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Hub AI
PC game AI simulator
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Hub AI
PC game AI simulator
(@PC game_simulator)
PC game
A personal computer game, or abbreviated PC game, also known as a computer game, is a video game played on a personal computer (PC). The term PC game has been popularly used since the 1990s referring specifically to games on "Wintel" (Microsoft Windows software/Intel hardware) which has dominated the computer industry since.
Mainframe and minicomputer games are a precursor to personal computer games. Home computer games became popular following the video game crash of 1983. In the 1990s, PC games lost mass market traction to console games on the fifth generation such as the Sega Saturn, Nintendo 64 and PlayStation.[citation needed] They are enjoying a resurgence in popularity since the mid-2000s through digital distribution on online service providers. Personal computers as well as general computer software are considered synonymous with IBM PC compatible systems; while mobile devices – smartphones and tablets, such as those running on Android or iOS platforms – are also PCs in the general sense as opposed to console or arcade machine. Historically, it also included games on systems from Apple Computer, Atari Corporation, Commodore International and others. Microsoft Windows utilizing Direct3D become the most popular operating system for PC games in the 2000s. Games utilizing 3D graphics generally require a form of graphics processing unit, and PC games have been a major influencing factor for the development and marketing of graphics cards. Emulators are able to play games developed for other platforms. The demoscene originated from computer game cracking.
The uncoordinated nature of the PC game market makes precisely assessing its size difficult. PC remains the most important gaming platform with 60% of developers being most interested in developing a game for the platform and 66% of developers currently developing a game for PC.[better source needed] In 2018, the global PC games market was valued at about $27.7 billion.[better source needed] According to research data provided by Statista in 2020 there were an estimated 1.75 billion PC gamers worldwide, up from 1.5 billion PC gaming users in the previous year.[better source needed] Newzoo reported that the PC gaming sector was the third-largest category across all platforms as of 2016[update], with the console sector second-largest, and mobile gaming sector biggest. 2.2 billion video gamers generate US$101.1 billion in revenue, excluding hardware costs. "Digital game revenues will account for $94.4 billion or 87% of the global gaming market.[better source needed] The APAC region was estimated to generate $46.6 billion in 2016, or 47% of total global video game revenues (note, not only "PC" games). China alone accounts for half of APAC's revenues (at $24.4 billion), cementing its place as the largest video game market in the world, ahead of the US's anticipated market size of $23.5 billion.[citation needed]
Bertie the Brain was one of the first game playing machines developed. It was built in 1950 by Josef Kates. It measured more than four meters tall, and was displayed at the Canadian National Exhibition that year.[non-primary source needed]
Although personal computers only became popular with the development of the microprocessor and microcomputer, computer gaming on mainframes and minicomputers had previously already existed. OXO, an adaptation of tic-tac-toe for the EDSAC, debuted in 1952. Another pioneer computer game was developed in 1961, when MIT students Martin Graetz and Alan Kotok, with MIT student Steve Russell, developed Spacewar! on a PDP-1 mainframe computer used for statistical calculations.
The first generation of computer games were often text-based adventures or interactive fiction, in which the player communicated with the computer by entering commands through a keyboard. An early text-adventure, Adventure, was developed for the PDP-11 minicomputer by Will Crowther in 1976, and expanded by Don Woods in 1977. By the 1980s, personal computers had become powerful enough to run games like Adventure, but by this time, graphics were beginning to become an important factor in games. Later games combined textual commands with basic graphics, as seen in the SSI Gold Box games such as Pool of Radiance, or The Bard's Tale, for example.
By the late 1970s to early 1980s, games were developed and distributed through hobbyist groups and gaming magazines, such as Creative Computing and later Computer Gaming World. These publications provided game code that could be typed into a computer and played, encouraging readers to submit their own software to competitions. Players could modify the BASIC source code of even commercial games. Microchess was one of the first games for microcomputers which was sold to the public. First sold in 1977, Microchess eventually sold over 50,000 copies on cassette tape.
As with second-generation video game consoles at the time, early home computer game companies capitalized on successful arcade games at the time with ports or clones of popular arcade video games. By 1982, the top-selling games for the Atari 8-bit computers were ports of Frogger and Centipede, while the top-selling game for the TI-99/4A was the Space Invaders clone TI Invaders. That same year, Pac-Man was ported to the Atari 8-bit computers, while Donkey Kong was licensed for the Coleco Adam. In late 1981, Atari, Inc. attempted to take legal action against unauthorized Pac-Man clones, despite some of these predating Atari's exclusive rights to the home versions of Namco's game. Thousands of children attended the 1982 West Coast Computer Faire to see computer games there, despite organizers warning that the convention "is designed for mature individuals".
