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Two children playing Pong on a television set.
First-generation Pong console at the Computerspielemuseum Berlin

A video game,[a] computer game,[b] or simply game, is an electronic game that involves interaction with a user interface or input device (such as a joystick, controller, keyboard, or motion sensing device) to generate visual feedback from a display device, most commonly shown in a video format on a television set, computer monitor, flat-panel display or touchscreen on handheld devices, or a virtual reality headset. Most modern video games are audiovisual, with audio complement delivered through speakers or headphones, and sometimes also with other types of sensory feedback (e.g., haptic technology that provides tactile sensations). Some video games also allow microphone and webcam inputs for in-game chatting and livestreaming.

Video games are typically categorized according to their hardware platform, which traditionally includes arcade video games, console games, and computer games (which includes LAN games, online games, and browser games). More recently, the video game industry has expanded onto mobile gaming through mobile devices (such as smartphones and tablet computers), virtual and augmented reality systems, and remote cloud gaming. Video games are also classified into a wide range of genres based on their style of gameplay and target audience.

The first video game prototypes in the 1950s and 1960s were simple extensions of electronic games using video-like output from large, room-sized mainframe computers. The first consumer video game was the arcade video game Computer Space in 1971, which took inspiration from the earlier 1962 computer game Spacewar!. In 1972 came the now-iconic video game Pong and the first home console, the Magnavox Odyssey. The industry grew quickly during the "golden age" of arcade video games from the late 1970s to early 1980s but suffered from the crash of the North American video game market in 1983 due to loss of publishing control and saturation of the market. Following the crash, the industry matured, was dominated by Japanese companies such as Nintendo, Sega, and Sony, and established practices and methods around the development and distribution of video games to prevent a similar crash in the future, many of which continue to be followed. In the 2000s, the core industry centered on "AAA" games, leaving little room for riskier experimental games. Coupled with the availability of the Internet and digital distribution, this gave room for independent video game development (or "indie games") to gain prominence into the 2010s. Since then, the commercial importance of the video game industry has been increasing. The emerging Asian markets and proliferation of smartphone games in particular are altering player demographics towards casual and cozy gaming, and increasing monetization by incorporating games as a service.

Today, video game development requires numerous skills, vision, teamwork, and liaisons between different parties, including developers, publishers, distributors, retailers, hardware manufacturers, and other marketers, to successfully bring a game to its consumers. As of 2020, the global video game market had estimated annual revenues of US$159 billion across hardware, software, and services, which is three times the size of the global music industry and four times that of the film industry in 2019,[1] making it a formidable heavyweight across the modern entertainment industry. The video game market is also a major influence behind the electronics industry, where personal computer component, console, and peripheral sales, as well as consumer demands for better game performance, have been powerful driving factors for hardware design and innovation.

Origins

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Nolan Bushnell giving a speech at the Game Developers Conference in 2011
Ralph H. Baer (left, in 2009) and Nolan Bushnell (right, in 2013) have each been described as the "Father of Video Games" for their work in the field
Tennis for Two (1958), an early analog computer game that used an oscilloscope for a display
Spacewar! (1962), an early mainframe computer game, pictured running on a PDP-1 computer

Early video games used interactive electronic devices with various display formats. The earliest example dates to 1947—a "cathode-ray tube amusement device" was filed for a patent on 25 January 1947, by Thomas T. Goldsmith Jr. and Estle Ray Mann, and issued on 14 December 1948, as U.S. Patent 2455992.[2] Inspired by radar display technology, it consisted of an analog device allowing a user to control the parabolic arc of a dot on the screen to simulate a missile being fired at targets, which were paper drawings fixed to the screen.[3] Other early examples include Christopher Strachey's Checkers, the Nimrod computer at the 1951 Festival of Britain; OXO, a tic-tac-toe computer game by Alexander S. Douglas for the EDSAC in 1952; Tennis for Two, an electronic interactive game engineered by William Higinbotham in 1958; and Spacewar!, written by Massachusetts Institute of Technology students Martin Graetz, Steve Russell, and Wayne Wiitanen's on a DEC PDP-1 computer in 1962. Each game had different means of display: NIMROD had a panel of lights to play the game of Nim,[4] OXO had a graphical display to play tic-tac-toe,[5] Tennis for Two had an oscilloscope to display a side view of a tennis court,[3] and Spacewar! had the DEC PDP-1's vector display to have two spaceships battle each other.[6]

These inventions laid the foundation for modern video games. In 1966, while working at Sanders Associates, Ralph H. Baer devised a system to play a basic table tennis game on a television screen. With the company's approval, Baer created the prototype known as the "Brown Box". Sanders patented Baer's innovations and licensed them to Magnavox, which commercialized the technology as the first home video game console, the Magnavox Odyssey, released in 1972.[7][8] Separately, Nolan Bushnell and Ted Dabney, inspired by seeing Spacewar! running at Stanford University, devised a similar version running in a smaller coin-operated arcade cabinet using a less expensive computer. This was released as Computer Space, the first arcade video game, in 1971.[9] Bushnell and Dabney went on to form Atari, Inc., and with Allan Alcorn, created their second arcade game in 1972, the hit ping pong-style Pong, which was directly inspired by the table tennis game on the Odyssey. Atari made a home version of Pong, which was released by Christmas 1975.[3] The success of the Odyssey and Pong, both as an arcade game and home machine, launched the video game industry.[10][11] Both Baer and Bushnell have been titled "Father of Video Games" for their contributions.[12][13]

Terminology

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The term "video game" was developed to describe electronic games played on a video display rather than on a teletype printer, audio speaker, or similar device.[14] This also distinguished from handheld electronic games such as Merlin, which commonly used LED lights for indicators not in combination for imaging purposes.[15]

"Computer game" may also be used as a descriptor, as all these types of games essentially require the use of a computer processor; in some cases, it is used interchangeably with "video game".[16] Particularly in the United Kingdom and Western Europe, this is common due to the historic relevance of domestically produced microcomputers. Other terms used include digital game, for example, by the Australian Bureau of Statistics.[17] The term "computer game" can also refer to PC games, which are played primarily on personal computers or other flexible hardware systems, to distinguish them from console games, arcade games, or mobile games.[15][14]

Other terms, such as "television game", "telegame", or "TV game", had been used in the 1970s and early 1980s, particularly for home gaming consoles that rely on connection to a television set.[18] However, these terms were also used interchangeably with "video game" in the 1970s, primarily due to "video" and "television" being synonymous.[19] In Japan, where consoles like the Odyssey were first imported and then made within the country by the large television manufacturers such as Toshiba and Sharp Corporation, such games are known as "TV games", "TV geemu", or "terebi geemu".[20] The term "TV game" is still commonly used into the 21st century.[20][21] "Electronic game" may also be used to refer to video games, but this also incorporates devices like early handheld electronic games that lack any video output.[16]

The first appearance of the term "video game" emerged around 1973. The Oxford English Dictionary cited a 10 November 1973 BusinessWeek article as the first printed use of the term.[22] Though Bushnell believed the term came from a vending magazine review of Computer Space in 1971,[23] a review of the major vending magazines Vending Times and Cashbox showed that the term may have come even earlier, appearing first in a letter dated July 10, 1972. In the letter, Bushnell uses the term "video game" twice.[24] Per video game historian Keith Smith, the sudden appearance suggested that the term had been proposed and readily adopted by those in the field. Around March 1973, Ed Adlum, who ran Cashbox's coin-operated section until 1972 and then later founded RePlay Magazine, covering the coin-op amusement field, in 1975, used the term in an article in March 1973. In a September 1982 issue of RePlay, Adlum is credited with first naming these games as "video games": "RePlay's Eddie Adlum worked at 'Cash Box' when 'TV games' first came out. The personalities in those days were Bushnell, his sales manager Pat Karns, and a handful of other 'TV game' manufacturers like Henry Leyser and the McEwan brothers. It seemed awkward to call their products 'TV games', so borrowing a word from Billboard's description of movie jukeboxes, Adlum started to refer to this new breed of amusement machine as 'video games.' The phrase stuck."[citation needed] Adlum explained in 1985 that up until the early 1970s, amusement arcades typically had non-video arcade games such as pinball machines and electro-mechanical games. With the arrival of video games in arcades during the early 1970s, there was initially some confusion in the arcade industry over what term should be used to describe the new games. He "wrestled with descriptions of this type of game," alternating between "TV game" and "television game" but "finally woke up one day" and said, "What the hell... video game!"[25]

Definition

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While many games readily fall into a clear, well-understood definition of video games, new genres and innovations in game development have raised the question of what are the essential factors of a video game that separate the medium from other forms of entertainment.

The introduction of interactive films in the 1980s with games like Dragon's Lair, featured games with full motion video played off a form of media but only limited user interaction.[26] This had required a means to distinguish these games from more traditional board games that happen to also use external media, such as the Clue VCR Mystery Game which required players to watch VCR clips between turns. To distinguish between these two, video games are considered to require some interactivity that affects the visual display.[15]

Most video games tend to feature some type of victory or winning conditions, such as a scoring mechanism or a final boss fight. The introduction of walking simulators (adventure games that allow for exploration but lack any objectives) like Gone Home, and empathy games (video games that tend to focus on emotion) like That Dragon, Cancer brought the idea of games that did not have any such type of winning condition and raising the question of whether these were actually games.[27] These are still commonly justified as video games as they provide a game world that the player can interact with by some means.[28]

The lack of any industry definition for a video game by 2021 was an issue during the case Epic Games v. Apple which dealt with video games offered on Apple's iOS App Store. Among concerns raised were games like Fortnite Creative and Roblox which created metaverses of interactive experiences, and whether the larger game and the individual experiences themselves were games or not in relation to fees that Apple charged for the App Store. Judge Yvonne Gonzalez Rogers, recognizing that there was yet an industry standard definition for a video game, established for her ruling that "At a bare minimum, video games appear to require some level of interactivity or involvement between the player and the medium" compared to passive entertainment like film, music, and television, and "videogames are also generally graphically rendered or animated, as opposed to being recorded live or via motion capture as in films or television".[29] Rogers still concluded that what is a video game "appears highly eclectic and diverse".[29]

Video game terminology

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Freedoom, a clone of the first-person shooter Doom. Common elements include a heads-up display along the bottom that includes the player's remaining health and ammunition.

The gameplay experience varies radically between video games, but many common elements exist. Most games will launch into a title screen and give the player a chance to review options such as the number of players before starting a game. Most games are divided into levels which the player must work the avatar through, scoring points, collecting power-ups to boost the avatar's innate attributes, all while either using special attacks to defeat enemies or moves to avoid them. This information is relayed to the player through a type of on-screen user interface such as a heads-up display atop the rendering of the game itself. Taking damage will deplete their avatar's health, and if that falls to zero or if the avatar otherwise falls into an impossible-to-escape location, the player will lose one of their lives. Should they lose all their lives without gaining an extra life or "1-UP", then the player will reach the "game over" screen. Many levels as well as the game's finale end with a type of boss character the player must defeat to continue on. In some games, intermediate points between levels will offer save points where the player can create a saved game on storage media to restart the game should they lose all their lives or need to stop the game and restart at a later time. These also may be in the form of a passage that can be written down and reentered at the title screen.[citation needed]

Product flaws include software bugs which can manifest as glitches which may be exploited by the player; this is often the foundation of speedrunning a video game. These bugs, along with cheat codes, Easter eggs, and other hidden secrets that were intentionally added to the game can also be exploited.[30][31][32][33] On some consoles, cheat cartridges allow players to execute these cheat codes, and user-developed trainers allow similar bypassing for computer software games. Both of which might make the game easier, give the player additional power-ups, or change the appearance of the game.[31]

Components

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Arcade video game machines at the Sugoi arcade game hall in Malmi, Helsinki, Finland

To distinguish from electronic games, a video game is generally considered to require a platform, the hardware which contains computing elements, to process player interaction from some type of input device and displays the results to a video output display.[34]

Platform

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Various gaming consoles at the Computer Games Museum in Berlin

Video games require a platform, a specific combination of electronic components or computer hardware and associated software, to operate.[35] The term system is also commonly used. These platforms may include multiple brandsheld by platform holders, such as Nintendo or Sony, seeking to gain larger market shares.[36][37][38][39][40] Games are typically designed to be played on one or a limited number of platforms, and exclusivity to a platform or brand is used by platform holders as a competitive edge in the video game market.[41] However, games may be developed for alternative platforms than intended, which are described as ports or conversions. These also may be remasters - where most of the original game's source code is reused and art assets, models, and game levels are updated for modern systems – and remakes, where in addition to asset improvements, significant reworking of the original game and possibly from scratch is performed.[42]

The list below is not exhaustive and excludes other electronic devices capable of playing video games such as PDAs and graphing calculators.

