Though video games are found today in homes worldwide, they actually got their start in the research labs of scientists.
In 1952, for instance, British professor A.S. Douglas created OXO, also known as noughts and crosses or a tic-tac-toe, as part of his doctoral dissertation at the University of Cambridge. And in 1958, William Higinbotham created Tennis for Two on a large analog computer and connected oscilloscope screen for the annual visitor’s day at the Brookhaven National Laboratory in Upton, New York.
In 1962, Steve Russell at the Massachusetts Institute of Technology invented Spacewar!, a computer-based space combat video game for the PDP-1 (Programmed Data Processor-1), then a cutting-edge computer mostly found at universities. It was the first video game that could be played on multiple computer installations.
In 1967, developers at Sanders Associates, Inc., led by Ralph Baer, invented a prototype multiplayer, multi-program video game system that could be played on a television. It was known as “The Brown Box.”
Baer, who’s sometimes referred to as Father of Video Games, licensed his device to Magnavox, which sold the system to consumers as the Odyssey, the first video game home console, in 1972. Over the next few years, the primitive Odyssey console would commercially fizzle and die out.
Yet, one of the Odyssey’s 28 games was the inspiration for Atari’s Pong, the first arcade video game, which the company released in 1972. In 1975, Atari released a home version of Pong, which was as successful as its arcade counterpart.
Magnavox, along with Sanders Associates, would eventually sue Atari for copyright infringement. Atari settled and became an Odyssey licensee; over the next 20 years, Magnavox went on to win more than $100 million in copyright lawsuits related to the Odyssey and its video game patents.
In 1977, Atari released the Atari 2600 (also known as the Video Computer System), a home console that featured joysticks and interchangeable game cartridges that played multi-colored games, effectively kicking off the second generation of the video game consoles.
The video game industry had a few notable milestones in the late 1970s and early 1980s, including:
In 1983, the North American video game industry experienced a major “crash” due to a number of factors, including an oversaturated game console market, competition from computer gaming, and a surplus of over-hyped, low-quality games, such as the infamous E.T., an Atari game based on the eponymous movie and often considered the worst game ever created.
Lasting a couple of years, the crash led to the bankruptcy of several home computer and video game console companies.
The video game home industry began to recover in 1985 when the Nintendo Entertainment System (NES), called Famicom in Japan, came to the United States. The NES had improved 8-bit graphics, colors, sound and gameplay over previous consoles.
Nintendo, a Japanese company that began as a playing card manufacturer in 1889, released a number of important video game franchises still around today, such as Super Mario Bros., The Legend of Zelda, and Metroid.
Additionally, Nintendo imposed various regulations on third-party games developed for its system, helping to combat rushed, low-quality software. Third-party developers released many other long-lasting franchises, such as Capcom’s Mega Man, Konami’s Castlevania, Square’s Final Fantasy, and Enix’s Dragon Quest (Square and Enix would later merge to form Square Enix in 2003).
In 1989, Nintendo made waves again by popularizing handheld gaming with the release of its 8-bit Game Boy video game device and the often-bundled game Tetris. Over the next 25 years, Nintendo would release a number of successful successors to the Game Boy, including the Game Boy color in 1998, Nintendo DS in 2004, and Nintendo 3DS in 2011.
Also in 1989, Sega released its 16-bit Genesis console in North America as a successor to its 1986 Sega Master System, which failed to adequately compete against the NES.
With its technological superiority to the NES, clever marketing, and the 1991 release of the Sonic the Hedgehog game, the Genesis made significant headway against its older rival. In 1991, Nintendo released its 16-bit Super NES console in North America, launching the first real “console war.”
The early- to mid-1990s saw the release of a wealth of popular games on both consoles, including new franchises such as Street Fighter II and Mortal Kombat, a fighting game that depicted blood and gore on the Genesis version of the game.
In response to the violent game (as well as congressional hearings about violent video games), Sega created the Videogame Rating Council in 1993 to provide descriptive labeling for every game sold on a Sega home console. The council later gives rise to the industry-wide Entertainment Software Rating Board, which is still used today to rate video games based on content.
In the mid-1990s, video games leaped to the Big Screen with the release of the Super Mario Bros. live-action movie in 1993, followed by Street Fighter and Mortal Kombat over the next two years. Numerous movies based on video games have been released since.
With a much larger library of games, lower price point, and successful marketing, the Genesis had leapfrogged ahead of the SNES in North America by this time. But Sega was unable to find similar success in Japan.
