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Games - THEN AND NOW Brief History

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Games - THEN AND NOW Brief History
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Sunanda K. Chavan
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Games - THEN AND NOW Brief History - October 11th, 2010

Who would have thought over 25 years ago that computer and video games were going to so dramatically impact popular culture and the entertainment art form around the world?

It is amazing that in such a brief time the computer and video game industry has truly revolutionized entertainment. Games now influence films and books, and make use of a wide variety of popular music and licenses.

The industry has also produced advanced technology that offers game players a rich, immersive interactive entertainment experience, which many find more compelling than passive art forms like movies and television.


Back in 1975, an agreement between Sears and Atari ignited the growth of the retail video game industry. Sears gained the exclusive rights to sell Pong to the home consumer, and consequently Atari’s overall sales reached close to $40 million.

This milestone marked just the beginning of what would shortly become the highly profitable and popular computer and video game industry.


The modern-day video game industry took shape in 1985 when Nintendo introduced the eight-bit Nintendo Entertainment System (NES).

Soon thereafter, the 16-bit Sega Genesis was launched, followed by Super NES. In the early 1990s, the PC game business surged with the introduction of CD-ROMs, falling prices for multimedia PCs, and the introduction of high-level 3D graphics cards.

In 1995-1996, hungry consumers reacted favorably when Sony PlayStation and Nintendo 64 launched a new generation of video game consoles.


In 1999 and 2000, the computer and video game industry reached unparalleled heights with the introduction of new video game consoles.

Sega’s Dreamcast was the first 128-bit console and Sony’s PlayStation 2 consisted of a 300-MHz processor that allowed users to not only play games, but also watch DVDs and listen to audio CDs.

The year 2000 also saw sales in the computer and video game industry reach $6.02 billion.
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Jitendra Mazee
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Re: Games - THEN AND NOW Brief History - December 7th, 2017

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Originally Posted by sunandaC View Post
Who would have thought over 25 years ago that computer and video games were going to so dramatically impact popular culture and the entertainment art form around the world?

It is amazing that in such a brief time the computer and video game industry has truly revolutionized entertainment. Games now influence films and books, and make use of a wide variety of popular music and licenses.

The industry has also produced advanced technology that offers game players a rich, immersive interactive entertainment experience, which many find more compelling than passive art forms like movies and television.


Back in 1975, an agreement between Sears and Atari ignited the growth of the retail video game industry. Sears gained the exclusive rights to sell Pong to the home consumer, and consequently Atariís overall sales reached close to $40 million.

This milestone marked just the beginning of what would shortly become the highly profitable and popular computer and video game industry.


The modern-day video game industry took shape in 1985 when Nintendo introduced the eight-bit Nintendo Entertainment System (NES).

Soon thereafter, the 16-bit Sega Genesis was launched, followed by Super NES. In the early 1990s, the PC game business surged with the introduction of CD-ROMs, falling prices for multimedia PCs, and the introduction of high-level 3D graphics cards.

In 1995-1996, hungry consumers reacted favorably when Sony PlayStation and Nintendo 64 launched a new generation of video game consoles.


In 1999 and 2000, the computer and video game industry reached unparalleled heights with the introduction of new video game consoles.

Segaís Dreamcast was the first 128-bit console and Sonyís PlayStation 2 consisted of a 300-MHz processor that allowed users to not only play games, but also watch DVDs and listen to audio CDs.

The year 2000 also saw sales in the computer and video game industry reach $6.02 billion.
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