PC games
PC games involve a player interacting with a personal computer (PC) connected to a video monitor.[43] Personal computers are not dedicated game platforms, so there may be differences running the same game on different hardware. Also, the openness allows some features to developers like reduced software cost,[44] increased flexibility, increased innovation, emulation, creation of modifications or mods, open hosting for online gaming (in which a person plays a video game with people who are in a different household) and others. A gaming computer is a PC or laptop intended specifically for gaming, typically using high-performance, high-cost components. In addition to personal computer gaming, there also exist games that work on mainframe computers and other similarly shared systems, with users logging in remotely to use the computer.
Home console
The PlayStation 2 is the best-selling video game console, with over 155 million units sold.[45]
A console game is played on a home console, a specialized electronic device that connects to a common television set or composite video monitor. Home consoles are specifically designed to play games using a dedicated hardware environment, giving developers a concrete hardware target for development and assurances of what features will be available, simplifying development compared to PC game development. Usually consoles only run games developed for it, or games from other platform made by the same company, but never games developed by its direct competitor, even if the same game is available on different platforms. It often comes with a specific game controller. Major console platforms include Xbox, PlayStation and Nintendo.
Handheld console
A handheld game console is a small, self-contained electronic device that is portable and can be held in a user's hands. It features the console, a small screen, speakers and buttons, joystick or other game controllers in a single unit. Like consoles, handhelds are dedicated platforms, and share almost the same characteristics. Handheld hardware usually is less powerful than PC or console hardware. Some handheld games from the late 1970s and early 1980s could only play one game. In the 1990s and 2000s, a number of handheld games used cartridges, which enabled them to be used to play many different games. The handheld console has waned in the 2010s as mobile device gaming has become a more dominant factor.
Arcade video game
A police-themed arcade game in which players use a light gun
An arcade video game generally refers to a game played on an even more specialized type of electronic device that is typically designed to play only one game and is encased in a special, large coin-operated cabinet which has one built-in console, controllers (joystick, buttons, etc.), a CRT screen, and audio amplifier and speakers. Arcade games often have brightly painted logos and images relating to the theme of the game. While most arcade games are housed in a vertical cabinet, which the user typically stands in front of to play, some arcade games use a tabletop approach, in which the display screen is housed in a table-style cabinet with a see-through table top. With table-top games, the users typically sit to play. In the 1990s and 2000s, some arcade games offered players a choice of multiple games. In the 1980s, video arcades were businesses in which game players could use a number of arcade video games. In the 2010s, there are far fewer video arcades, but some movie theaters and family entertainment centers still have them.
Browser game
A browser game takes advantages of standardizations of technologies for the functionality of web browsers across multiple devices providing a cross-platform environment. These games may be identified based on the website that they appear, such as with Miniclip games. Others are named based on the programming platform used to develop them, such as Java and Flash games.
Mobile game
With the introduction of smartphones and tablet computers standardized on the iOS and Android operating systems, mobile gaming has become a significant platform. These games may use unique features of mobile devices that are not necessary present on other platforms, such as accelerometers, global positioning information and camera devices to support augmented reality gameplay.
Cloud gaming
Cloud gaming requires a minimal hardware device, such as a basic computer, console, laptop, mobile phone or even a dedicated hardware device connected to a display with good Internet connectivity that connects to hardware systems by the cloud gaming provider. The game is computed and rendered on the remote hardware, using a number of predictive methods to reduce the network latency between player input and output on their display device. For example, the Xbox Cloud Gaming and PlayStation Now platforms use dedicated custom server blade hardware in cloud computing centers.
Virtual reality
Players using the PlayStation VR headsets in 2017
Virtual reality (VR) games generally require players to use a special head-mounted unit that provides stereoscopic screens and motion tracking to immerse a player within virtual environment that responds to their head movements. Some VR systems include control units for the player's hands as to provide a direct way to interact with the virtual world. VR systems generally require a separate computer, console, or other processing device that couples with the head-mounted unit.
Emulation
An emulator enables games from a console or otherwise different system to be run in a type of virtual machine on a modern system, simulating the hardware of the original and allows old games to be played. While emulators themselves have been found to be legal in United States case law, the act of obtaining the game software that one does not already own may violate copyrights. However, there are some official releases of emulated software from game manufacturers, such as Nintendo with its Virtual Console or Nintendo Switch Online offerings.
Backward compatibility
Backward compatibility is similar in nature to emulation in that older games can be played on newer platforms, but typically directly though hardware and built-in software within the platform. The PlayStation 2 popularized the trend by having the capability of playing past generation games from the PlayStation via inserting the original game media into the newer console, while Nintendo's Wii could play GameCube titles as well in the same manner.[46][47][48]

Game media

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An unlabeled game cartridge for the Nintendo Entertainment System

Early arcade games, home consoles, and handheld games were dedicated hardware units with the game's logic built into the electronic componentry of the hardware. Since then, most video game platforms are considered programmable, having means to read and play multiple games distributed on different types of media or formats. Physical formats include ROM cartridges, magnetic storage including magnetic-tape data storage and floppy discs, optical media formats including CD-ROM and DVDs, and flash memory cards. Furthermore digital distribution over the Internet or other communication methods as well as cloud gaming alleviate the need for any physical media. In some cases, the media serves as the direct read-only memory for the game, or it may be the form of installation media that is used to write the main assets to the player's platform's local storage for faster loading periods and later updates.

Games can be extended with new content and software patches through either expansion packs which are typically available as physical media, or as downloadable content nominally available via digital distribution. These can be offered freely or can be used to monetize a game following its initial release. Several games offer players the ability to create user-generated content to share with others to play. Other games, mostly those on personal computers, can be extended with user-created modifications or mods that alter or add onto the game; these often are unofficial and were developed by players from reverse engineering of the game, but other games provide official support for modding the game.[49]

Input device

[edit]
A North American Super NES game controller from the early 1990s

Video game can use several types of input devices to translate human actions to a game. Most common are the use of game controllers like gamepads and joysticks for most consoles, and as accessories for personal computer systems along keyboard and mouse controls. Common controls on the most recent controllers include face buttons, shoulder triggers, analog sticks, and directional pads ("d-pads"). Consoles typically include standard controllers which are shipped or bundled with the console itself, while peripheral controllers are available as a separate purchase from the console manufacturer or third-party vendors.[50] Similar control sets are built into handheld consoles and onto arcade cabinets. Newer technology improvements have incorporated additional technology into the controller or the game platform, such as touchscreens and motion detection sensors that give more options for how the player interacts with the game. Specialized controllers may be used for certain genres of games, including racing wheels, light guns and dance pads. Digital cameras and motion detection can capture movements of the player as input into the game, which can, in some cases, effectively eliminate the control, and on other systems such as virtual reality, are used to enhance immersion into the game.

Display and output

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Handheld units, like the Game Boy, include built-in output screens and sound speakers.

By definition, all video games are intended to output graphics to an external video display, such as cathode-ray tube televisions, newer liquid-crystal display (LCD) televisions and built-in screens, projectors or computer monitors, depending on the type of platform the game is played on. Features such as color depth, refresh rate, frame rate, and screen resolution are a combination of the limitations of the game platform and display device and the program efficiency of the game itself. The game's output can range from fixed displays using LED or LCD elements, text-based games, two-dimensional and three-dimensional graphics, and augmented reality displays.

The game's graphics are often accompanied by sound produced by internal speakers on the game platform or external speakers attached to the platform, as directed by the game's programming. This often will include sound effects tied to the player's actions to provide audio feedback, as well as background music for the game.

Some platforms support additional feedback mechanics to the player that a game can take advantage of. This is most commonly haptic technology built into the game controller, such as causing the controller to shake in the player's hands to simulate a shaking earthquake occurring in game.

Classifications

[edit]

Video games are frequently classified by a number of factors related to how one plays them.

Genre

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Dustforce is representative of the platform game genre as its gameplay involves jumping between platforms.

A video game, like most other forms of media, may be categorized into genres. However, unlike film or television which use visual or narrative elements, video games are generally categorized into genres based on their gameplay interaction, since this is the primary means which one interacts with a video game.[51][52][53] The narrative setting does not impact gameplay; a shooter game is still a shooter game, regardless of whether it takes place in a fantasy world or in outer space.[54][55] An exception is the horror game genre, used for games that are based on narrative elements of horror fiction, the supernatural, and psychological horror.[56]

Genre names are normally self-describing in terms of the type of gameplay, such as action game, role playing game, or shoot 'em up, though some genres have derivations from influential works that have defined that genre, such as roguelikes from Rogue,[57] Grand Theft Auto clones from Grand Theft Auto III,[58] and battle royale games from the film Battle Royale.[59] The names may shift over time as players, developers and the media come up with new terms; for example, first-person shooters were originally called "Doom clones" based on the 1993 game.[60] A hierarchy of game genres exist, with top-level genres like "shooter game" and "action game" that broadly capture the game's main gameplay style, and several subgenres of specific implementation, such as within the shooter game first-person shooter and third-person shooter. Some cross-genre types also exist that fall until multiple top-level genres such as action-adventure game.

Mode

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A LAN party at the 2004 DreamHack with hundreds of players

A video game's mode describes how many players can use the game at the same type. This is primarily distinguished by single-player video games and multiplayer video games. Within the latter category, multiplayer games can be played in a variety of ways, including locally at the same device, on separate devices connected through a local network such as LAN parties, or online via separate Internet connections. Most multiplayer games are based on competitive gameplay, but many offer cooperative and team-based options as well as asymmetric gameplay. Online games use server structures that can also enable massively multiplayer online games (MMOs) to support hundreds of players at the same time.

A small number of video games are zero-player games, in which the player has very limited interaction with the game itself. These are most commonly simulation games where the player may establish a starting state and then let the game proceed on its own, watching the results as a passive observer, such as with many computerized simulations of Conway's Game of Life.[61]

Types

[edit]

Most video games are intended for entertainment purposes.[34] Different game types include:

Core games
Core or hard-core games refer to the typical perception of video games, developed for entertainment purposes. These games typically require a fair amount of time to learn and master, in contrast to casual games, and thus are most appealing to gamers rather than a broader audience. Most of the AAA video game industry is based around the delivery of core games.[62]
Casual games
In contrast to core games, casual games are designed for ease of accessibility, simple to understand gameplay and quick to grasp rule sets, and aimed at mass market audience. They frequently support the ability to jump in and out of play on demand, such as during commuting or lunch breaks. Numerous browser and mobile games fall into the casual game area, and casual games often are from genres with low intensity game elements such as match three, hidden object, time management, and puzzle games.[63] Causal games frequently use social-network game mechanics, where players can enlist the help of friends on their social media networks for extra turns or moves each day.[64] Popular casual games include Tetris and Candy Crush Saga. More recent, starting in the late 2010s, are hyper-casual games which use even more simplistic rules for short but infinitely replayable games, such as Flappy Bird.[65]
Educational games
Education software has been used in homes and classrooms to help teach children and students, and video games have been similarly adapted for these reasons, all designed to provide a form of interactivity and entertainment tied to game design elements. There are a variety of differences in their designs and how they educate the user. These are broadly split between edutainment games that tend to focus on the entertainment value and rote learning but are unlikely to engage in critical thinking, and educational video games that are geared towards problem solving through motivation and positive reinforcement while downplaying the entertainment value.[66] Examples of educational games include The Oregon Trail and the Carmen Sandiego series. Further, games not initially developed for educational purposes have found their way into the classroom after release, such as that feature open worlds or virtual sandboxes like Minecraft,[67] or offer critical thinking skills through puzzle video games like SpaceChem.[68]
Serious games
Microsoft Flight Simulator is an example of a simulation game.
Further extending from educational games, serious games are those where the entertainment factor may be augmented, overshadowed, or even eliminated by other purposes for the game. Game design is used to reinforce the non-entertainment purpose of the game, such as using video game technology for the game's interactive world, or gamification for reinforcement training. Educational games are a form of serious games, but other types of games include fitness games that incorporate significant physical exercise to help keep the player fit (such as Wii Fit), simulator games that resemble flight simulators to pilot aircraft (such as Microsoft Flight Simulator), advergames that are built around the advertising of a product (such as Pepsiman), and newsgames aimed at conveying a specific advocacy message (such as NarcoGuerra).[69][70]
Art games
Although video games have been considered an art form on their own, games may be developed to try to purposely communicate a story or message, using the medium as a work of art. These art or arthouse games are designed to generate emotion and empathy from the player by challenging societal norms and offering critique through the interactivity of the video game medium. They may not have any type of win condition and are designed to let the player explore through the game world and scenarios. Most art games are indie games in nature, designed based on personal experiences or stories through a single developer or small team. Examples of art games include Passage, Flower, and That Dragon, Cancer.[71][72][73]

Content rating

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A typical ESRB rating label, listing the rating and specific content descriptors for Rabbids Go Home

Video games can be subject to national and international content rating requirements. Like with film content ratings, video game ratings typing identify the target age group that the national or regional ratings board believes is appropriate for the player, ranging from all-ages, to a teenager-or-older, to mature, to the infrequent adult-only games. Most content review is based on the level of violence, both in the type of violence and how graphic it may be represented, and sexual content, but other themes such as drug and alcohol use and gambling that can influence children may also be identified. A primary identifier based on a minimum age is used by nearly all systems, along with additional descriptors to identify specific content that players and parents should be aware of.

The regulations vary from country to country but generally are voluntary systems upheld by vendor practices, with penalty and fines issued by the ratings body on the video game publisher for misuse of the ratings. Among the major content rating systems include:

  • Entertainment Software Rating Board (ESRB) that oversees games released in the United States. ESRB ratings are voluntary and rated along a E (Everyone), E10+ (Everyone 10 and older), T (Teen), M (Mature), and AO (Adults Only). Attempts to mandate video games ratings in the U.S. subsequently led to the landmark Supreme Court case, Brown v. Entertainment Merchants Association in 2011 which ruled video games were a protected form of art, a key victory for the video game industry.[74]
  • Pan European Game Information (PEGI) covering the United Kingdom, most of the European Union and other European countries, replacing previous national-based systems. The PEGI system uses content rated based on minimum recommended ages, which include 3+, 8+, 12+, 16+, and 18+.
  • Australian Classification Board (ACB) oversees the ratings of games and other works in Australia, using ratings of G (General), PG (Parental Guidance), M (Mature), MA15+ (Mature Accompanied), R18+ (Restricted), and X (Restricted for pornographic material). ACB can also deny to give a rating to game (RC – Refused Classification). The ACB's ratings are enforceable by law, and importantly, games cannot be imported or purchased digitally in Australia if they have failed to gain a rating or were given the RC rating, leading to a number of notable banned games.
  • Computer Entertainment Rating Organization (CERO) rates games for Japan. Their ratings include A (all ages), B (12 and older), C (15 and over), D (17 and over), and Z (18 and over).
  • Unterhaltungssoftware Selbstkontrolle (USK) rates games for Germany. Their ratings include 0, 6, 12, 16, and 18.

Additionally, the major content system provides have worked to create the International Age Rating Coalition (IARC), a means to streamline and align the content ratings system between different region, so that a publisher would only need to complete the content ratings review for one provider, and use the IARC transition to affirm the content rating for all other regions.

Certain nations have even more restrictive rules related to political or ideological content. Within Germany, until 2018, the Unterhaltungssoftware Selbstkontrolle (Entertainment Software Self-Regulation) would refuse to classify, and thus allow sale, of any game depicting Nazi imagery, and thus often requiring developers to replace such imagery with fictional ones. This ruling was relaxed in 2018 to allow for such imagery for "social adequacy" purposes that applied to other works of art.[75] China's video game segment is mostly isolated from the rest of the world due to the government's censorship, and all games published there must adhere to strict government review, disallowing content such as smearing the image of the Chinese Communist Party. Foreign games published in China often require modification by developers and publishers to meet these requirements.[76]

Development

[edit]
Developers use various tools to create video games. Here an editor is fine-tuning the virtual camera system.

Video game development and authorship, much like any other form of entertainment, is frequently a cross-disciplinary field. Video game developers, as employees within this industry are commonly referred to, primarily include programmers and graphic designers. Over the years, this has expanded to include almost every type of skill that one might see prevalent in the creation of any movie or television program, including sound designers, musicians, and other technicians; as well as skills that are specific to video games, such as the game designer. All of these are managed by producers.

