Project English
Project English
Project English
Conclusion
Introduction to the Evolution of Gaming:
Video games have become a large part of many of our lives.
The creation of video games has been a fascinating event in
the history of mankind. There are so many genres that fit so
many interests, and you can play on your TV, your phone, or
yourtablet.Youcanplayonlineoroffline,aloneorwithfriends,
or even just watch others play in real-time.
The notion of young male teenagers being the only
participants of gaming has been debunked for quite a while
now: 38% of video game players in the US are actually
between18and34yearsold,and7%areover65.Asforgender,
46% of gamers in the US are female.
How did we get to this gaming-loving world? Let's dive into
the history of video games. But before that, if you are
someone looking for gaming app developers, BluEnt is the
rightplacetolookfor.Weareinthebusinessofmobilegame
development.
The Roots of Video Gaming:
Gaming app development goes back a long way, and if
you ask three different people what the first video game
was, you might get three different answers. People may
define "video game" in various ways.
On our part, we'll step right into April1940,whenEdward
U. Condon designed a computer that could play the
traditional game "Nim", in which players tried to avoid
picking up the final matchstick. Thousands of people
played it, and the computer won most of the games.
Other notable achievements in the evolution of gaming
includethefirstknownbaseballcomputerprogramonthe
IBM 1620 (John Burgeson, 1960) and the first
computer-based video game Spacewar! (Steve Russel,
1962).
But undeniably, one of the most important milestones in
gaming was the development of Pong, a table-tennis
themed arcade video game, by Atari.
Ataricreatedawholenewindustryaroundthearcade.In
1973, when they started to sell Pong, arcade machines
began popping up in shopping malls, bars and bowling
alleysaroundtheglobe.Othercompaniesevenstartedto
produce knock-off versions.
The arcade market began to plateau due to an influx of
these Pong imitations, but in 1978 the release of Space
Invaders breathed life into the market. Growth was
further driven by new franchises such asPac-Man(1980)
andDonkey Kong(1981).
i)Locally and on the same computing system (eg., New
Super Mario Bros.
ii)Locally and on different computing systems through a
local area network
iii)Wide area network, usually the Internet (eg., World of
Warcraft)
Th
e arrival of personal computers or home computers
created a massive shift in the evolution of gaming.
he video game boom set off by Space Invaders (1980)
T
resultedinmarketsaturation,sincesomanynewconsoles
and companies popped up. With too many consoles
combined with too few engaging, fun games, the North
American video game industry crashed in 1983.
efore giants like Nintendo and Sega set their sights on
B
online gaming, many engineers tried to use telephone
lines to transfer information between consoles. For
example, the CVC GameLine by William von Meister,
which was unveiled in 1982.
dvances in online gaming as we know it took place in
A
the early 1990s with the release of 4th-generation
16-bit-era consoles. This occurred after the Internet
became part of the public domain in 1993.
he rise of mobile and the Internet grew the gaming
T
industry to hundreds of billions of dollars in revenue. In
2001, Microsoft launched the Xbox Live online gaming
platform and soon became a must-have for gamers. In
2004,WorldofWarcraftreleasedandpeakedat14million
monthly paying subscribers.
I t wouldbedisingenuoustoignorethe"nogirlsallowed"
mentality thatplaguedthegamingsphereforyears,and
to a certain extent still does.
In fact, video games used to be intended for the whole
family. Advertisements would showmomsanddadsand
sons and daughters all playingPongor something else.
owever, when the video game industry made a
H
resurgence in the 1980s, it did so by marketing video
gamesastoysforchildren.Asweknow,evennow,toysare
often separated by aisles for boys and girls. Video game
companies bet on boys, based on whom they thought
were gaming at the time. From thereon, marketing for
gaming became increasingly male-centric.
owever, as before, the video game industry hit a wall –
H
the market grew saturated, and there are only so many
men in the world. Video game companies once again
switched tactics to expand their market.
ow, we are back at the point of the gaming industry
N
saying, "Come one, come all – anyone can be a gamer."
Butitwilltaketimetonotjustrevampitsimage,butalso
make women and minoritiesfeelcomfortablewithinthe
gaming sphere.
With that, we'll list out some of the most common genres.
I fyou'relookingtodipyourtoesintogaming,searchingfor
more games to play, or researching gaming app
development, this list is a good place to start.
ii)Minecraft(Mobile,macOS,Windows,PS4,PS3,XboxOne,
Xbox 360, Linux)
iii)Animal Crossing: New Horizon (Nintendo Switch)
iv)Valorant (Windows)
v )Assassin's Creed Valhalla (Google Stadia, Windows, Xbox
One, Xbox Series X/ S, PS4, PS5)
vi)Genshin Impact (Android, Windows, PS4, Nintendo
Switch, iOS)
vii)Grand Theft Auto 5 (Xbox One, Xbox360, PC, PS4, PS3)
viii)League of Legends (Windows, macOS)
Conclusion:
urthermore,acrucialpartofbeingavideogamecompany
F
is conducting gaming data analytics and managing your
data. This is time-consuming and costly, and requires
specializedskills.Forthisreason,manygamedevelopment
businesses turn to big data management and advanced
analyticsservices.
e've got years of experience under our belt and have
W
served gaming giants such as Gearbox, who created the
famous Borderlands franchise and Brothers in Arms series.