universities — và Atari — who could afford the computers & connections necessary to lớn join the network, PLATO represents one of the first steps on the technological road khổng lồ the Internet, & online multiplayer gaming as we know it today.

At this point, gaming was popular with the younger generations, and was a shared activity in that people competed for high-scores in arcades. However, most people would not have considered four out of every five American households having a games system as a probable reality.

Home Gaming Becomes A Reality

In addition to gaming consoles becoming popular in commercial centers & chain restaurants in the U.S., the early 1970s also saw the advent of personal computers & mass-produced gaming consoles become a reality. Technological advancements, such as Intel’s invention of the world’s first microprocessor, led khổng lồ the creation of games such as Gunfight in 1975, the first example of a multiplayer human-to-human combat shooter.

While far from Call of Duty, Gunfight was a big giảm giá khuyến mãi when it first hit arcades. It came with a new style of gameplay, using one joystiông chồng lớn control movement & another for shooting direction — something that had never been seen before.

In 1977, Atari released the Atari VCS (later known as the Atari 2600), but found sales slow, selling only 250,000 machines in its first year, then 550,000 in 1978 — well below the figures expected. The low sales have been blamed on the fact that Americans were still getting used lớn the idea of color TVs at home page, the consoles were expensive and people were growing tired of Pong, Atari’s most popular game.

When it was released, the Atari VCS was only designed lớn play 10 simple challenge games, such as Pong, Outlaw and Tank. However, the console included an external ROM slot where game cartridges could be plugged in; the potential was quickly discovered by programmers around the world, who created games far outperforming the console’s original designed.

The integration of the microprocessor also led lớn the release of Space Invaders for the Atari VCS in 1980, signifying a new era of gaming — và sales: Atari 2600 sales shot up khổng lồ 2 million units in 1980.

As home page and arcade gaming boomed, so too did the development of the gaming community. The late 1970s and early 1980s saw the release of hobbyist magazines such as Creative Computing (1974), Computer and Video Games (1981) and Computer Gaming World (1981). These magazines created a sense of community, and offered a channel by which gamers could engage.

Personal Computers: Designing Games And Opening Up To A Wider Community

The video game boom caused by Space Invaders saw a huge number of new companies and consoles pop up, resulting in a period of market saturation. Too many gaming consoles, & too few interesting, engaging new games khổng lồ play on them, eventually led to the 1983 North American video clip games crash, which saw huge losses, & truckloads of unpopular, poor-quality titles buried in the desert just to lớn get rid of them. The gaming industry was in need of a change.

At more or less the same time that consoles started getting bad press, home page computers like the Commodore Vic-đôi mươi, the Commodore 64 và the Apple II started to grow in popularity. These new home computer systems were affordable for the average American, retailing at around $300 in the early 1980s (around $860 in today’s money), & were advertised as the “sensible” option for the whole family.

These trang chính computers had much more powerful processors than the previous generation of consoles; this opened the door to a new màn chơi of gaming, with more complex, less linear games. They also offered the giải pháp công nghệ needed for gamers lớn create their own games with BASIC code. Even Bill Gates designed a game, called Donkey (a simple game that involved dodging donkeys on a highway while driving a sports car). Interestingly, the game was brought baông chồng from the dead as an iOS phầm mềm back in 2012.

While the game was described at the time as “crude & embarrassing” by rivals at Apple, Gates included the game to lớn inspire users lớn develop their own games và programs using the integrated BASIC code program.

Magazines like Computer and Video Games và Gaming World provided BASIC source code for games và utility programs, which could be typed inlớn early PCs. Games, programs and readers’ code submissions were accepted và shared.

In addition lớn providing the means for more people to lớn create their own game using code, early computers also paved the way for multiplayer gaming, a key milestone for the evolution of the gaming community.

Early computers such as the Macintosh, và some consoles such as the Atari ST, allowed users to connect their devices with other players as early as the late 1980s. In 1987, MidiMaze was released on the Atari ST & included a function by which up khổng lồ 16 consoles could be linked by connecting one computer’s MIDI-OUT port khổng lồ the next computer’s MIDI-IN port.

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While many users reported that more than four players at a time slowed the game dramatically and made it unstable, this was the first step toward the idea of a deathmatch, which exploded in popularity with the release of Doom in 1993 và is one of the most popular types of games today.

The real revolution in gaming came when LAN networks, & later the Internet, opened up multiplayer gaming.

Multiplayer gaming over networks really took off with the release of Pathway khổng lồ Darkness in 1993, và the “LAN Party” was born. LAN gaming grew more popular with the release of Marahẹp on the Macintosh in 1994 & especially after first-person multiplayer shooter Quake hit stores in 1996. By this point, the release of Windows 95 and affordable Ethernet cards brought networking to the Windows PC, further expanding the popularity of multiplayer LAN games.