In the early days of the industry, it was more common for a single person to manage all of the roles needed to create a video game. As platforms have become more complex and powerful in the type of material they can present, larger teams have been needed to generate all of the art, programming, cinematography, and more. This is not to say that the age of the "one-man shop" is gone, as this is still sometimes found in the casual gaming and handheld markets,[77] where smaller games are prevalent due to technical limitations such as limited RAM or lack of dedicated 3D graphics rendering capabilities on the target platform (e.g., some PDAs).[78]

Video games are programmed like any other piece of computer software. Prior to the mid-1970s, arcade and home consoles were programmed by assembling discrete electro-mechanical components on circuit boards, which limited games to relatively simple logic. By 1975, low-cost microprocessors were available at volume to be used for video game hardware, which allowed game developers to program more detailed games, widening the scope of what was possible.[79][80] Ongoing improvements in computer hardware technology have expanded what has become possible to create in video games, coupled with convergence of common hardware between console, computer, and arcade platforms to simplify the development process.[81] Today, game developers have a number of commercial and open source tools available for use to make games, often which are across multiple platforms to support portability, or may still opt to create their own for more specialized features and direct control of the game. Today, many games are built around a game engine that handles the bulk of the game's logic, gameplay, and rendering. These engines can be augmented with specialized engines for specific features, such as a physics engine that simulates the physics of objects in real-time. A variety of middleware exists to help developers access other features, such as playback of videos within games, network-oriented code for games that communicate via online services, matchmaking for online games, and similar features. These features can be used from a developer's programming language of choice, or they may opt to also use game development kits that minimize the amount of direct programming they have to do but can also limit the amount of customization they can add into a game. Like all software, video games usually undergo quality testing before release to assure there are no bugs or glitches in the product, though frequently developers will release patches and updates.

With the growth of the size of development teams in the industry, the problem of cost has increased. Development studios need the best talent, while publishers reduce costs to maintain profitability on their investment. Typically, a video game console development team ranges from 5 to 50 people, and some exceed 100. In May 2009, Assassin's Creed II was reported to have a development staff of 450.[82] The growth of team size combined with greater pressure to get completed projects into the market to begin recouping production costs has led to a greater occurrence of missed deadlines, rushed games, and the release of unfinished products.[83]

While amateur and hobbyist game programming had existed since the late 1970s with the introduction of home computers, a newer trend since the mid-2000s is indie game development. Indie games are made by small teams outside any direct publisher control, their games being smaller in scope than those from the larger "AAA" game studios, and are often experiments in gameplay and art style. Indie game development is aided by the larger availability of digital distribution, including the newer mobile gaming market, and readily-available and low-cost development tools for these platforms.[84]

Game theory and studies

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Although departments of computer science have been studying the technical aspects of video games for years, theories that examine games as an artistic medium are a relatively recent development in the humanities. The two most visible schools in this emerging field are ludology and narratology. Narrativists approach video games in the context of what Janet Murray calls "Cyberdrama". That is to say, their major concern is with video games as a storytelling medium, one that arises out of interactive fiction. Murray puts video games in the context of the Holodeck, a fictional piece of technology from Star Trek, arguing for the video game as a medium in which the player is allowed to become another person, and to act out in another world.[85] This image of video games received early widespread popular support, and forms the basis of films such as Tron, eXistenZ and The Last Starfighter.

Ludologists break sharply and radically from this idea. They argue that a video game is first and foremost a game, which must be understood in terms of its rules, interface, and the concept of play that it deploys. Espen J. Aarseth argues that, although games certainly have plots, characters, and aspects of traditional narratives, these aspects are incidental to gameplay. For example, Aarseth is critical of the widespread attention that narrativists have given to the heroine of the game Tomb Raider, saying that "the dimensions of Lara Croft's body, already analyzed to death by film theorists, are irrelevant to me as a player, because a different-looking body would not make me play differently... When I play, I don't even see her body, but see through it and past it."[86] Simply put, ludologists reject traditional theories of art because they claim that the artistic and socially relevant qualities of a video game are primarily determined by the underlying set of rules, demands, and expectations imposed on the player.

While many games rely on emergent principles, video games commonly present simulated story worlds where emergent behavior occurs within the context of the game. The term "emergent narrative" has been used to describe how, in a simulated environment, storyline can be created simply by "what happens to the player."[87] However, emergent behavior is not limited to sophisticated games. In general, any place where event-driven instructions occur for AI in a game, emergent behavior will exist. For instance, take a racing game in which cars are programmed to avoid crashing, and they encounter an obstacle in the track: the cars might then maneuver to avoid the obstacle causing the cars behind them to slow or maneuver to accommodate the cars in front of them and the obstacle. The programmer never wrote code to specifically create a traffic jam, yet one now exists in the game.

Intellectual property for video games

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Most commonly, video games are protected by copyright, though both patents and trademarks have been used as well.

Though local copyright regulations vary to the degree of protection, video games qualify as copyrighted visual-audio works, and enjoy cross-country protection under the Berne Convention.[88] This typically only applies to the underlying code, as well as to the artistic aspects of the game such as its writing, art assets, and music. Gameplay itself is generally not considered copyrightable; in the United States among other countries, video games are considered to fall into the idea–expression distinction in that it is how the game is presented and expressed to the player that can be copyrighted, but not the underlying principles of the game.[89]

Because gameplay is normally ineligible for copyright, gameplay ideas in popular games are often replicated and built upon in other games. At times, this repurposing of gameplay can be seen as beneficial and a fundamental part of how the industry has grown by building on the ideas of others.[90][91] For example Doom (1993) and Grand Theft Auto III (2001) introduced gameplay that created popular new game genres, the first-person shooter and the Grand Theft Auto clone, respectively, in the few years after their release.[92][93] However, at times and more frequently at the onset of the industry, developers would intentionally create video game clones of successful games and game hardware with few changes, which led to the flooded arcade and dedicated home console market around 1978.[90][94][91] Cloning is also a major issue with countries that do not have strong intellectual property protection laws, such as within China. The lax oversight by China's government and the difficulty for foreign companies to take Chinese entities to court had enabled China to support a large grey market of cloned hardware and software systems.[95] The industry remains challenged to distinguish between creating new games based on refinements of past successful games to create a new type of gameplay, and intentionally creating a clone of a game that may simply swap out art assets.[96]

Industry

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E3 was one of the typical trade show events of the video game industry.
Attendees at Gamescom 2015 playing a video game

History

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The early history of the video game industry, following the first game hardware releases and through 1983, had little structure. Video games quickly took off during the golden age of arcade video games from the late 1970s to early 1980s, but the newfound industry was mainly composed of game developers with little business experience. This led to numerous companies forming simply to create clones of popular games to try to capitalize on the market.[97] Due to loss of publishing control and oversaturation of the market, the North American home video game market crashed in 1983, dropping from revenues of around $3 billion in 1983 to $100 million by 1985. Many of the North American companies created in the prior years closed down. Japan's growing game industry was briefly shocked by this crash but had sufficient longevity to withstand the short-term effects, and Nintendo helped to revitalize the industry with the release of the Nintendo Entertainment System in North America in 1985.[97] Along with it, Nintendo established a number of core industrial practices to prevent unlicensed game development and control game distribution on their platform, methods that continue to be used by console manufacturers today.[97]

The industry remained more conservative following the 1983 crash, forming around the concept of publisher-developer dichotomies, and by the 2000s, leading to the industry centralizing around low-risk, triple-A games and studios with large development budgets of at least $10 million or more.[98] The advent of the Internet brought digital distribution as a viable means to distribute games, and contributed to the growth of more riskier, experimental independent game development as an alternative to triple-A games in the late 2000s and which has continued to grow as a significant portion of the video game industry.[99][84]

Industry roles

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Video games have a large network effect that draw on many different sectors that tie into the larger video game industry. While video game developers are a significant portion of the industry, other key participants in the market include:[100]

  • Publishers: Companies generally that oversee bringing the game from the developer to market. This often includes performing the marketing, public relations, and advertising of the game. Publishers frequently pay the developers ahead of time to make their games and will be involved in critical decisions about the direction of the game's progress, and then pay the developers additional royalties or bonuses based on sales performances. Other smaller, boutique publishers may simply offer to perform the publishing of a game for a small fee and a portion of the sales, and otherwise leave the developer with the creative freedom to proceed. A range of other publisher-developer relationships exist between these points.
  • Distributors: Publishers often are able to produce their own game media and take the role of distributor, but there are also third-party distributors that can mass-produce game media and distribute to retailers. Digital storefronts like Steam and the iOS App Store also serve as distributors and retailers in the digital space.
  • Retailers: Physical storefronts, which include large online retailers, department and electronic stores, and specialty video game stores, sell games, consoles, and other accessories to consumers. This has also including a trade-in market in certain regions, allowing players to turn in used games for partial refunds or credit towards other games. However, with the uprising of digital marketplaces and e-commerce revolution, retailers have been performing worse than in the past.
  • Hardware manufacturers: The video game console manufacturers produce console hardware, often through a value chain system that include numerous component suppliers and contract manufacturer that assemble the consoles. Further, these console manufacturers typically require a license to develop for their platform and may control the production of some games, such as Nintendo does with the use of game cartridges for its systems. In exchange, the manufacturers may help promote games for their system and may seek console exclusivity for certain games. For games on personal computers, a number of manufacturers are devoted to high-performance "gaming computer" hardware, particularly in the graphics card area; several of the same companies overlap with component supplies for consoles. A range of third-party manufacturers also exist to provide equipment and gear for consoles post-sale, such as additional controllers for console or carrying cases and gear for handheld devices.
  • Journalism: While journalism around video games used to be primarily print-based, and focused more on post-release reviews and gameplay strategy, the Internet has brought a more proactive press that use web journalism, covering games in the months prior to release as well as beyond, helping to build excitement for games ahead of release.
  • Influencers: With the rising importance of social media, video game companies have found that the opinions of influencers using streaming media to play through their games has had a significant impact on game sales, and have turned to use influencers alongside traditional journalism as a means to build up attention to their game before release.
  • Esports: Esports is a major function of several multiplayer games with numerous professional leagues established since the 2000s, with large viewership numbers, particularly out of southeast Asia since the 2010s.
  • Trade and advocacy groups: Trade groups like the Entertainment Software Association were established to provide a common voice for the industry in response to governmental and other advocacy concerns. They frequently set up the major trade events and conventions for the industry such as E3.
  • Gamers: Proactive hobbyists who are players and consumers of video games. While their representation in the industry is primarily seen through game sales, many companies follow gamers' comments on social media or on user reviews and engage with them to work to improve their products in addition to other feedback from other parts of the industry. Demographics of the larger player community also impact parts of the market; while once dominated by younger men, the market shifted in the mid-2010s towards women and older players who generally preferred mobile and causal games, leading to further growth in those sectors.[101]

Major regional markets

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The industry itself grew out from both the United States and Japan in the 1970s and 1980s before having a larger worldwide contribution. Today, the video game industry is predominantly led by major companies in North America (primarily the United States and Canada), Europe, and southeast Asia including Japan, South Korea, and China. Hardware production remains an area dominated by Asian companies either directly involved in hardware design or part of the production process, but digital distribution and indie game development of the late 2000s has allowed game developers to flourish nearly anywhere and diversify the field.[102]

Game sales

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A retail display in Switzerland with a large selection of games for platforms popular in the early 2000s

According to the market research firm Newzoo, the global video game industry drew estimated revenues of over $159 billion in 2020. Mobile games accounted for the bulk of this, with a 48% share of the market, followed by console games at 28% and personal computer games at 23%.[1]

Sales of different types of games vary widely between countries due to local preferences. Japanese consumers tend to purchase much more handheld games than console games and especially PC games, with a strong preference for games catering to local tastes.[103][104] Another key difference is that, though having declined in the West, arcade games remain an important sector of the Japanese gaming industry.[105] In South Korea, computer games are generally preferred over console games, especially MMORPG games and real-time strategy games. Computer games are also popular in China.[106]

Effects on society

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Culture

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The Art of Video Games exhibit at the Smithsonian American Art Museum in 2012

Video game culture is a worldwide new media subculture formed around video games and game playing. As computer and video games have increased in popularity over time, they have had a significant influence on popular culture. Video game culture has also evolved over time hand in hand with internet culture as well as the increasing popularity of mobile games. Many people who play video games identify as gamers, which can mean anything from someone who enjoys games to someone who is passionate about it. As video games become more social with multiplayer and online capability, gamers find themselves in growing social networks. Gaming can both be entertainment as well as competition, as a new trend known as electronic sports is becoming more widely accepted. In the 2010s, video games and discussions of video game trends and topics can be seen in social media, politics, television, film and music. The COVID-19 pandemic during 2020–2021 gave further visibility to video games as a pastime to enjoy with friends and family online as a means of social distancing.[107][108]

Art

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Since the mid-2000s there has been debate whether video games qualify as art, primarily as the form's interactivity interfered with the artistic intent of the work and that they are designed for commercial appeal. A significant debate on the matter came after film critic Roger Ebert published an essay "Video Games can never be art",[109] which challenged the industry to prove him and other critics wrong.[110] The view that video games were an art form was cemented in 2011 when the U.S. Supreme Court ruled in the landmark case Brown v. Entertainment Merchants Association that video games were a protected form of speech with artistic merit.[111] Since then, video game developers have come to use the form more for artistic expression, including the development of art games,[112] and the cultural heritage of video games as works of arts, beyond their technical capabilities, have been part of major museum exhibits, including The Art of Video Games at the Smithsonian American Art Museum and toured at other museums from 2012 to 2016.

