The History of Video Games
• From Pixels to Powerhouses
• Your Name / Date
Introduction
• • Definition of a video game
• • Importance in modern culture and
technology
• • Brief overview of timeline (1950s–present)
The Birth of Video Games (1950s–
1970s)
• • 1958: Tennis for Two – William Higinbotham
• • 1962: Spacewar! – MIT
• • 1972: Atari & Pong
• • Rise of arcade machines
The Golden Age of Arcades (Late
1970s–Early 1980s)
• • Pac-Man, Donkey Kong, Space Invaders
• • Video game popularity booms
• • Introduction of game consoles (Atari 2600)
The Crash of 1983
• • Market oversaturation (too many consoles
and poor-quality games)
• • Loss of consumer confidence
• • Collapse of North American game industry
The Revival – Nintendo and Sega
(Mid–Late 1980s)
• • 1985: Super Mario Bros. revives console
market
• • NES becomes dominant
• • Sega enters the scene with Genesis
The Rise of 3D and CD-ROM
(1990s)
• • Sony PlayStation and 3D gaming
• • Nintendo 64 and cartridge vs. disc wars
• • Iconic franchises born: Final Fantasy, Zelda,
Resident Evil
Online Gaming and Modern
Consoles (2000s)
• • PlayStation 2, Xbox, GameCube
• • Introduction of online multiplayer
• • Rise of PC gaming & MMORPGs like World of
Warcraft
The Current Era (2010s–2020s)
• • HD, VR, cloud gaming (e.g., Stadia, Xbox
Cloud)
• • Mobile gaming explosion
• • Streaming platforms: Twitch, YouTube
Gaming
• • Major players: Sony, Microsoft, Nintendo,
indie devs
Cultural Impact
• • Esports & competitive gaming
• • Gamification in education & healthcare
• • Representation & storytelling in games
The Future of Gaming
• • AI in game development
• • Virtual reality & augmented reality
• • Metaverse and persistent virtual worlds
Conclusion
• • Video games have evolved from simple
pixels to rich, immersive experiences
• • Continues to influence technology, art, and
society
• • The future looks more interactive than ever

History_of_Video_Games_Presentation.pptx

  • 1.
    The History ofVideo Games • From Pixels to Powerhouses • Your Name / Date
  • 2.
    Introduction • • Definitionof a video game • • Importance in modern culture and technology • • Brief overview of timeline (1950s–present)
  • 3.
    The Birth ofVideo Games (1950s– 1970s) • • 1958: Tennis for Two – William Higinbotham • • 1962: Spacewar! – MIT • • 1972: Atari & Pong • • Rise of arcade machines
  • 4.
    The Golden Ageof Arcades (Late 1970s–Early 1980s) • • Pac-Man, Donkey Kong, Space Invaders • • Video game popularity booms • • Introduction of game consoles (Atari 2600)
  • 5.
    The Crash of1983 • • Market oversaturation (too many consoles and poor-quality games) • • Loss of consumer confidence • • Collapse of North American game industry
  • 6.
    The Revival –Nintendo and Sega (Mid–Late 1980s) • • 1985: Super Mario Bros. revives console market • • NES becomes dominant • • Sega enters the scene with Genesis
  • 7.
    The Rise of3D and CD-ROM (1990s) • • Sony PlayStation and 3D gaming • • Nintendo 64 and cartridge vs. disc wars • • Iconic franchises born: Final Fantasy, Zelda, Resident Evil
  • 8.
    Online Gaming andModern Consoles (2000s) • • PlayStation 2, Xbox, GameCube • • Introduction of online multiplayer • • Rise of PC gaming & MMORPGs like World of Warcraft
  • 9.
    The Current Era(2010s–2020s) • • HD, VR, cloud gaming (e.g., Stadia, Xbox Cloud) • • Mobile gaming explosion • • Streaming platforms: Twitch, YouTube Gaming • • Major players: Sony, Microsoft, Nintendo, indie devs
  • 10.
    Cultural Impact • •Esports & competitive gaming • • Gamification in education & healthcare • • Representation & storytelling in games
  • 11.
    The Future ofGaming • • AI in game development • • Virtual reality & augmented reality • • Metaverse and persistent virtual worlds
  • 12.
    Conclusion • • Videogames have evolved from simple pixels to rich, immersive experiences • • Continues to influence technology, art, and society • • The future looks more interactive than ever