The real revolution in gaming came when LAN networks, and later the Internet, opened up multiplayer gaming. Multiplayer gaming took the gaming community khổng lồ a new level because it allowed fans to lớn compete & interact from different computers, which improved the social aspect of gaming. This key step set the stage for the large-scale interactive gaming that modern gamers currently enjoy. On April 30, 1993, CERN put the World Wide Web software in the public domain, but it would be years before the Internet was powerful enough lớn accommodate gaming as we know it today.

Image: Wikitruyền thông Commons/Evan-Amos

The Move sầu To Online Gaming On Consoles

Long before gaming giants Sega and Nintenvì chưng moved into lớn the sphere of online gaming, many engineers attempted to lớn utilize the power of telephone lines khổng lồ transfer information between consoles.

William von Meister unveiled groundbreaking modem-transfer giải pháp công nghệ for the Atari 2600 at the Consumer Electronics Show (CES) in Las Vegas in 1982. The new device, the CVC GameLine, enabled users to tải về software and games using their fixed telephone connection and a cartridge that could be plugged in to their Atari console.

The device allowed users to lớn “download” multiple games from programmers around the world, which could be played for free up lớn eight times; it also allowed users lớn download free games on their birthdays. Unfortunately, the device failed lớn gain tư vấn from the leading games manufacturers of the time, & was dealternative text a death-blow by the crash of 1983.

Real advances in “online” gaming wouldn’t take place until the release of 4th generation 16-bit-era consoles in the early 1990s, after the Internet as we know it became part of the public domain name in 1993. In 1995 Nintenbởi vì released Satellaview, a satellite modem peripheral for Nintendo’s Super Famicom console. The công nghệ allowed users to lớn download games, news & cheats hints directly to their console using satellites. Broadcasts continued until 2000, but the giải pháp công nghệ never made it out of Japan to lớn the global market.

Between 1993 & 1996, Sega, Nintenvị & Atari made a number of attempts lớn break inkhổng lồ “online” gaming by using cable providers, but none of them really took off due to slow Internet capabilities và problems with cable providers. It wasn’t until the release of the Sega Dreamcast, the world’s first Internet-ready console, in 2000, that real advances were made in online gaming as we know it today. The Dreamcast came with an embedded 56 Kbps modem and a copy of the lachạy thử PlanetWeb browser, making Internet-based gaming a core part of its thiết đặt rather than just a quirky add-on used by a minority of users.

The Dreamcast was a truly revolutionary system, và was the first net-centric device khổng lồ gain popularity. However, it also was a massive sầu failure, which effectively put an over lớn Sega’s console legacy. Accessing the Internet was expensive sầu at the turn of the millennium, & Sega ended up footing huge bills as users used its PlanetWeb browser around the world.

Experts related the console’s failure lớn the Internet-focused technology being ahead of its time, as well as the rapid evolution of PC technology in the early 2000s — which led people to doubt the use of a console designed solely for gaming. Regardless of its failure, Dreamcast paved the way for the next generation of consoles, such as the Xbox. Released in the mid-2000s, the new console manufacturers learned from và improved the net-centric focus of the Dreamcast, making online functionality an integral part of the gaming industry.

The release of Runescape in 2001 was a game changer. MMORPG (massively multiplayer online role-playing games) allows millions of players worldwide to lớn play, interact và compete against fellow fans on the same platform. The games also include chat functions, allowing players lớn interact and communicate with other players whom they meet in-game. These games may seem outdated now, but they remain extremely popular within the dedicated gaming community.

The Modern Age Of Gaming

Since the early 2000s, Internet capabilities have exploded & computer processor giải pháp công nghệ has improved at such a fast rate that every new batch of games, graphics và consoles seems to blow the previous generation out of the water. The cost of giải pháp công nghệ, servers and the Internet has dropped so far that Internet at lightning speeds is now accessible & commonplace, và 3.2 billion people across the globe have access to the Internet. According to lớn the ESA Computer and video games industry report for năm ngoái, at least 1.5 billion people with Internet access play Clip games.

Online storefronts such as Xbox Live Marketplace và the Wii Shop Channel have sầu totally changed the way people buy games, update software & communicate & interact with other gamers, & networking services like Sony’s PSN have helped online multiplayer gaming reach unbelievable new heights.

Every new batch of games, graphics & consoles seems to lớn blow the previous generation out of the water.

Technology allows millions around the world to enjoy gaming as a shared activity. The recent ESA gaming report showed that 54 percent of frequent gamers feel their hobby helps them connect with friends, và 45 percent use gaming as a way to lớn spover time with their family.