Video games will inspire sequels and other video games within the same franchise, but also have influenced works outside of the video game medium. Numerous television shows (both animated and live-action), films, comics and novels have been created based on existing video game franchises. Because video games are an interactive medium there has been trouble in converting them to these passive forms of media, and typically such works have been critically panned or treated as children's media. For example, until 2019, no video game film had ever been received a "Fresh" rating on Rotten Tomatoes, but the releases of Detective Pikachu (2019) and Sonic the Hedgehog (2020), both receiving "Fresh" ratings, shows signs of the film industry having found an approach to adapt video games for the large screen.[113][114] That said, some early video game-based films have been highly successful at the box office, such as 1995's Mortal Kombat and 2001's Lara Croft: Tomb Raider.[115]

More recently since the 2000s, there has also become a larger appreciation of video game music, which ranges from chiptunes composed for limited sound-output devices on early computers and consoles, to fully-scored compositions for most modern games. Such music has frequently served as a platform for covers and remixes, and concerts featuring video game soundtracks performed by bands or orchestras, such as Video Games Live, have also become popular.[115] Video games also frequently incorporate licensed music, particularly in the area of rhythm games, furthering the depth of which video games and music can work together.[115]

Further, video games can serve as a virtual environment under full control of a producer to create new works. With the capability to render 3D actors and settings in real-time, a new type of work machinima (short for "machine cinema") grew out from using video game engines to craft narratives.[116] As video game engines gain higher fidelity, they have also become part of the tools used in more traditional filmmaking. Unreal Engine has been used as a backbone by Industrial Light & Magic for their StageCraft technology for shows like The Mandalorian.[117]

Separately, video games are also frequently used as part of the promotion and marketing for other media, such as for films, anime, and comics. However, these licensed games in the 1990s and 2000s often had a reputation for poor quality, developed without any input from the intellectual property rights owners, and several of them are considered among lists of games with notably negative reception, such as Superman 64. More recently, with these licensed games being developed by triple-A studios or through studios directly connected to the licensed property owner, there has been a significant improvement in the quality of these games, with an early trendsetting example of Batman: Arkham Asylum.[118]

Beneficial uses

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Besides their entertainment value, appropriately-designed video games have been seen to provide value in education across several ages and comprehension levels. Learning principles found in video games have been identified as possible techniques with which to reform the U.S. education system.[119] It has been noticed that gamers adopt an attitude while playing that is of such high concentration, they do not realize they are learning, and that if the same attitude could be adopted at school, education would enjoy significant benefits.[120][dubiousdiscuss] Students are found to be "learning by doing" while playing video games while fostering creative thinking.[121]

Video games are also believed to be beneficial to the mind and body. It has been shown that action video game players have better hand–eye coordination and visuo-motor skills, such as their resistance to distraction, their sensitivity to information in the peripheral vision and their ability to count briefly presented objects, than nonplayers.[122] Researchers found that such enhanced abilities could be acquired by training with action games, involving challenges that switch attention between different locations, but not with games requiring concentration on single objects.[citation needed] A 2018 systematic review found evidence that video gaming training had positive effects on cognitive and emotional skills in the adult population, especially with young adults.[123] A 2019 systematic review also added support for the claim that video games are beneficial to the brain, although the beneficial effects of video gaming on the brain differed by video games types.[124]

How can video games boost your mental health? – Max Birk (Eindhoven University of Technology)

Organisers of video gaming events, such as the organisers of the D-Lux video game festival in Dumfries, Scotland, have emphasised the positive aspects video games can have on mental health. Organisers, mental health workers and mental health nurses at the event emphasised the relationships and friendships that can be built around video games and how playing games can help people learn about others as a precursor to discussing the person's mental health.[125] A study in 2020 from Oxford University also suggested that playing video games can be a benefit to a person's mental health. The report of 3,274 gamers, all over the age of 18, focused on the games Animal Crossing: New Horizons and Plants vs Zombies: Battle for Neighborville and used actual play-time data. The report found that those that played more games tended to report greater "wellbeing".[126][127] Also in 2020, computer science professor Regan Mandryk of the University of Saskatchewan said her research also showed that video games can have health benefits such as reducing stress and improving mental health. The university's research studied all age groups – "from pre-literate children through to older adults living in long term care homes" – with a main focus on 18 to 55-year-olds.[128]

A study of gamers attitudes towards gaming which was reported about in 2018 found that millennials use video games as a key strategy for coping with stress. In the study of 1,000 gamers, 55% said that it "helps them to unwind and relieve stress ... and half said they see the value in gaming as a method of escapism to help them deal with daily work pressures".[129]

Controversies

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The compulsion loop for video games is believed to trigger dopamine release that can encourage addictive behavior.

Video games have caused controversy since the 1970s.[130] Parents and children's advocates regularly raise concerns that violent video games can influence young players into performing those violent acts in real life, and events such as the Columbine High School massacre in 1999 in which some claimed the perpetrators specifically alluded to using video games to plot out their attack, raised further fears.[citation needed] Medical experts and mental health professionals have also raised concerned that video games may be addictive, and the World Health Organization has included "gaming disorder" in the 11th revision of its International Statistical Classification of Diseases. Other health experts, including the American Psychiatric Association, have stated that there is insufficient evidence that video games can create violent tendencies or lead to addictive behavior,[131] though agree that video games typically use a compulsion loop in their core design that can create dopamine that can help reinforce the desire to continue to play through that compulsion loop and potentially lead into violent or addictive behavior.[132][133][134] Even with case law establishing that video games qualify as a protected art form, there has been pressure on the video game industry to keep their products in check to avoid over-excessive violence particularly for games aimed at younger children. The potential addictive behavior around games, coupled with increased used of post-sale monetization of video games, has also raised concern among parents, advocates, and government officials about gambling tendencies that may come from video games, such as controversy around the use of loot boxes in many high-profile games.

Numerous other controversies around video games and its industry have arisen over the years, among the more notable incidents include the 1993 United States Congressional hearings on violent games like Mortal Kombat which led to the formation of the ESRB ratings system, numerous legal actions taken by attorney Jack Thompson over violent games such as Grand Theft Auto III and Manhunt from 2003 to 2007, the outrage over the "No Russian" level from Call of Duty: Modern Warfare 2 in 2009 which allowed the player to shoot a number of innocent non-player characters at an airport, and the Gamergate harassment campaign in 2014 that highlighted misogyny from a portion of the player demographic. The industry as a whole has also dealt with issues related to gender, racial, and LGBTQ+ discrimination and mischaracterization of these minority groups in video games. A further issue in the industry is related to working conditions, as development studios and publishers frequently use "crunch time", required extended working hours, in the weeks and months ahead of a game's release to assure on-time delivery.

Collecting and preservation

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Players of video games often maintain collections of games. More recently there has been interest in retrogaming, focusing on games from the first decades. Games in retail packaging in good shape have become collector's items for the early days of the industry, with some rare publications having gone for over US$100,000 as of 2020. Separately, there is also concern about the preservation of video games, as both game media and the hardware to play them degrade over time. Further, many of the game developers and publishers from the first decades no longer exist, so records of their games have disappeared. Archivists and preservations have worked within the scope of copyright law to save these games as part of the cultural history of the industry.

There are many video game museums around the world, including the National Videogame Museum in Frisco, Texas,[135] which serves as the largest museum wholly dedicated to the display and preservation of the industry's most important artifacts.[136] Europe hosts video game museums such as the Computer Games Museum in Berlin[137] and the Museum of Soviet Arcade Machines in Moscow and Saint-Petersburg.[138][139] The Museum of Art and Digital Entertainment in Oakland, California is a dedicated video game museum focusing on playable exhibits of console and computer games.[140] The Video Game Museum of Rome is also dedicated to preserving video games and their history.[141] The International Center for the History of Electronic Games at The Strong in Rochester, New York contains one of the largest collections of electronic games and game-related historical materials in the world, including a 5,000-square-foot (460 m2) exhibit which allows guests to play their way through the history of video games.[142][143][144] The Smithsonian Institution in Washington, DC has three video games on permanent display: Pac-Man, Dragon's Lair, and Pong.[145]

The Museum of Modern Art has added a total of 20 video games and one video game console to its permanent Architecture and Design Collection since 2012.[146][147] In 2012, the Smithsonian American Art Museum ran an exhibition on "The Art of Video Games".[148] However, the reviews of the exhibit were mixed, including questioning whether video games belong in an art museum.[149][150]

See also

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Notes

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References

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Further reading

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[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
A video game is an interactive electronic game that uses a visual display device, such as a screen or oscilloscope, to present feedback from player inputs via controllers or other interfaces, simulating competitive or exploratory activities within rule-based virtual environments. The medium originated with rudimentary experiments like Tennis for Two, invented in 1958 by physicist William Higinbotham as an oscilloscope-based tennis simulation to entertain visitors at Brookhaven National Laboratory. Commercial viability emerged in the 1970s with arcade titles such as Pong (1972), which spurred the development of home consoles and personal computing integration, transforming video games into a global industry generating $182.7 billion in revenue in 2024 across mobile, PC, and console platforms. By enabling immersive narratives, multiplayer competition, and procedural generation, video games have shaped modern entertainment and social dynamics, with empirical studies indicating cultural transmission through representation of diverse themes and fostering community engagement among billions of participants. Defining characteristics include algorithmic fairness in procedural content and player agency, though the sector has encountered controversies over potential behavioral impacts, including addiction prevalence estimated at 1-10% among heavy users based on systematic reviews.

Definition and Terminology

Definition

A video game is an electronic game in which one or more players interact with a , such as a controller, keyboard, or motion , to manipulate images or representations displayed in real-time on a video screen or . This interaction generates immediate visual feedback, often supplemented by audio cues, sound effects, or , distinguishing video games from passive media like or static images. Core elements include structured rules, defined objectives—such as achieving high scores, completing levels, or defeating opponents—and mechanisms for quantifiable outcomes, fostering engagement through challenge, progression, or . Unlike broader , which may rely solely on mechanical or non-visual outputs (e.g., battery-operated handheld devices with simple lights or sounds), video games require a raster or vector-based video display for rendering dynamic , enabling complex simulations of environments, characters, or abstract systems. This technical foundation supports genres ranging from action and to simulations and puzzles, playable on platforms including dedicated consoles, personal computers, mobile phones, and arcade cabinets. While many video games emphasize , some serve educational, , or therapeutic purposes, though remains the defining causal mechanism for player agency and immersion. Narratives or stories may underpin the experience but are secondary to the rule-based, responsive gameplay loop.

Key Terminology

Gameplay refers to the characteristic manner in which the action of a video game unfolds through player interaction, encompassing rules, objectives, challenges, and that shape the user's experience. This term emphasizes the dynamic feedback between player inputs and game responses, distinguishing video games from non-interactive media by prioritizing active participation over passive consumption. Game mechanics constitute the core rules, systems, and procedures that define permissible player actions and the game's reactions, such as jumping, shooting, or , forming the foundational structure of interaction. These elements interlock to create challenges, goals, and strategies, directly influencing the game's state and outcomes based on player decisions. Interactivity describes the bidirectional where players input commands via devices like controllers or keyboards, prompting real-time computation and alteration of the game environment, a hallmark that enables emergent behaviors not possible in static simulations. Balance involves adjusting to achieve equitable difficulty, ensuring neither excessive nor triviality undermines , often refined through iterative playtesting to align challenge with player skill progression. Core loop signifies the fundamental repeating cycle of player actions, feedback, and rewards—such as explore, , loot in action games—that sustains prolonged play and reinforces the game's objectives. This loop underpins retention by creating habitual engagement tied to responses from achievement.

Historical Development

Early Innovations (1940s-1970s)

The earliest precursors to video games emerged in the 1940s with experimental devices using cathode-ray tubes for interactive simulations. In 1947, and Estle R. Mann patented the "," which overlaid targets on a radar-like screen to simulate , allowing players to adjust firing controls but lacking dynamic or storage. This non-programmable system represented an initial step toward electronic entertainment but saw no commercial development. Significant advancements occurred in the within scientific laboratories. On October 18, 1958, physicist unveiled at Brookhaven National Laboratory's public exhibition, utilizing a Donner Model 30 connected to a DuMont 5-inch to display a side-view with a ball trajectory affected by simulated . Players manipulated separate controllers to adjust paddle angle and hit power, enabling real-time interaction in a two-player format, though the setup was dismantled afterward and never patented due to its demonstration purpose. This analog display marked the first known electronic game designed explicitly for amusement. The 1960s saw digital computer games proliferate in academic settings, driven by access to mainframes. In 1962, Steve Russell, along with Martin Graetz, Wayne Wiitanen, and others at MIT, developed Spacewar! on the minicomputer, featuring two players maneuvering spaceships to fire torpedoes amid a central well simulating a star. Inspired by like E. E. Smith's *, the game included features like jumps and was distributed via magnetic tapes to other installations worldwide, influencing and early programming practices. Unlike prior analogs, Spacewar! demonstrated programmable, real-time and competitive multiplayer dynamics on digital hardware. Commercialization began in the early 1970s, transitioning lab concepts to consumer markets. Engineer conceived a television-based interactive game in August 1966 at , leading to seven prototypes by 1969, including the "Brown Box" with switch-selectable games, color TV output, and a for shooting simulations. Licensed to in 1971, it launched as the in September 1972, featuring 28 games via plastic overlays and cards without microprocessors or sound, achieving sales of approximately 350,000 units despite requiring TV modification. Concurrently, and Ted Dabney's 1971 Computer Space, an arcade adaptation of Spacewar! produced by Nutting Associates, became the first coin-operated video game but underperformed commercially due to complex controls. then released Pong in November 1972, a simplified simulation programmed by Al Alcorn, whose bar prototype generated overwhelming quarters, spurring mass production and establishing arcade viability with over 19,000 units sold by 1975. These developments shifted video games from esoteric experiments to accessible entertainment, enabling industry growth.

Arcade and Console Emergence (1970s-1980s)

The emergence of arcade video games began in the early 1970s with Computer Space, released in 1971 by Nutting Associates and developed by Nolan Bushnell and Ted Dabney under Syzygy Engineering, marking the first commercially produced arcade video game. This space combat simulator, inspired by Spacewar!, failed to achieve widespread commercial success due to its complex controls and steep learning curve, selling fewer than 1,500 units. Bushnell and Dabney subsequently founded Atari, Inc. in 1972, which released Pong that November as its debut arcade title. Pong, a simple table tennis simulation programmed by Al Alcorn, became Atari's first major hit, generating significant revenue from coin-operated cabinets placed in bars and amusement venues, and spawning numerous imitators that fueled initial industry growth. Home console development paralleled arcade innovations, with the launching in September 1972 as the first commercial home video game system, invented by Ralph Baer at . The Odyssey used analog hardware and plastic overlays for television screens rather than true video output, supporting basic games like via switch-selected circuits, and sold approximately 350,000 units despite limited marketing and no sound or scoring mechanisms. Atari capitalized on Pong's popularity by releasing dedicated home versions, such as the Atari Home Pong in 1975, which outsold competitors and established dedicated Pong consoles as a viable consumer product category. The late 1970s arcade boom was ignited by Taito's , released in in June 1978, featuring waves of descending aliens that players shot from a fixed position. Its addictive mechanics and escalating difficulty led to massive popularity, with over 360,000 cabinets produced worldwide by 1982 and revenues exceeding $1 billion in quarters, revitalizing arcades and prompting a surge in dedicated gaming locations. Namco's , introduced in on May 22, 1980, further expanded the market by introducing maze-chase with colorful characters and power-ups, appealing to a broader demographic including women and children. Licensed in the U.S. by Midway, generated over $2.5 billion in revenue by 1990 and inspired merchandise, cartoons, and cultural phenomena, shifting perceptions of video games from niche amusement to mainstream entertainment. Programmable home consoles advanced with the VCS (later 2600), released on September 11, 1977, which used interchangeable ROM cartridges for diverse games, departing from fixed hardware limitations. Initial sales were modest at around 250,000 units by late 1977, but the 1980 port of dramatically boosted demand, with over 12 million units sold that year alone, culminating in lifetime sales exceeding 30 million by the mid-1980s. Competitors like Mattel's (1979) and Coleco's (1982) entered with superior graphics and arcade ports, intensifying competition and driving hardware innovations such as joysticks and expanded color palettes, though Atari maintained dominance through exclusive titles and aggressive marketing.