PC game
A personal computer game, or abbreviated PC game, also known as a computer game, is a video game played on a personal computer (PC). The term PC game has been popularly used since the 1990s referring specifically to games on "Wintel" (Microsoft Windows software/Intel hardware) which has dominated the computer industry since.
Mainframe and minicomputer games are a precursor to personal computer games. Home computer games became popular following the video game crash of 1983. In the 1990s, PC games lost mass market traction to console games on the fifth generation such as the Sega Saturn, Nintendo 64 and PlayStation.[citation needed] They are enjoying a resurgence in popularity since the mid-2000s through digital distribution on online service providers. Personal computers as well as general computer software are considered synonymous with IBM PC compatible systems; while mobile devices – smartphones and tablets, such as those running on Android or iOS platforms – are also PCs in the general sense as opposed to console or arcade machine. Historically, it also included games on systems from Apple Computer, Atari Corporation, Commodore International and others. Microsoft Windows utilizing Direct3D become the most popular operating system for PC games in the 2000s. Games utilizing 3D graphics generally require a form of graphics processing unit, and PC games have been a major influencing factor for the development and marketing of graphics cards. Emulators are able to play games developed for other platforms. The demoscene originated from computer game cracking.
The uncoordinated nature of the PC game market makes precisely assessing its size difficult. PC remains the most important gaming platform with 60% of developers being most interested in developing a game for the platform and 66% of developers currently developing a game for PC.[better source needed] In 2018, the global PC games market was valued at about $27.7 billion.[better source needed] According to research data provided by Statista in 2020 there were an estimated 1.75 billion PC gamers worldwide, up from 1.5 billion PC gaming users in the previous year.[better source needed] Newzoo reported that the PC gaming sector was the third-largest category across all platforms as of 2016[update], with the console sector second-largest, and mobile gaming sector biggest. 2.2 billion video gamers generate US$101.1 billion in revenue, excluding hardware costs. "Digital game revenues will account for $94.4 billion or 87% of the global gaming market.[better source needed] The APAC region was estimated to generate $46.6 billion in 2016, or 47% of total global video game revenues (note, not only "PC" games). China alone accounts for half of APAC's revenues (at $24.4 billion), cementing its place as the largest video game market in the world, ahead of the US's anticipated market size of $23.5 billion.[citation needed]
Bertie the Brain was one of the first game playing machines developed. It was built in 1950 by Josef Kates. It measured more than four meters tall, and was displayed at the Canadian National Exhibition that year.[non-primary source needed]
Although personal computers only became popular with the development of the microprocessor and microcomputer, computer gaming on mainframes and minicomputers had previously already existed. OXO, an adaptation of tic-tac-toe for the EDSAC, debuted in 1952. Another pioneer computer game was developed in 1961, when MIT students Martin Graetz and Alan Kotok, with MIT student Steve Russell, developed Spacewar! on a PDP-1 mainframe computer used for statistical calculations.
The first generation of computer games were often text-based adventures or interactive fiction, in which the player communicated with the computer by entering commands through a keyboard. An early text-adventure, Adventure, was developed for the PDP-11 minicomputer by Will Crowther in 1976, and expanded by Don Woods in 1977. By the 1980s, personal computers had become powerful enough to run games like Adventure, but by this time, graphics were beginning to become an important factor in games. Later games combined textual commands with basic graphics, as seen in the SSI Gold Box games such as Pool of Radiance, or The Bard's Tale, for example.
By the late 1970s to early 1980s, games were developed and distributed through hobbyist groups and gaming magazines, such as Creative Computing and later Computer Gaming World. These publications provided game code that could be typed into a computer and played, encouraging readers to submit their own software to competitions. Players could modify the BASIC source code of even commercial games. Microchess was one of the first games for microcomputers which was sold to the public. First sold in 1977, Microchess eventually sold over 50,000 copies on cassette tape.
As with second-generation video game consoles at the time, early home computer game companies capitalized on successful arcade games at the time with ports or clones of popular arcade video games. By 1982, the top-selling games for the Atari 8-bit computers were ports of Frogger and Centipede, while the top-selling game for the TI-99/4A was the Space Invaders clone TI Invaders. That same year, Pac-Man was ported to the Atari 8-bit computers, while Donkey Kong was licensed for the Coleco Adam. In late 1981, Atari, Inc. attempted to take legal action against unauthorized Pac-Man clones, despite some of these predating Atari's exclusive rights to the home versions of Namco's game. Thousands of children attended the 1982 West Coast Computer Faire to see computer games there, despite organizers warning that the convention "is designed for mature individuals".