By the time of the Xbox 360 release, online multiplayer gaming was an integral part of the experience (especially “deathmatch” games played against millions of peers around the world for games such as Gọi of Duty Modern Warfare). Nowadays, many games have an online component that vastly improves the gameplay experience and interactivity, often superseding the importance of the player’s offline game objectives.

“What I’ve sầu been told as a blanket expectation is that 90% of players who start your game will never see the kết thúc of it…” says Keith Fuller, a longtime production contractor for Activision.

As online first-person shooter games became more popular, gaming “clans” began khổng lồ emerge around the world. A clan, guild or faction is an organized group of đoạn phim gamers that regularly play together in multiplayer games. These games range from groups of a few friends to 4,000-person organizations with a broad range of structures, goals and members. Multiple online platforms exist, where clans are rated against each other and can organize battles và meet-ups online.

The Move Toward Mobile

Since smartphones và ứng dụng stores hit the market in 2007, gaming has undergone yet another rapid evolution that has changed not only the way people play games, but also brought gaming inkhổng lồ the mainstream pop culture in a way never before seen. Rapid developments in mobile công nghệ over the last decade have created an explosion of sản phẩm điện thoại gaming, which is phối khổng lồ overtake revenue from console-based gaming in 2015.

This huge shift in the gaming industry toward điện thoại, especially in Southeast Asia, has not only widened gaming demographics, but also pushed gaming khổng lồ the forefront of media attention. Like the early gaming fans joining nibít forums, today’s users have rallied around di động gaming, & the Internet, magazines and social truyền thông are full of commentaries of new games và industry gossip. As always, gamers’ blogs và forums are filled with new game tips, và sites such as Macworld, Ars Technica & TouchArcade push games from lesser-known independent developers, as well as traditional gaming companies.

The gaming industry was previously monopolized by a handful of companies, but in recent years, companies such as Apple & Google have been sneaking their way up the rankings due to their games sales earnings from their ứng dụng stores. The time-killing nature of điện thoại gaming is attractive sầu khổng lồ so many people who basic games such as Angry Birds made Rovio $200 million in 2012 alone, và broke two billion downloads in 2014.

More complex mass multiplayer di động games such as Clash of Clans are bringing in huge sums each year, connecting millions of players around the world through their mobile device or League of Legends on the PC.

The Future

The move to lớn Smartphone technology has defined the recent chapter of gaming, but while on-the-move gaming is well-suited to lớn the busy lives of millennials, gaming on Mobile devices also has its limitations. Phone screens are small (well, at least until the iPhone 6s came out), và processor speeds & internal memories on the majority of cellphones limit gameplay possibilities. According to a recent VentureBeat article, mobile gaming is already witnessing its first slump. Revenue growth has slowed, & the cost of doing business & distribution costs have risen dramatically over the last few years.

Although sản phẩm điện thoại gaming has caused the death of hand-held gaming devices, consoles are still booming, và each new generation of console welcomes a new era of technology & capabilities. Two industries that could well play a key role in the future of gaming are virtual reality và artificial intelligence giải pháp công nghệ.

Virtual reality (VR) company Oculus was acquired by Facebook in năm trước, & is mix to lớn release its Rift headset in 2016. The headphối seems to lean perfectly toward use within the đoạn phim games industry, và would potentially allow gamers to “live” inside an interactive, immersive 3 chiều world. The opportunities to create fully interactive sầu, dynamic “worlds” for MMORPG, in which players could move around, interact with other players và experience the digital landscapes in a totally new dimension, could be within arms reach.

There have sầu been a lot of advancements over the last few years in the world of language-processing artificial intelligence. In 2014, Google acquired Deep Mind; this year, IBM acquired AlchemyAPI, a leading provider in deep-learning technology; in October 2015, Apple made two AI acquisitions in less than a week. Two of the fields being developed are accuracy for voice recognition công nghệ và open-ended dialogue with computers.

These advances could signify an amazing new chapter for gaming — especially if combined with VR, as they could allow games to lớn interact with characters within games, who would be able to respond to questions và commands, with intelligent and seemingly natural responses. In the world of first-person shooters, sports games & strategy games, players could effectively commvà the computer to lớn complete in-game tasks, as the computer would be able to understvà commands through a headphối due to advances in voice recognition accuracy.

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If the changes that have occurred over the last century are anything to go by, it appears that gaming in 2025 will be almost unrecognizable khổng lồ how it is today. Although Angry Birds has been a household name since its release in 2011, it is unlikely khổng lồ be remembered as fondly as Space Invaders or Pong. Throughout its progression, gaming has seen multiple trends wane & tide, then be totally replaced by another technology. The next chapter for gaming is still unclear, but whatever happens, it is sure to lớn be entertaining.