Expansion and Crashes (1980s-1990s)

The video game industry underwent significant expansion in the early 1980s, driven by the popularity of arcade games and home consoles like the , which dominated the market following its 1977 launch. Arcade revenues peaked during this period, with the golden age of arcade video games featuring hits like (1980) and (1981), contributing to overall industry revenue reaching approximately $3.2 billion in 1982. Home console sales proliferated with competitors including the (1979) and (1982), but this led to market fragmentation as consumers faced numerous incompatible systems. Market saturation and lack of precipitated the 1983 crash, primarily affecting from 1983 to 1985. Publishers flooded the market with low-quality, unlicensed games, exemplified by 's E.T. the Extra-Terrestrial (released December 1982), developed in five weeks and resulting in millions of unsold cartridges buried in a landfill. Without centralized approval, diluted consumer trust, while competition from affordable personal computers like the Commodore 64 further eroded demand. Industry revenue plummeted 97% to $100 million by 1985, with incurring $356 million in losses and laying off over half its workforce. Numerous companies, including third-party developers, declared , and retailers relegated games to clearance bins, viewing them as a . Nintendo spearheaded the revival with the Family Computer (Famicom) launched in Japan on July 15, 1983, which sold strongly despite the global downturn, followed by the Nintendo Entertainment System (NES) in the United States on October 18, 1985, initially as a test market in New York City. To mitigate prior errors, Nintendo implemented a 10NES lockout chip restricting third-party development and enforced the "Official Nintendo Seal of Quality" for approved titles, ensuring higher standards. The NES was marketed as an entertainment device rather than a video game console, bundled with accessories like the R.O.B. robotic arm to appeal to toy retailers wary of gaming stigma. By 1986, sales recovered, and by 1988, Nintendo captured 70% U.S. market share with $2.3 billion in revenue; the NES ultimately sold over 60 million units worldwide. The late 1980s and 1990s marked renewed expansion, transitioning to 16-bit systems amid fierce competition dubbed the "console wars." Sega's Mega Drive (Genesis in ) launched in in 1988 and the U.S. in 1989, emphasizing superior graphics and titles like (1991), while Nintendo's (SNES) debuted in in 1990 and the U.S. in 1991, leveraging exclusives such as The Legend of Zelda: A Link to the Past (1991). The SNES outsold the Genesis, with approximately 49 million units versus 30-40 million for the latter, though Sega briefly led in certain markets like during peak holiday seasons. This era saw industry growth accelerate with technology enabling richer media, culminating in fifth-generation consoles like Sony's PlayStation (1994), which sold over 100 million units by emphasizing 3D graphics and mature titles, solidifying video games as a mainstream multibillion-dollar sector. Minor flops, such as the (1993) and 3DO Interactive Multiplayer (1993), highlighted ongoing risks but did not derail overall momentum.

Digital Revolution (2000s)

The 2000s marked the onset of the digital revolution in video gaming, driven by expanding broadband internet access and the introduction of online services that facilitated multiplayer gameplay and initial forays into digital distribution. Microsoft's Xbox Live, launched on November 15, 2002, pioneered subscription-based online console gaming, enabling persistent multiplayer matches, voice chat, and matchmaking systems that contrasted with prior dial-up LAN setups. By 2004, Xbox Live supported titles like Halo 2, which drew millions of users and established online play as a core feature, with peak concurrent users exceeding expectations due to reliable infrastructure over patchy peer-to-peer alternatives. This shift was empirically tied to broadband penetration rates, which in the U.S. rose from 5% of households in 2000 to over 50% by 2007, enabling seamless connectivity that physical media alone could not provide. On the PC side, Valve's platform, debuting September 12, 2003, as a patching tool for , evolved into the first major digital storefront, allowing direct downloads of full games by 2005 and reducing reliance on retail discs. 's model addressed —rampant in the early PC market, where estimates suggested up to 90% of games were illegally copied—through always-online DRM and automatic updates, while sales events like summer discounts in boosted adoption by offering verifiable price reductions that physical stores struggled to match. By decade's end, hosted thousands of titles, with digital sales comprising a growing share of PC revenue, though physical copies still dominated consoles. Complementary services like emerged around 2004, but 's ecosystem, including community features and mod support, created network effects that locked in users, demonstrating causal links between digital convenience and market consolidation. Console manufacturers followed suit mid-decade: Sony's launched in 2006 alongside the PS3, offering free online play and nascent digital purchases, while Nintendo's in 2008 introduced downloadable indie-scale games directly to the console. These platforms reduced distribution costs—digital eschewed manufacturing and shipping, cutting expenses by up to 30% per unit based on industry analyses—and enabled rapid content updates, though bandwidth limitations and skepticism over ownership rights slowed full transition. Browser-based Flash games, peaking with titles like those on and , further democratized access, amassing billions of plays without installations, but often at the expense of depth due to technical constraints. Overall, the era's innovations laid groundwork for verifiable revenue growth in digital channels, from $1 billion in 2000 to over $5 billion by 2009 globally, prioritizing empirical scalability over traditional retail models.

Modern Era and Mobile Boom (2010s-2020s)

The 2010s ushered in an era of unprecedented expansion for the video game industry, driven by digital distribution, mobile accessibility, and online connectivity, with global revenues growing from approximately $67 billion in 2010 to $159 billion by 2019. This period saw a pivot from physical media to downloads, facilitated by platforms like Valve's Steam, which by 2010 had become the dominant PC distribution channel, enabling independent developers to reach millions without traditional publishers. Mobile gaming emerged as the dominant force, with end-user revenues reaching $5.6 billion in 2010—a 19% increase from 2009—propelled by the widespread adoption of smartphones and app stores such as Apple's (launched 2008) and (2012). By 2013, the sector had ballooned to $17.5 billion, outpacing console and PC revenues due to models reliant on in-app purchases and , as seen in titles like (2012), which generated billions. This boom democratized gaming, attracting over 2 billion mobile players by the mid-2010s, though it concentrated profits among a few hits amid a vast sea of low-earning apps. Console gaming evolved with the eighth generation, launched by Sony's and Microsoft's in November 2013, emphasizing graphics, social integration, and always-online features amid debates over used game restrictions. Nintendo's (2012) struggled, but the hybrid , released March 2017, sold over 141 million units by 2024 through portable-home versatility and exclusive titles like The Legend of Zelda: Breath of the Wild. The ninth generation followed in 2020 with and Xbox Series X/S, focusing on 4K/8K resolution, ray tracing, and , though supply shortages limited initial impact. Independent games flourished via digital storefronts, with Minecraft's full release in November 2011 selling over 300 million copies and exemplifying and . Hits like (2015) and Celeste (2018) showcased narrative depth and precise platforming, often developed by small teams, challenging AAA dominance and revitalizing genres. Esports professionalized, with global revenues surpassing $1 billion by 2019, fueled by tournaments in titles like and , attracting sponsorships and viewership exceeding traditional sports in some demographics. By 2023, the market reached $2 billion, projected to hit $4.8 billion in 2025, though sustainability concerns arose from over-reliance on volatile streaming platforms like Twitch. The 2020s extended these trends amid the , which boosted player numbers to 3.2 billion globally by 2024, with mobile retaining the largest revenue share at around $100 billion annually. gained niche traction post-Oculus Rift's 2016 consumer launch, but adoption remained limited by hardware costs and issues; peaked with (2016), generating $1 billion in its first year. services like (2019-2023) faltered, while battle royales like (2017) dominated via and live events, highlighting ongoing tensions over microtransactions and addictive design. Overall, the industry reached $187.7 billion in 2024, underscoring mobile's enduring lead despite maturing growth rates.

Technical Elements

Platforms and Hardware

Video games operate on dedicated hardware platforms designed or adapted for interactive entertainment, including home consoles, personal computers, handheld devices, mobile phones, and arcade cabinets. These platforms vary in , with consoles emphasizing integrated, optimized systems for seamless , while personal computers offer modular upgradability. Arcade machines, prominent in the and , employed custom-purpose hardware for coin-operated venues, often featuring high-end processors and displays exceeding contemporary home systems. Core hardware components across platforms include the (CPU), which handles game logic, , and physics simulations through serial computations; the graphics processing unit (GPU), specialized for parallel processing of visual rendering, textures, and effects; random access memory (RAM), providing fast temporary storage for active data to minimize latency; and storage media such as optical discs, cartridges, or solid-state drives for game files. In gaming rigs, the GPU bears primary responsibility for frame rates and graphical fidelity, often bottlenecking performance more than the CPU in demanding titles, while sufficient RAM—typically 16 GB or more in modern setups—prevents stuttering from data swapping. Home consoles evolved from discrete logic circuits in first-generation systems like the 1972 Magnavox Odyssey, which used analog signals without a CPU, to microprocessor-based designs starting with the 1977 Atari 2600's CPU at 1.19 MHz paired with 128 bytes of RAM. Subsequent generations incorporated advanced architectures, such as the Nintendo Entertainment System's CPU derivative of the 6502 and the PlayStation 2's with a 294.912 MHz CPU and 32 MB . Ninth-generation consoles like the 2020 feature an 8-core Zen 2 CPU at 3.5 GHz, RDNA 2 GPU equivalent to 10.28 teraflops, and 16 GB GDDR6 RAM, enabling at 60 frames per second. Personal computers leverage general-purpose hardware, with gamers assembling systems around high-performance CPUs like i9 or 9 series and GPUs such as RTX 40-series, allowing scalability via upgrades unlike fixed consoles. Handheld platforms, from the 1989 Game Boy's Sharp LR35902 CPU at 4.19 MHz with 8 KB RAM to modern hybrids with X1, prioritize portability over raw power. Mobile devices, dominating revenue at 49% of the $187.7 billion global market in 2023, utilize smartphone system-on-chips like with integrated GPUs, supporting touch-based input and cloud-assisted rendering. Arcade hardware historically outpaced home systems, with 1970s cabinets like using discrete TTL logic and vector displays, evolving to and CPUs like the in 1980s titles. By the 2020s, platform convergence via reduces hardware demands, streaming titles to low-end devices over networks, though latency and bandwidth constraints persist as causal barriers to adoption. Console market shares in 2023 showed PlayStation at 45%, at 27%, and trailing, reflecting hardware sales amid declining overall console revenue by 1% year-over-year.

Input, Display, and Output

Video games process user input via specialized peripherals that convert physical interactions into control signals for mechanics. Gamepads, featuring analog sticks, digital pads, and buttons, became the dominant console following the Atari 2600's DE-9 in 1977, which used a single stick for directional control and a fire button. PC gaming relies on keyboards for complex command inputs and mice for precise aiming, with origins tracing to early computer interfaces adapted for titles like Doom in 1993. Arcade systems introduced diverse devices, including trackballs for rolling motions in games like (1981) and light guns exploiting CRT phosphor persistence for on-screen targeting. Motion controls emerged with the Nintendo Wii Remote in 2006, employing accelerometers and infrared sensors to detect gestures, enabling intuitive actions like swinging a virtual racket. Specialized peripherals, such as steering wheels with force feedback for racing simulations and flight sticks for aerial combat, provide genre-specific fidelity by simulating real-world physics through motors and sensors. Touchscreens on mobile devices, popularized by the iPhone's capacitive in 2007, support gesture-based input like swiping and pinching, integrated into games via APIs like Unity's touch handling. Display technologies render game visuals, evolving from analog oscilloscopes in Tennis for Two (1958), which plotted vector lines via electron beam deflection, to raster-scan CRT televisions in home consoles starting with Magnavox Odyssey (1972). Modern systems output to flat-panel LCD and OLED panels, supporting resolutions from 1080p standard definition to 4K and 8K ultra-high definition, with refresh rates up to 360 Hz for reduced motion blur in competitive titles. Virtual reality headsets, such as Oculus Rift (2016 consumer release), employ stereoscopic OLED displays with 90-120 Hz refresh and head-tracking for 6-degrees-of-freedom immersion, mitigating latency below 20 ms to prevent disorientation. Output extends beyond visuals to multisensory feedback, including spatial audio via stereo speakers or systems like , which uses object-based rendering for dynamic positional cues in engines like Unreal. Haptic output delivers tactile sensations through controller vibrations, first mass-marketed in the (1997) with dual rumble motors synchronized to in-game events like explosions. Advanced haptics in devices like (2018) allow customizable intensity for accessibility, while force-feedback wheels apply torque up to 10 Nm to mimic vehicle handling resistance. These outputs enhance realism by correlating sensory data with visual and auditory stimuli, grounded in psychophysical principles where sub-100 ms feedback loops maintain perceptual causality.