With a leap in computer technology, the fifth generation of video games ushered in the three-dimensional era of gaming.
In 1995, Sega released in North America its Saturn system, the first 32-bit console that played games on CDs rather than cartridges, five months ahead of schedule. This move was to beat Sony’s first foray into video games, the Playstation, which sold for $100 less than the Saturn when it launched later that year. The following year, Nintendo released its cartridge-based 64-bit system, the Nintendo 64.
Though Sega and Nintendo each released their fair share of highly-rated, on-brand 3D titles, such as Virtua Fighter on the Saturn and Super Mario 64 on the Nintendo 64, the established video game companies couldn’t compete with Sony’s strong third-party support, which helped the Playstation secure numerous exclusive titles.
Simply put: Sony dominated the video game market and would continue to do so into the next generation. In fact, the Playstation 2, released in 2000 and able to play original Playstation games, would become the best-selling game console of all time.
The Playstation 2, which was the first console that used DVDs, went up against the Sega Dreamcast (released in 1999), the Nintendo Gamecube (2001), and Microsoft’s Xbox (2001).
The Dreamcast—considered by many to be ahead of its time and one of the greatest consoles ever made for several reasons, including its capability for online gaming—was a commercial flop that ended Sega’s console efforts. Sega pulled the plug on the system in 2001, becoming a third-party software company henceforth.
In 2005 and 2006, Microsoft’s Xbox 360, Sony’s Playstation 3, and Nintendo’s Wii kicked off the modern age of high-definition gaming. Though the Playstation 3—the only system at the time to play Blu-rays—was successful in its own right, Sony, for the first time, faced stiff competition from its rivals.
The Xbox 360, which had similar graphics capabilities to the Playstation 3, was lauded for its online gaming ecosystem and won far more Game Critics Awards than the other platforms in 2007; it also featured the Microsoft Kinect, a state-of-the-art motion capture system that offered a different way to play video games (though the Kinect never caught on with core gamers or game developers).
And despite being technologically inferior to the other two systems, the Wii trounced its competition in sales. Its motion-sensitive remotes made gaming more active than ever before, helping it appeal to a much larger slice of the general public, including people in retirement homes.
Towards the end of the decade and beginning of the next, video games spread to social media platforms like Facebook and mobile devices like the iPhone, reaching a more casual gaming audience. Rovio, the company behind the Angry Birdsmobile device game (and, later Angry Birds animated movie), reportedly made a whopping $200 million in 2012.
In 2011, Skylanders: Spyro’s Adventure brought video games into the physical world. The game required players to place plastic toy figures (sold separately) onto an accessory, which reads the toys’ NFC tags to bring the characters into the game. The next few years would see several sequels and other toy-video game hybrids, such as Disney Infinity, which features Disney characters.
The 8th and current generation of video games began with the release of Nintendo’s Wii U in 2012, followed by the Playstation 4 and Xbox One in 2013. Despite featuring a touch screen remote control that allowed off-TV gaming and being able to play Wii games, the Wii U was a commercial failure—the opposite of its competition—and was discontinued in 2017.
In 2016, Sony released a more powerful version of its console, called the Playstation 4 Pro, the first console capable of 4K video output. In early 2017, Nintendo released its Wii U successor, the Nintendo Switch, the only system to allow both television-based and handheld gaming. Microsoft will release its 4K-ready console, the Xbox One X, in late 2017.
With their new revamped consoles, both Sony and Microsoft currently have their sights set on virtual reality gaming, a technology that has the potential to change the way players experience video games.