Media and Distribution Methods

Video games were initially distributed through dedicated arcade cabinets containing custom hardware and ROM chips, with the first coin-operated machines appearing in the 1970s, such as Computer Space in 1972. For home consoles, read-only memory (ROM) cartridges became the standard starting with the Atari 2600, released in 1977, which used plug-in cartridges to load games directly into the console's memory for fast access but limited storage to typically 4-32 kilobytes. Personal computers in the late 1970s and 1980s relied on magnetic media like floppy disks, which offered capacities up to 1.44 megabytes by the mid-1980s, enabling more complex software distribution via retail or mail-order. The transition to optical media began in the early 1990s with add-ons like the Sega CD in 1991, but compact discs (CDs) gained prominence with the PlayStation console, launched in Japan on December 3, 1994, providing up to 700 megabytes of storage for full-motion video and larger worlds compared to cartridges. Digital versatile discs (DVDs) followed in the late 1990s and early 2000s, as seen in the PlayStation 2 released in 2000, increasing capacity to 4.7 gigabytes per side for enhanced graphics and audio. Physical distribution dominated through retail chains, with cartridges and discs manufactured for mass production and sold in stores, though production costs for cartridges remained higher due to custom silicon fabrication. Digital distribution emerged experimentally in the 1980s via modem-based services like for the , allowing game downloads over telephone lines. Mainstream adoption accelerated with platforms such as Valve's , launched on , 2003, which facilitated automatic updates and direct downloads, reducing reliance on . Console digital storefronts, including the in 2006 and , further propelled this shift by enabling instant purchases and eliminating shipping logistics. By 2024, digital sales accounted for 95.4% of global video game revenue, totaling $175.8 billion, driven by convenience, lower distribution costs, and , though persists for collectors and regions with limited . On PC, digital adoption reaches 99%, while consoles vary, with U.S. sales at 78% digital in 2024. Emerging methods include cloud streaming services like (launched 2019, discontinued 2023) and subscription models such as , which deliver games without local storage.

Gameplay Features

Genres and Classifications

Video game genres constitute informal categories based primarily on core gameplay mechanics, such as , , or , rather than narrative themes or visual styles. This approach distinguishes genres from classifications in other media like or , where story elements often predominate. Early efforts to systematize genres appeared in 1984 with game designer Chris Crawford's framework in The Art of Computer Game Design, which broadly divided games into skill-and-action types (emphasizing reflexes and direct control) and types (focusing on planning and indirect influence). Over time, genres have expanded and hybridized due to technological advances and market demands, leading to subgenres like first-person shooters within action games or (explore, expand, exploit, exterminate) within . Major genres include action games, which prioritize physical challenges, hand-eye coordination, and fast-paced combat or movement; examples encompass platformers like (jumping between platforms to navigate levels) and shooters like (weapon-based engagements). Action-adventure games blend these with narrative-driven exploration and puzzles, as seen in titles like The Legend of Zelda series. Role-playing games (RPGs) center on character progression through experience points, quests, and customization, with subgenres such as action RPGs (The Witcher 3, featuring real-time combat) and massively multiplayer online RPGs (MMORPGs) like (persistent shared worlds). Strategy games emphasize tactical decision-making and resource allocation, including real-time strategy (RTS) like StarCraft (simultaneous unit control in battles) and turn-based variants like (long-term empire-building). Simulation games replicate real-world systems or activities, such as life sims (, managing virtual households) or vehicle sims (, authentic piloting mechanics). Other prominent genres are puzzle games (logic-based challenges like ), sports games (virtual athletic competitions like ), and survival games (resource scavenging in hostile environments, e.g., ). Beyond gameplay genres, video games are classified by systems to indicate age suitability and potential risks like or . The (ESRB), established in 1994 as a self-regulatory body for the North American industry, assigns ratings after reviewing submitted materials from publishers. Ratings include (for ages 3+ with no content issues), Everyone (ages 6+, mild fantasy ), Everyone 10+ (moderate or themes), Teen (ages 13+, blood or suggestive content), Mature 17+ (intense , strong language), and Adults Only 21+ (graphic sexual content or extreme ). Content descriptors detail specific elements, such as "Intense Violence" or "Simulated Gambling," providing granular warnings; for instance, over 80% of rated games in 2023 included descriptors. Similar systems exist globally, like in , but ESRB focuses on empirical content analysis rather than moral judgments, aiding parental decisions without government mandates. Hybridization across genres complicates strict classifications, with many titles like * subgenre mixing and ) defying single labels, reflecting ongoing evolution driven by player data and developer innovation.

Modes and Player Interaction

Video games primarily operate in single-player and multiplayer modes, determining how players engage with the game world and each other. Single-player modes involve one player interacting solely with computer-controlled elements, such as opponents or environmental challenges, often emphasizing narrative progression and personal achievement. In contrast, multiplayer modes facilitate interaction among two or more human players, either competitively or cooperatively, which introduces , skill-based competition, and emergent strategies not replicable in solo play. A 2024 survey by MIDiA Research found that 53% of gamers prefer single-player experiences, with over half dedicating 75-100% of their playtime to solo modes, reflecting a sustained demand for self-paced, immersive gameplay amid the rise of online multiplayer offerings. This preference holds across demographics, though younger players show slightly greater interest in multiplayer, driven by social connectivity features in titles like Fortnite and Among Us. Multiplayer interactions vary by format: local modes, common in early consoles like the Atari 2600's Pong clones, allow simultaneous play on shared hardware via split-screen or alternating turns, fostering direct, low-latency competition without internet reliance. Online multiplayer, enabled by networked systems since the 1990s with games like Doom's LAN parties, supports global player pools through persistent worlds or match-based sessions, categorizing into player-versus-player (PvP) for direct rivalry, player-versus-environment (PvE) for joint challenges against AI, and hybrid co-op modes. Asynchronous modes, such as turn-based exchanges in games like , permit non-real-time interaction, accommodating varied schedules, while asymmetrical gameplay—seen in titles like —assigns unequal roles and abilities to players, heightening strategic depth. These modes influence player retention; for instance, cooperative play correlates with longer session times due to shared goals, but competitive PvP often yields higher engagement peaks from adrenaline-driven matches. Player interaction mechanics extend beyond mode selection to input synchronization and feedback systems. In real-time multiplayer, low-latency networking minimizes desynchronization, ensuring fair play, whereas turn-based systems, rooted in early arcade designs, alternate control to manage resource constraints. Voice chat and emotes enhance social layers, with studies indicating multiplayer fosters community bonds but can amplify toxicity without moderation, as evidenced by persistent issues in platforms like . Hybrid games blending modes, such as single-player campaigns with optional co-op in Halo, allow flexibility, catering to diverse preferences while leveraging AI to fill absent human roles.

Core Mechanics and Design Principles

Core mechanics in video games consist of the primary rules and repeatable actions that players perform to interact with the game environment, resolve challenges, and progress toward defined goals. These mechanics form the foundational layer of , dictating permissible player inputs—such as movement, , or —and the game's deterministic or probabilistic responses to them. For instance, in first-person shooters, core mechanics typically include aiming and firing weapons, which players execute repeatedly to eliminate opponents, while in strategy games, they encompass unit deployment and to outmaneuver rivals. This structure ensures that mechanics are not merely procedural but causally linked to outcomes, where player or decision-making directly influences success rates, as evidenced by empirical playtesting data showing higher retention in games with tightly integrated action-response loops. Design principles guide the integration and refinement of these to foster without artificial . A central tenet is centering the game around a single dominant core , which is iterated upon through levels or modes to maintain focus and depth, as seen in platformers where jumping evolve from basic traversal to precision-timed maneuvers. Balance is achieved by calibrating difficulty curves—ensuring initial actions are intuitive for quick while scaling to demand mastery, supported by studies indicating optimal occurs when challenge aligns with player capability to avoid demotivation. Feedback mechanisms, such as immediate visual or auditory cues for actions (e.g., hit confirmations in combat systems), reinforce causal understanding and player agency, preventing opaque systems that obscure cause-effect relationships. Compulsion loops exemplify a key design principle, structuring mechanics into cycles of motivation, action, and reward to sustain prolonged play; players perform core actions to earn incremental gains, which fuel further iterations, as quantified in retention metrics where games with robust loops exhibit 20-50% higher session lengths compared to disjointed designs. Additional principles emphasize constraints and objectives to channel mechanics productively: explicit win conditions provide direction, while limitations on resources or abilities force strategic trade-offs, empirically correlating with higher satisfaction scores in post-release surveys. Progression systems layer mechanics hierarchically, unlocking variants or enhancements to extend replayability, but overcomplication risks diluting the core loop, as evidenced by redesigns in titles like early iterations of Tetris clones that simplified stacking rules for broader appeal. These elements collectively prioritize empirical play dynamics over narrative overlay, ensuring mechanics drive experiential causality rather than serving as mere vehicles for other content.

Development Process

Game Design and Theory

Game design involves defining rules, objectives, and interactive systems to evoke specific player responses, grounded in iterative experimentation and player behavior observation. Chris Crawford's 1982 manuscript, published as The Art of Computer Game Design in 1984, established foundational theory by classifying games as process-driven simulations rather than mere audiovisual spectacles, advocating for designs that prioritize emergent interactions over static content. The Mechanics-Dynamics-Aesthetics (, formalized in 2004 by , , and Robert Zubek, structures by separating (fundamental rules and components), dynamics (runtime behaviors arising from mechanics and player inputs), and (targeted emotional outcomes like challenge or discovery). This model enables designers to predict how low-level systems yield high-level experiences, as demonstrated in tuning workshops where adjustments to mechanics directly alter player-perceived dynamics. Flow theory, drawn from Mihaly Csikszentmihalyi's 1975 empirical studies on optimal experience, applies to games through skill-challenge balance, where mismatched difficulty leads to or , while equilibrium fosters immersion. A 2023 meta-analysis of 47 studies found that design choices promoting flow—such as adaptive difficulty and immediate feedback—yield moderate positive effects on enjoyment (Hedges' g = 0.45), with stronger impacts in action genres via controlled challenge escalation. Core design principles emphasize tight feedback loops, where player actions prompt rapid, meaningful responses to sustain ; for instance, reward cycles in progression systems, as in core loops of action-reward-repeat, underpin retention by exploiting behavioral reinforcement. Empirical data from mobile games shows that optimizing such loops via increases session length by 20-30%, though over-reliance risks from . Balance requires constraints like resource limits to prevent exploits, ensuring causal predictability in outcomes. Theory evolves with data-driven methods, incorporating from millions of play sessions to refine empirically rather than intuitively, as seen in studios analyzing drop-off rates to adjust pacing. Critics note limitations, such as MDA's designer-centric view overlooking unintended player aesthetics, yet its utility persists in production pipelines for verifiable .

Intellectual Property Rights

Video games are protected under multiple forms of intellectual property law, primarily , which safeguards the underlying , graphics, sound effects, music, and elements as original works of authorship. , these elements fall under Title 17 of the U.S. Code, treating games as audiovisual works or compilations, while internationally, the provides automatic protection without registration for member states, recognizing games' complexity as multifaceted creations. does not extend to game rules, mechanics, or ideas themselves—only their specific expression—allowing similar implementations across titles provided they avoid direct copying of protected assets. Trademarks protect brand identifiers such as game titles, character names, , and slogans, preventing and dilution of distinctiveness through active use and enforcement. Patents, less common for core due to requirements for novelty, non-obviousness, and utility, apply to inventive aspects like unique algorithms, hardware interfaces, or software methods; examples include Sega's U.S. Patent No. 6,200,138 for certain arcade mechanics or ' patent on the system in Middle-earth: Shadow of Mordor, which dynamically generates enemy hierarchies. Trade secrets further guard proprietary development processes, such as engine optimizations, enforceable via nondisclosure agreements. Ownership of these rights typically vests initially with developers but shifts based on contracts, especially when publishers provide funding, marketing, or distribution, often granting publishers perpetual control over sequels, merchandise, and adaptations. In work-for-hire arrangements, publishers may claim full IP transfer, as seen in cases where studios like Insomniac developed titles like under Sony's ownership. Developers retain rights to underlying tools or reusable assets in self-funded projects, but disputes arise over or reversion clauses. Enforcement involves litigation to combat infringement, with the Digital Millennium Copyright Act (DMCA) in the U.S. enabling takedowns for unauthorized copies or circumvention of protections like DRM. Landmark cases include Sega Enterprises Ltd. v. Accolade, Inc. (1992), where the Ninth Circuit ruled for constitutes , balancing innovation against proprietary lock-in. has pursued aggressive actions, such as suits against sites and fan projects emulating its characters, prioritizing control over preservation or community mods, while recent patent disputes like 's 2024 claim against Bank of Innovation highlight ongoing tensions over mechanics. Challenges persist with global , where lax enforcement in some jurisdictions undermines revenue, and modding communities test boundaries between and infringement.

Production and Tools

Video game production encompasses the technical assembly of game elements using specialized software and hardware tools, typically following a that integrates asset creation, coding, integration, and testing. This phase occurs after conceptualization and involves iterative building of the game world, , and content. Tools streamline workflows by handling rendering, physics , and optimization for target platforms. Central to production are game engines, which provide reusable frameworks for core functionalities like graphics rendering, input handling, and audio management, reducing the need to code from scratch. , developed by and first released in 1998 for use in Unreal, supports high-fidelity 3D visuals and has powered titles such as Fortnite and Gears of War, with its latest versions emphasizing real-time ray tracing and Nanite virtualized geometry for efficient large-scale environments. Unity, launched in 2005 by , excels in cross-platform deployment and 2D/3D hybrid projects, enabling rapid prototyping with its C# scripting and asset store ecosystem; it underpins games like Among Us and Cuphead, though it faced criticism in 2023 over proposed runtime fees that were later reversed. Open-source alternatives like Godot, initiated in 2014, offer node-based architecture for lighter-weight development, appealing to indie creators for its and built-in 2D/3D support without royalties. Asset creation relies on dedicated software for modeling, texturing, and to populate game environments. , a free open-source 3D suite since 2002, handles , , and sculpting, widely adopted for its versatility in producing assets for engines like Unity and Unreal. For 2D elements, tools such as for editing and for animation facilitate sprite and UI design, while Substance Painter (from since 2015) specializes in procedural texturing for realistic PBR materials. Programming integrates via integrated development environments (IDEs) like for C++ in performance-critical engines or VSCode for lighter scripting, often paired with systems such as for collaborative tracking of code changes across teams. Middleware augments engines for specialized tasks, including physics simulation via Havok or , audio processing with , and networking for multiplayer via . Production hardware typically includes high-end GPUs for real-time testing, such as series for ray-tracing previews, and dev kits from console manufacturers like Sony's PlayStation dev hardware for platform-specific optimization. Iterative testing tools, including debuggers and profilers embedded in engines, ensure performance metrics like frame rates above 60 FPS on target devices.