1971 |
First Arcade Video Game is ReleasedNutting, an early arcade game manufacturer, produces 1,500 Computer Space machines. The components are packaged with a 13-inch black-and-white TV set in a futuristic-looking cabinet. The first arcade video game is released, but the public finds it too difficult to play. The following year, Pong, a simple tennis video game, is released in a local bar to great success. |
1972 |
First Home Video Game, Magnavox’s “Odyssey,” is Released100,000 units are sold. Many people buy it because it is the closest thing to a home version of Pong. |
1976 |
First Controversial Video Game, "Death Race," Pulled Off Store ShelvesThe objective of the lo-fi black and white game that looks like a slightly more advanced version of Pong is to earn points by running over as many "gremlins" as possible within a given time frame. According to video game historian Steve L. Kent, “What got everyone upset about Death Race was that you heard this little 'ahhhk' when the person got hit, and a little gravestone came up.” Due to public outcry, Death Race’s manufacturer takes the game off the market. |
1983 |
"Custer’s Revenge" ProtestedIn the game persona of General Custer, the player runs from "enemy" arrows toward a Native American woman strapped to a pole. Once there, Custer would get it on with (or, according to many critics, "rape") the woman for points. Two hundred fifty protestors gather at the spot where the public is viewing the game for the first time; it never finds much success. |
1993 |
"Night Trap" Banned; "Mortal Kombat" Scrutinized by CongressThe Sega CD version of Night Trap is removed from store shelves at Toys "R" Us and F.A.O. Schwarz locations in the United States in direct response to a December 9, 1993, joint Senate Judiciary and Government Affairs Committee hearing on video game violence. Night Trap is cited as "shameful", "ultra-violent", "sick", and "disgusting", encouraging an "effort to trap and kill women". In particular, a scene in which the character Lisa is wearing a nightgown while captured by Augers attempting to drain her blood is found to be very offensive, given the circumstances in which she is attacked (scantily clad in a private bathroom). The game's goal is not to trap or kill women but to save them from harm.Mortal Kombat is the first video game to feature lifelike, realistic violence. Together with Night Trap and Doom it is the focus of the 1993 Congressional Hearings. The formation of the Entertainment Software Ratings Board as a self-regulated entity deflects potential government regulation, and Mortal Kombat stays in stores. |
1994 |
Entertainment Software Rating Board (ESRB) CreatedThe ESRB, a self-regulatory organization that assigns age and content ratings to video games is established by the Entertainment Software Association (formerly Interactive Digital Software Association). The rating system is strictly voluntary; however, nearly all video games are submitted for rating because many retail stores prohibit the sale of unrated video games and the major console manufacturers will not license games for their systems unless they carry ESRB ratings. The formation of the ESRB deflects potential government regulation of video games. |
1995 |
"Phantasmagoria" Banned in Some StoresLike Night Trap, this game features a helpless female as the central character, except Phantasmagoria is extremely bloody, and sex and violence are closely linked–in fact, directly, as one video sequence is of a rape scene. The game is banned in some retail outlets in the U.S. |
1997 |
Jack Thompson Files First Video Game LawsuitAnti-video games activist and attorney Jack Thompson files the first of what are to be a large number of lawsuits claiming video games are responsible for violence perpetrated by teens. The lawsuit is filed on behalf of the parents of three children killed in the Heath High School shooting in 1997. Investigations show that the perpetrator had regularly played various computer games (including Doom, Quake, Castle Wolfenstein, Redneck Rampage, Nightmare Creatures, MechWarrior, and Resident Evil), accessed some pornographic websites and owned a videotape of "The Basketball Diaries," which includes a high school student dreaming about shooting his teacher and some classmates. The suit alleges that the producers of the games, the movie, and the operators of the Internet sites were negligent in distributing this material to a minor because it would desensitize him and make him more prone to violence. The suit is filed in federal district court and is dismissed for failing to present a legally recognizable claim. In July 2008, Thompson is permanently disbarred by the Florida Supreme Court for inappropriate conduct, including making false statements to tribunals and disparaging and humiliating litigants. |
1998 |
Release of "Grand Theft Auto" Causes ControversyThe game earns notoriety for its theme and approach almost immediately after it is released. The player’s mission is to drive prostitutes around town, evade the feds, and run drugs and porn, and in the process, kill lots of people. In 2001, shortly after the 9/11 terrorist attacks, the release of GTAIII is postponed in order to alter content involving New York City. |
1999 |
Video Game Panic Reaches New Heights Following Columbine MassacreOnce it is revealed that the two students who opened fire at Columbine were fans of violent games, Doom in particular, people begin to blame the games for the tragedy. Several families of Columbine victims file a federal lawsuit against 25 entertainment companies for allegedly causing the deaths. The suit is dismissed in 2002; another case making similar allegations about a 1997 school shooting is dismissed by the 6th Circuit Court of Appeals the same year. |