Industry Dynamics

Roles and Professions

The encompasses a multidisciplinary workforce, with roles spanning creative conceptualization, technical implementation, artistic production, , and . These professions collaborate in iterative pipelines from (ideation and prototyping) to post-production (optimization and release), often using tools like Unity, , Jira, and systems to ensure cohesive output. Team sizes vary, but mid-sized studios typically employ 50-200 specialists, while large publishers like or integrate thousands across global sites. Game designers define core , rules, levels, and narratives, balancing challenge and engagement; for instance, they prototype systems like combat or progression to align with player objectives, often using visual scripting tools such as Unreal Blueprints. Level designers, a specialized subset, construct environments that integrate flow, visual appeal, and difficulty scaling, iterating based on playtesting feedback to fix pacing issues or exploits. Artists and animators produce visual assets, including 2D concepts, 3D models, textures, and character movements via software like , Maya, or Photoshop, ensuring assets optimize for engine performance across platforms. Technical artists bridge and , scripting shaders or pipelines to maintain consistency in rendering and efficiency. Sound designers and composers handle audio elements, recording or synthesizing effects, ambiance, and scores with middleware like or Wwise, syncing them to gameplay events for immersion, as seen in titles like The Witcher 3 where custom compositions enhance narrative depth. Programmers implement functionality through code in languages like C++ or C#, covering gameplay logic, physics simulations, AI behaviors (e.g., pathfinding algorithms for NPCs), and networking for multiplayer stability using protocols such as UDP. Sub-roles include render developers for graphics optimization and tools programmers for internal editors that streamline workflows. Producers and project managers oversee timelines, budgets, and inter-team coordination, employing agile methodologies and tools like or to mitigate delays, while creative directors enforce artistic vision and technical directors validate architectural feasibility. Quality assurance testers systematically identify bugs, assess , and verify compatibility across hardware (e.g., monitoring FPS leaks or platform-specific crashes), using trackers like TestRail and conducting playtests to refine balance before certification by bodies like . Beyond core development, publishing roles involve marketers for promotion, data analysts for post-launch metrics (e.g., retention via DAU tracking), and live operations specialists for ongoing updates like events to sustain engagement in service-based games. Emerging professions, such as community managers, facilitate player feedback loops via social platforms, influencing iterative improvements.

Global Markets and Economics

The global market generated $187.7 billion in revenue in , reflecting a 2.1% year-over-year increase, with projections estimating $188.8 billion in 2025 at a 3.4% growth rate. This expansion, driven primarily by mobile and PC segments, has moderated from pandemic-era surges but continues amid dominance and emerging markets in . Asia-Pacific commands the largest regional share, accounting for over 49% of global revenue in 2024, fueled by massive player bases in and mobile gaming penetration. leads with $49.8 billion in 2024 revenues, followed closely by the at $49.6 billion, while contributes $16.8 billion and $7.3 billion. and follow, with the former emphasizing console and PC sales and the latter showing steady growth in digital platforms, though both trail Asia's volume due to higher per-player spending in Western markets. Economically, the industry supports substantial and GDP contributions, particularly in the U.S., where it generated over $101 billion in total economic impact, $66 billion toward GDP, and more than 350,000 jobs in 2023. Globally, trade dynamics reveal heavy reliance on Asian manufacturing and exports, with Asian suppliers exporting $23.6 billion—or 75.5% of total video game exports—in 2023, exposing the sector to risks from tariffs and disruptions, such as U.S. import tariffs on Chinese consoles exceeding $6.7 billion in 2024. These factors underscore causal vulnerabilities in hardware-dependent economics, where policy shifts could elevate costs without proportionally boosting domestic production.

Revenue Models and Sales

Video games have historically generated revenue primarily through one-time purchases of physical media, such as arcade coin-operated machines in the 1970s and 1980s, followed by cartridge and disc sales for home consoles starting in the late 1970s. Early arcade titles like Pong (1972) relied on per-play payments, while console games shifted to upfront retail sales, exemplified by the Nintendo Entertainment System's cartridge model in 1985, which helped revive the industry after the 1983 crash. By the 1990s and 2000s, physical retail dominated, with top sellers like Super Mario Bros. (1985) achieving over 40 million units sold through boxed copies. The transition to in the mid-2000s, accelerated by platforms like (launched 2003) and console storefronts such as the (2006), reduced reliance on physical retail while maintaining premium pricing models around $60 per title. Digital sales now constitute a majority of for PC and console games, enabling models that cut costs but introduced challenges like platform fees (typically 30%). All-time best-sellers under this model include (2013), with over 210 million units sold across physical and digital formats, generating billions in upfront . (2011) has sold more than 300 million copies, primarily through digital purchases, underscoring the model's enduring viability for evergreen titles. Free-to-play (F2P) models, popularized in the early 2000s with MMOs like World of Warcraft (2004) via subscriptions and later exploding in mobile gaming post-2010, now dominate revenue generation through microtransactions (MTX) and in-app purchases (IAP). MTX, including cosmetic items, battle passes, and loot boxes, accounted for 58% of PC gaming revenue in 2024 ($24.4 billion out of $41.5 billion total PC spend) and a significant portion of mobile's $92.5 billion haul, where F2P titles like Roblox and Fortnite drive ongoing payments from a small percentage of high-spending users ("whales"). Globally, the video game market reached $184.3 billion in 2024, with mobile at 50%, console at 27%, and PC at 23%, largely fueled by MTX and live-service updates rather than initial sales. Subscriptions, such as Xbox Game Pass (launched 2017), provide recurring revenue through access to libraries, contributing to hybrid models blending upfront fees with ongoing MTX. Downloadable content (DLC) and expansions extend premium game lifecycles, with MTX-inclusive live services like series generating billions annually beyond base sales. While F2P has democratized access—enabling billions of players worldwide—it has drawn for pay-to-win and psychological nudges, though empirical shows revenue concentration among engaged users rather than broad exploitation. Physical sales persist in emerging markets but declined to under 10% of by 2024, as digital and MTX prioritize retention over one-off transactions. Overall, the industry's shift from fixed-price sales to variable, player-lifetime-value models reflects causal incentives for sustained engagement, with top titles like (over 520 million paid downloads across variants) blending legacy premium appeal with modern adaptations. The global video game market reached $188.8 billion in revenue in 2025, reflecting a 3.4% year-over-year increase amid post-pandemic normalization. Mobile gaming continued to dominate, generating over $100 billion, driven by models and in-app purchases, while console segments grew at 5.5% due to hardware cycles. emerged as a key growth area, with projected revenues of $4.8 billion and an audience exceeding 640 million viewers, fueled by professional leagues and streaming platforms. Technological advancements reshaped development and play. Artificial intelligence adoption surged, with 87% of studios employing generative tools for code generation, asset creation, and dynamic NPCs, enabling more adaptive experiences and reducing production timelines. Cloud gaming expanded rapidly, with market size hitting $19.29 billion in 2025 at a 41.3% CAGR, lowering hardware barriers via services like Cloud and enabling seamless cross-device access. Social and multiplayer features proliferated, including and community-driven content, boosting retention by up to 20% in AI-enhanced titles. Challenges persisted amid economic pressures. The industry faced ongoing layoffs, totaling approximately 45,000 jobs from 2022 to mid-2025, with 3,563 reported in 2025 alone, stemming from overinvestment in AAA titles and a correction from pandemic-era hype. High development costs for blockbuster games, often exceeding $200 million, led to sputtering AAA output and a shift toward remakes, indies, and PC-focused titles amid market saturation. vulnerabilities, disruptions, and demands for seamless performance strained , while slowed overall growth highlighted risks of unsustainable live-service dependencies.

Societal and Cultural Effects

Cultural Integration and Influence


Video games have integrated into broader culture through representations in film, television, and music, beginning with arcade-era titles that inspired early media crossovers. The 1982 film depicted a entering a digital world inspired by games like (1972), marking one of the first major cinematic engagements with gaming aesthetics and themes. Similarly, (1980) achieved pop-culture status, referenced in songs such as Buckner & Garcia's "Pac-Man Fever" released in 1982, which charted on and encapsulated gaming's novelty in mainstream music.
Subsequent decades saw games influencing attitudes and cultural transmission, with empirical reviews identifying patterns of cultural representation in gameplay and narratives. A 2023 meta-analysis of 23 studies found that video games can shape players' views on depicted topics, such as social issues, through repeated exposure to in-game scenarios, though effects vary by game design and player engagement. Iconic franchises like Super Mario, spanning over 200 titles since 1981, have embedded characters into collective memory comparable to Mickey Mouse in animation, influencing merchandise, fashion, and global youth culture. Esports has driven further mainstream integration, evolving from niche online events to arena spectacles with millions of viewers by the 2020s. In 2024, esports events drew audiences rivaling traditional sports, with platforms like Twitch facilitating broadcasts that blend gaming with celebrity endorsements and brand investments, signaling cultural legitimacy. Mobile-first viewership and crossovers with conventional athletics, such as Olympic recognition efforts, underscore gaming's role in reshaping entertainment norms, particularly among younger demographics where over 70% engage annually. Television series like (2016 onward) have incorporated direct nods to games such as (1983), embedding retro gaming into nostalgic narratives that appeal beyond core gamers. Modern pop tracks, including Doja Cat's "Cookie Jar" (2018) referencing game mechanics, illustrate ongoing musical cross-pollination.

Artistic and Creative Aspects

Video games employ a range of artistic elements, including visual design, soundscapes, and narrative structures, to create immersive experiences that rival traditional media. Visual artistry manifests in character modeling, environmental rendering, and lighting techniques, often drawing from fields like architecture and film composition to guide player attention and evoke emotions. For instance, color palettes and contrast are strategically used to influence player psychology, with warm tones fostering urgency in action sequences and cooler hues promoting exploration in atmospheric worlds. Sound design complements these visuals, integrating music, effects, and voice acting to heighten tension or immersion, as seen in orchestral scores for epic narratives that synchronize with interactive events. Creativity in video game development stems from the integration of these elements with interactive mechanics, enabling player-driven storytelling that traditional arts lack. Designers craft scenarios and levels where procedural generation or branching narratives allow for emergent creativity, such as in open-world titles where environmental interactions yield unique outcomes based on player choices. This interactivity, while challenging authorial control— as critic argued in 2012 that it precludes games from true artistry due to reliance on player input—permits novel forms of expression, like empathy-driven "walking simulators" that prioritize emotional response over competition. Empirical recognition includes museum exhibitions, such as the Smithsonian's 2012 "," which showcased over 80 titles for their aesthetic and innovative contributions, affirming games' capacity for cultural commentary and visual poetry despite ongoing debates. The creative process balances technological constraints with artistic vision, where tools for and particle effects enable stylized approaches, from painterly illustrations in indie games to hyper-realistic simulations in AAA productions. This synthesis fosters originality, as evidenced by awards like ' Best Art Direction category, established in 2014, which honors titles for pushing boundaries in visual and auditory creativity. However, commercial pressures often prioritize marketable over pure experimentation, leading some developers to innovate within conventions rather than redefine artistic norms.

Positive Applications

Video games, particularly those designed as "serious games," have been applied in educational settings to enhance learning outcomes by fostering problem-solving skills and . A 2013 review by the indicated that strategic video games help adolescents develop advanced problem-solving abilities through repeated practice in dynamic environments. Similarly, a 2024 UNICEF study found that well-designed games support children's autonomy, competence, creativity, and emotional regulation, leading to improved academic performance when integrated into curricula. Examples include simulations that contextualize complex subjects like and , reducing student stress while reinforcing technical concepts. In cognitive development, meta-analyses have demonstrated modest but measurable benefits from video game play, particularly in , , and . A 2023 meta-analysis of cognitive interventions using video games confirmed effectiveness in transferring skills to real-world tasks, with action-oriented games showing stronger effects on visuospatial processing and mental flexibility. Specifically, fast-paced shooting and action games have been linked to improvements in visuospatial skills, reaction time, mental image rotation, selective attention, multitasking, perseverance, strategic thinking, and learning from feedback among children aged 9 and older, deriving primarily from their action mechanics rather than violent content, with similar gains available from non-violent fast-paced games; however, evidence is limited for children under 9, the American Psychological Association notes no unique advantages from violent elements, and the American Academy of Pediatrics recommends avoiding violent media for young children due to risks potentially outweighing benefits. Another 2022 study linked regular gaming to small enhancements in response inhibition and among children and adolescents, attributing gains to the demands of fast-paced . These findings align with brain imaging research showing that certain game types activate , improving without requiring specialized training software. Therapeutic applications leverage video games for rehabilitation and support, providing engaging alternatives to traditional methods. Systematic reviews highlight active video games' role in , delivering moderate-intensity exercise that aids recovery in patients with motor impairments. For , games have shown efficacy in treating conditions like PTSD and anxiety; a 2019 VA study with veterans reported reductions in symptoms through immersive play that simulates controlled exposure. Virtual reality-based games further enhance cognitive rehabilitation for ADHD and brain injuries by promoting via repeated, adaptive challenges. Professional training programs, including and simulations, utilize serious games to build practical skills in high-stakes scenarios. The French Military Health Service's 3D-SC1 game, deployed in 2014, trains soldiers in combat casualty care through realistic 3D environments, improving and procedural accuracy. In medical contexts, gamified virtual patients enhance trauma response training for medics, with studies noting increased motivation and retention of skills under simulated pressure. Flight and combat simulators, evolved from early technologies, provide cost-effective rehearsal for pilots and operators, reducing real-world training risks.

Health and Psychological Impacts

Excessive video game play contributes to sedentary behavior, which is linked to increased (BMI) and higher risk among children and adolescents, as evidenced by scoping reviews showing associations with lower self-reported general and . A of sedentary video gaming confirmed positive correlations with elevated body mass, though causal direction remains debated due to factors like overall . However, active video games, which incorporate physical movement, have demonstrated efficacy in reducing BMI, , and improving in youth, suggesting potential mitigative strategies. Prolonged sessions also pose risks of musculoskeletal issues, such as poor posture and repetitive strain, alongside from extended screen exposure, though these effects vary by play duration and . Psychologically, playing video games does not cause forgetfulness or memory problems. Moderate video gaming correlates with cognitive enhancements, particularly in children, with action and strategy games enhancing memory, attention, and cognitive function. A study of nearly 2,000 youths found that those playing three or more hours daily outperformed peers on cognitive tests assessing impulse control and , independent of family income or factors. Meta-analyses support action video games improving visuospatial and , with training effects transferable to non-gaming tasks. Regarding aggression, meta-analyses reveal small, short-term associations between violent video games and increased aggressive affect or in lab settings, but longitudinal studies tracking thousands of over years find no substantive long-term causal links to real-world or . These effects are smaller than those from television and often fail to generalize beyond controlled environments, with critics noting and measurement inconsistencies in self-reported or proxy aggression metrics inflate perceived risks. Video games offer benefits, including stress reduction. Surveys across multiple countries indicate 71% of players report decreased stress from , with physiological studies showing lowered , , and improved mood post-play, even for casual or violent titles. Flow states in engaging games mitigate depressive symptoms and by fostering immersion and , particularly in multiplayer formats. Risks include gaming disorder, classified by the as a pattern of persistent gaming leading to impaired control and life disruption, affecting a small minority. Global prevalence estimates range from 0.3% to 3%, with meta-analyses adjusting for methodological rigor yielding around 2%, concentrated among vulnerable youth but not representative of typical play. Excessive play can exacerbate anxiety or isolation if displacing real-world interactions and may indirectly contribute to memory issues through sleep deprivation, reduced physical activity, or poor lifestyle habits, though there is no direct causal link to memory impairment; benefits predominate at moderate levels.

Controversies

The debate over whether violent video games contribute to real-world violence or aggression has persisted since the 1990s, fueled by high-profile incidents such as the 1999 Columbine High School shooting, where perpetrators had played games like Doom, though subsequent investigations found no causal connection. Early concerns centered on fears that interactive violence desensitizes players or normalizes aggressive behavior, but empirical scrutiny has revealed methodological limitations in many studies, including reliance on proxy measures of aggression like the competitive reaction time task (e.g., administering louder noise blasts) rather than actual violent acts. These lab-based findings often report small, short-term increases in aggressive thoughts or affect, with effect sizes typically below 0.2, comparable to eating sugary cereal or watching wrestling. Longitudinal studies tracking thousands of over years provide stronger tests of but consistently fail to support a substantive link between violent game play and subsequent physical or criminal . A 2020 analysis of 28 longitudinal datasets involving over 17,000 participants aged 9-19 found no reliable association between violent video game exposure and increases in overt over time. Similarly, a prospective study of 1,492 adolescents followed through high school showed that sustained violent game play did not predict externalizing behaviors like fighting or delinquency, even after controlling for prior and family factors. Real-world trends further undermine causal claims: U.S. rates peaked in the mid-1990s at around 8 per 100,000 for ages 15-19 and declined over 70% by 2020 to below 3 per 100,000, coinciding with the explosive growth of violent video games from niche products to a $180 billion industry by 2023. The American Psychological Association's 2020 task force report acknowledged a "small, reliable association" between violent games and aggressive outcomes in experimental settings but emphasized this does not extend to serious antisocial behavior or societal violence, cautioning against misattributing mass shootings to gaming. Critics like researcher Christopher Ferguson highlight systemic issues in the field, including publication bias favoring positive findings and inflated effects from underpowered studies, with reanalyses showing negligible real-world impacts after corrections. A 2019 University of Oxford study of 1,000 British teens similarly detected no correlation between gaming habits and aggressive behavior, attributing discrepancies to cultural differences and better controls for confounding variables like impulsivity. While some meta-analyses report modest links to lab aggression, these effects diminish or vanish in preregistered, high-quality research, suggesting overinterpretation driven by moral panic rather than robust causation. Overall, evidence indicates violent games may evoke temporary emotional arousal akin to other media, but they do not drive the complex social, familial, and psychological factors underlying real aggression.

Addiction, Monetization, and Gambling Mechanics

, formally recognized by the as gaming disorder in the adopted in 2019, involves persistent gaming behavior leading to impaired control, prioritization of gaming over other activities, and continuation despite negative consequences, typically requiring at least 12 months for diagnosis. Empirical studies have identified brain alterations in excessive gamers similar to those in substance use disorders, including reduced activity associated with impulse control and reward processing. However, estimates vary widely due to differing diagnostic criteria and methodologies; a 2023 meta-analysis reported a pooled global rate of 5.0% for gaming addiction, while adolescent-specific reviews indicate 8.6%, with higher rates in regions like at 10.1%. Critics, including some researchers, argue the may pathologize normal play, citing insufficient longitudinal evidence equating it to traditional addictions and potential influenced by cultural or institutional biases toward viewing youth behaviors as disordered. Monetization strategies in modern video games, particularly models reliant on microtransactions, have been linked to heightened risks by exploiting psychological reward loops that encourage repeated spending and . Microtransactions—small in-game purchases for virtual items, , or progression boosts—generated 58% of PC gaming in 2024 and dominate mobile sectors, with U.S. gamers averaging $18.60 monthly on such purchases. These often employ variable reward schedules akin to slot machines, fostering compulsive checking and spending, as evidenced by player surveys showing 43% of in-game expenditures on microtransactions versus DLC. Industry data indicate "whales"—a small of high-spending players—account for the majority of , incentivizing developers to retention features that prioritize prolonged play over balanced experiences. Gambling-like mechanics, such as loot boxes offering randomized rewards purchasable with real money, blur lines between gaming and wagering, prompting regulatory scrutiny and lawsuits alleging they constitute unlicensed . In , and the banned loot boxes in 2018, classifying them as games of chance under laws due to unpredictable outcomes and real-money without guaranteed value. An Austrian court ruled in 2023 that loot boxes in games like and Star Wars Battlefront II violated laws by mimicking without age restrictions or transparency, awarding plaintiffs refunds. In the U.S., ongoing class-action suits against publishers like , , , and claim addictive designs, including loot boxes, intentionally target minors to maximize profits, causing psychological harm; a 2025 update notes these cases cite internal documents revealing deliberate use of dopamine-triggering features. While not federally illegal, some U.S. states have proposed bills to regulate or disclose loot box odds, reflecting concerns over underage exposure despite industry arguments that outcomes lack real-world cashout value. Empirical studies link loot box engagement to behaviors, particularly among youth, though causation remains debated amid varying jurisdictional definitions of .

Censorship, Regulation, and Moral Panics

The earliest notable moral panic over video games emerged in 1976 with Death Race, an arcade game involving players hitting stick-figure "gremlins" with cars, which drew criticism for simulating violence against humans and led to its withdrawal from many locations amid media scrutiny. Similar concerns in the 1980s targeted arcade games for allegedly attracting youth to gambling and vice, though empirical evidence of widespread harm was lacking. These panics intensified in the 1990s with titles like Mortal Kombat (1992) and Doom (1993), whose graphic violence prompted U.S. Senate hearings in 1993, where Senator Joe Lieberman criticized the industry for lacking self-regulation. In response, the Entertainment Software Rating Board (ESRB) was established on September 1, 1994, by the Interactive Digital Software Association to provide age and content ratings, averting potential government mandates. Moral panics peaked around events like the 1999 shooting, where media and figures like lawyer Jack Thompson attributed the incident to games such as Doom, despite the FBI's post-investigation report finding no causal connection between the perpetrators' gaming habits and the attack. Meta-analyses of studies on violent video games, such as those by , have consistently found no reliable link to real-world aggression or violence after accounting for and methodological flaws in earlier research; for instance, a 2007 review corrected for bias and reported null effects on aggression. A 2018 similarly concluded weak or inconsistent associations, undermining claims of causation amid declining U.S. youth violence rates since the 1990s, which coincided with rising game popularity. These panics often amplified anecdotal fears over longitudinal data, with critics noting selective media focus on rare negative outcomes while ignoring broader trends. Censorship has varied by jurisdiction, often targeting , , or political sensitivities. In , the Federal Department for Media Harmful to Young Persons has historically banned or required alterations to games depicting Nazis or swastikas, such as censoring (1992) to replace Hitler with a generic boss. has refused classification to titles like (2007) for extreme , effectively banning them until edited versions were approved. imposes stringent controls, banning games with blood, gore, or "vulgar" elements—such as —and enforcing real-name registration with playtime limits for minors, capping sessions at one hour on weekdays and holidays since 2021 to curb addiction. In , the Pan European Game Information () system, introduced in 2003, enforces age ratings and content descriptors, with legal enforcement in countries like the where unrated games face fines. by publishers, such as Nintendo's removal of religious icons or conversion of blood to sweat in ports like , has also been common to ensure market access. Regulatory efforts continue with focus on emerging issues like loot boxes, classified as in jurisdictions including and the since 2018, leading to bans in those mechanics. Despite recurring panics, longitudinal data contradicts causal claims, as U.S. rates dropped 50% from 1993 to 2018 while video game sales surged over 1,000%. Sources attributing societal ills to games, often from advocacy groups or sensational media, exhibit , whereas rigorous reviews highlight small effect sizes dwarfed by factors like family environment or .

Labor Issues and Industry Practices

The video game industry has long been characterized by intense periods of "crunch time," where developers work 60 to 80 hours per week for weeks or months to meet release deadlines, often without additional compensation. This practice, documented in cases like Electronic Arts' BioWare studios during Anthem's development, stems from aggressive project timelines and underestimation of development complexity, leading to burnout and health issues among workers. Surveys indicate that 43% of game workers report excessive hours as a primary concern, contributing to an unsustainable work environment where 37.9% deem careers in the field non-viable long-term. Mass layoffs have plagued the sector since , with over 6,500 jobs cut in 2023 alone as companies adjusted after pandemic-era overhiring and expansion. By early 2024, January saw approximately 5,900 additional dismissals, driven by factors including rising development costs, underperforming titles, and a shift toward cost-cutting amid pressures, despite overall industry revenue growth. These reductions have disproportionately affected mid-level and junior staff, exacerbating job insecurity in a field where re-employment rates lag, with only about 15% of laid-off European developers securing new roles between 2023 and 2024. Unionization efforts have gained momentum in response to these pressures, with workers forming groups like United Videogame Workers-CWA Local 9433 in March 2025 to address job losses, wages, and conditions industry-wide across the US and . Notable successes include over 450 Diablo developers at voting to join the in August 2025, and Wisconsin-based studio workers ratifying a in August 2025 that included 10% raises and limits on mandatory overtime. However, resistance persists, as seen in 's 2021 unfair labor practice charges for intimidating employees discussing wages and conditions. Harassment and discrimination have also drawn scrutiny, exemplified by Activision Blizzard's $54 million settlement in December 2023 with California's Civil Rights Department over claims of , unequal pay, and a "frat boy" culture that fostered retaliation against complainants. The U.S. Equal Employment Opportunity Commission approved an $18 million resolution in 2022 for similar federal violations, including . Pay structures compound inequities, with 57.9% of workers on annual salaries exempt from overtime, and 66% citing low compensation as a core issue despite the sector's profitability. These practices reflect broader management priorities favoring short-term outputs over employee welfare, though empirical data links poor conditions to reduced productivity and higher turnover.

Preservation Efforts

Challenges in Digital Preservation

Video games encounter substantial hurdles in digital preservation stemming from their reliance on proprietary hardware, software, and networks that evolve rapidly, rendering many titles inaccessible within years of release. Unlike analog media such as , which can be migrated across formats, digital games often demand exact replication of obsolete environments to function, complicating archival efforts. A 2023 study by the Video Game History Foundation found that 87% of classic video games released in the United States before 2010 are critically endangered, with no legal means to play or them on original or modern hardware. This scarcity arises not from inherent instability but from systemic failures in documentation, distribution, and maintenance by publishers. Technological poses a primary barrier, as games designed for specific consoles or operating systems become unplayable when supporting hardware degrades or software dependencies cease. For instance, like cartridges and optical discs suffer from bit rot and material decay, with magnetic tapes and discs losing over decades due to environmental factors such as humidity and oxidation. Emulation offers a by simulating original hardware on contemporary systems, yet it requires reverse-engineering , which is resource-intensive and often incomplete for lesser-known titles. Even recent games from the face risks, as always-online requirements tie functionality to defunct servers, exemplified by multiplayer components in titles like older MMOs that vanish upon service shutdown without developer intervention. Legal frameworks exacerbate these technical issues through stringent copyright enforcement, particularly under the (DMCA), which prohibits circumventing access controls even for preservation purposes. In October 2024, the U.S. Copyright Office denied a proposed DMCA exemption that would have permitted libraries and archives to provide remote access to emulated physical games, citing potential market harm to rights holders despite arguments that most preserved titles lack commercial viability. Publishers frequently withhold and assets, viewing preservation as a threat to revenue from re-releases rather than a cultural imperative, leading to scenarios where only fan-driven or unauthorized efforts sustain access. This stance contrasts with self-preservation in other media, where transitions facilitate broader archiving after initial terms. Compounding these factors is the ephemeral nature of digital distribution platforms, where delistings from stores like or console marketplaces erase availability without recourse. Early web-based or mobile games, such as those on discontinued clickwheel models, have seen partial recoveries through community dumps, but comprehensive preservation lags, with examples like Mystery of Time and Space remaining incompletely archived due to lost assets. Industry practices prioritizing short-term monetization over long-term stewardship further diminish incentives, as live-service models embed server dependencies that prioritize ongoing revenue over offline viability. These intertwined challenges underscore the fragility of video games as cultural artifacts, necessitating targeted policy reforms to balance rights with historical safeguarding.

Collecting and Archival Practices

Video game collectors focus on acquiring such as cartridges, discs, consoles, and peripherals, often seeking complete-in-box (CIB) sets that include original , manuals, and inserts to preserve historical context and authenticity. Common practices include sourcing items from online auctions, flea markets, and specialty stores, with collectors grading condition using scales like those from the Video Game Price Guide to assess value based on factors such as label wear and functionality. Storage involves climate-controlled environments to mitigate risks like in optical media or battery leakage in cartridge saves, ensuring long-term viability. Archival efforts emphasize digital extraction and replication to combat hardware obsolescence and media degradation. ROM dumping, the process of reading and copying from game cartridges or chips using devices like Retrode adapters or chip programmers, creates exact digital replicas for backup and analysis. These dumps enable emulation software, such as MAME for arcade games or Mesen for NES titles, to replicate original behavior on contemporary hardware, allowing verification of dumps against known hashes for integrity. Preservationists argue this circumvents physical decay, such as in gold connectors or failing capacitors, which render originals unplayable after decades. Institutional archiving supplements individual efforts through dedicated facilities and policies. The Video Game History Foundation, a 501(c)(3) non-profit founded in 2019, researches lost games and lobbies for exemptions in law to facilitate preservation of pre-2018 titles. The National Videogame Museum maintains interactive exhibits and archives artifacts, documents, and ephemera under professional conservation standards to document gaming culture. Similarly, The Strong National Museum of Play curates the World Video Game Hall of Fame, inducting pioneering titles like in 2015 and preserving associated hardware and code where accessible. These organizations prioritize metadata documentation, including and technical specifications, to enable future scholarship amid challenges like proprietary formats and legal restrictions on distribution.

References

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