2000 |
Indianapolis Enacts Ordinance Limiting Minors’ Access to Violent GamesThe city ordinance would have forbidden any operator of five or more video-game machines in one place from allowing a minor unaccompanied by a parent, guardian, or other custodian to use "an amusement machine that is harmful to minors”; it requires appropriate warning signs, and that such machines be separated by a partition from the other machines in the location and that their viewing areas be concealed from persons who are on the other side of the partition. The ordinance never goes into effect, and is struck down by the 7th Circuit Court of Appeals the following year in American Amusement Machine Ass'n v. Kendrick. |
2001 |
Surgeon General Finds Little Correlation Between Media & ViolenceSurgeon General of the United States David Satcher, M.D., Ph.D., leads a study on violence in youth and determines that while the impact of video games on violent behavior has yet to be determined, "findings suggest that media violence has a relatively small impact on violence." According to the report the strongest risk factors for school shootings center on mental stability and the quality of home life, not media exposure. |
2002 |
Federal Legislation Proposed to Ban Sale of Violent Games to MinorsUS Representative Joe Baca (D-Calif.) introduces a bill that would make selling or renting video games to minors a federal crime. The bill is aptly named the Protect Children from Video Game Sex and Violence Act of 2003. Washington State introduces a similar law, which would fine retailers about $500 for selling violent games to minors. |
2003 |
More GTA ControversyTwo Tennessee families sue the maker of Grand Theft Auto and other video game companies after a shooting in which the killer claimed he was imitating GTAIII. The suit is dismissed. Later the same year, NYC mayor Michael Bloomberg pressures the game company to remove the line “Kill the Haitians” from GTA: Vice City following a wave of protests by Haitian-American interest groups over the discriminatory content. The groups also files suit in federal court, then removes the case to state court in Florida which is expected to be less First Amendment-friendly. |
2003 |
Law Professor Speaks Out Against Video GamesProfessor Kevin Saunders argues that video games cause violence and violence should be included with obscenity in a category of unprotected speech. |
2004 |
Psychologist Criticizes Claims About Link Between Video Games and ViolenceGuy Cumberbatch, PhD, director of the U.K. Communications Research Group, writes in a report: “The evident weakness in the individual studies and the general pattern of inconsistent findings would not normally lead us to expect researchers to make any strong claims about video games. However, this is far from the case. As with other research on media violence, some of the strongest claims are made on the most flimsy of evidence…The real puzzle is that anyone looking at the research evidence in this field could draw any conclusions about the pattern, let alone argue with such confidence and even passion that it demonstrates the harm of violence on television, in film and in video games.” |
2005 |
Federal Court Finds Illinois Video Game Statute UnconstitutionalIn Entertainment Software Ass'n v. Blagojevich, the Northern District of Ill. grants a permanent injunction against enforcement of a law that bans the distribution to a minor of any video game with certain violent content, requires such games be labeled as restricted to adults only, and requires retailers to post signs explaining the industry ratings system. The 7th Circuit Court of Appeals later affirms this decision. |
2005 |
Senator Pushes for Video Game RegulationsUS Senator Hillary Clinton (D-NY) advocates for new regulations on video game sales after controversy over the sexually explicit “Hot Coffee” modification made available online for Grand Theft Auto: San Andreas. |
2005 |
Professor Debunks Theory of Link Between Games & ViolenceHenry Jenkins, PhD, Professor of Communication, Journalism, and Cinematic Arts at University of Southern California, writes: "According to federal crime statistics, the rate of juvenile violent crime in the United States is at a 30-year low. Researchers find that people serving time for violent crimes typically consume less media before committing their crimes than the average person in the general population. It's true that young offenders who have committed school shootings in America have also been game players. But young people in general are more likely to be gamers – 90 percent of boys and 40 percent of girls play. The overwhelming majority of kids who play do NOT commit antisocial acts. ("Reality Bytes: Eight Myths about Video Games Debunked") |
2006 |
Michigan and Louisiana Video Game Laws Found UnconstitutionalIn Entertainment Software Ass'n v. Granholm andEntertainment Software Ass'n v. Foti, district courts in Mich. and La., respectively, grant injunctions against state laws barring dissemination to minors of video games with certain violent content. |
2006 |
Thompson Files More Lawsuits Against Video Game CreatorsNow-disbarred attorney Jack Thompson files a lawsuit against several video game companies claiming Grand Theft Auto: Vice City caused a teenager in New Mexico to “act out, copycat, replicate and emulate the violence” when he murdered his father, stepmother and stepsister. Thompson also files suit in Florida to have the video game bully removed from store shelves, calling the game a “nuisance” and “Columbine simulator.” The Florida judge determines there is no content in the game that was not already on late-night television. |
2007 |
Oklahoma Video Game Law Struck DownIn Entertainment Merchants Ass'n v. Henry, the Western District Court of Oklahoma finds the state’s law barring the dissemination to minors of video games with “inappropriate” violent content unconstitutional, and grants a permanent injunction against its enforcement. |
2007 |
Professor Alleges Link Between Video Games and ViolencePsychology professor Craig Anderson and his colleagues, Douglas A. Gentile and Katherine E. Buckley, publish Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy, in which they claim that exposure to violent video games and other forms of media violence constitutes a significant risk factor for later aggressive and violent behavior. They argue that society should begin a more productive debate about whether to reduce the high rates of exposure to media violence, and delineate the public policy options that are likely be most effective. In their introduction the authors also claim: "…. the scientific debate about whether exposure to media violence causes increases in aggressive behavior is over and should have been over 30 years ago." Dr. Anderson's research has been widely criticized for overstating his results and failing to adequately acknowledge alternate views or limitations of the data on media violence. |
2008 |
Minnesota Video Game Ban EnjoinedIn Entertainment Software Ass'n v. Swanson, the 8th Circuit Court of Appeals strikes down a Minn. law that bars anyone under 17 from buying or renting a video game rated “Mature” or “Adults Only.” The same court enjoins a St. Louis County ordinance in 2003 that bars the sale or rental of video games with violent content. |
2008 |
Mental Health Experts Disclaim Link Between Games & ViolenceLawrence Kutner, PhD, and Cheryl K. Olson, ScD, co-founders of the Harvard Medical School Center for Mental Health and Media, write in their book Grand Theft Childhood: The Surprising Truth about Violent Video Games: "It’s clear that the ‘big fears’ bandied about in the press – that violent video games make children significantly more violent in the real world; that children engage in the illegal, immoral, sexist and violent acts they see in some of these games – are not supported by the current research, at least in such a simplistic form. That should make sense to anyone who thinks about it. After all, millions of children and adults play these games, yet the world has not been reduced to chaos and anarchy." |
2009 |
Ninth Circuit Rules Against California Video Game StatuteIn Schwarzenegger v. Entertainment Merchants Ass'n, the US Court of Appeals for the Ninth Circuit rules: "In sum, the evidence presented by the State does not support the Legislature’s purported interest in preventing psychological or neurological harm. Nearly all of the research is based on correlation, not evidence of causation, and most of the studies suffer from significant, admitted flaws in methodology as they relate to the State’s claimed interest. None of the research establishes or suggests a causal link between minors playing violent video games and actual psychological or neurological harm, and inferences to that effect would not be reasonable. In fact, some of the studies caution against inferring causation." |
2009 |
Group Alleges Violent Media Present Health RiskThe American Academy of Pediatrics's Council on Communications and Media writes in policy statement titled "Media Violence": "Exposure to violence in media, including television, movies, music, and video games, represents a significant risk to the health of children and adolescents. Extensive research evidence indicates that media violence can contribute to aggressive behavior, desensitization to violence, nightmares, and fear of being harmed…" |
2010 |
Supreme Court Agrees to Decide Constitutionality of Video Game StatuteThe Supreme Court of the United States granted the state of California’s petition to review the 9th Circuit Court of Appeals decision finding the state’s video game law unconstitutional. The California law limited distribution of video games with certain violent content and barred the sale or rental of video games with violent content. The Supreme Court heard oral argument on Nov. 2. |
2011 |
Supreme Court Declares California Law UnconstitutionalIn June of 2011, the Supreme Court ruled in a 7-2 opinion in Brown v. Entertainment Merchants Association that the California law restricting the sale and distribution of violent video games to minors was unconstitutional. The majority opinion established video games as protected under the First Amendment, saying that "speech about violence is not obscene" and that they are "as much entitled to the protection of free speech as the best of literature. |
2012 |
Mass shootings stir debate over media violenceThe tragic shooting at Sandy Hook elementary in Newtown, CT, in December of 2012, reopened the debate over the effects of media violence and especially the playing of violent video games. Community groups organized drives to remove video games and a number of libraries curtailed the playing of video games in their branches. The Massachusetts Department of Transportation pulled arcade games with plastic guns from rest areas along the Massachusetts turn-pike, replacing them with more "appropriate" games. Debate had already been stirred earlier in the year after a mass shooting in July in Aurora, CO |