Evolution Of Gaming
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How is the gaming industry evolving?
“Every age has its storytelling form, and video gaming is a huge part of our culture. You can ignore or embrace video games and imbue them with the best artistic quality. People are enthralled with video games in the same way as other people love the cinema or theater.” – Andy Serkis
Since the very first game developed in the 1950s, gaming has grown into among the absolute most profitable entertainment alternatives of the world. Besides movies, music, and other art forms, gaming is likewise a crucial medium of entertainment. Games like Super Mario World and Sonic the Hedgehog, not only we spent our childhood playing these games but still are regarded as favorite amongst kids of this generation.
Why do people play games? To get relief, to enjoy and have fun! And it’s evolving, from computer to games consoles, to mobile games now AR/VR-based games. It’s grown to be a more widely recognized section of the ethnic arena. This can be the reason why it’s a great idea to have a glimpse of the evolution of gaming and find a sneak peek into the near future of the industry.
50 Years of Gaming History, by Revenue Stream (1970-2020)
1970–1983: The Pre-Crash Era
Early prototypes of video games were developed in labs in the 1960s, but it was Atari’s release of Pong in 1972 that helped to kickstart the industry.
The arcade table-tennis game was a sensation, drawing in consumers eager to play and companies that started to produce their own knock-off versions. Likewise, it was Atari that sold a home console version of Pong in 1975, and eventually its own Atari 2600 home console in 1977, which would become the first console to sell more than a million units.
In short order, the arcade market began to plateau. After dwindling due to a glut of Pong clones, the release of Space Invaders in 1978 reinvigorated the market.
1985–2000: The Tech Advancement Race
Unfortunately, the gaming industry grew too quickly to maintain.
Eager to capitalize on a growing home console market, Atari licensed extremely high budget ports of Pac-Man and a game adaptation of E.T. the Extra Terrestrial. They were rushed to market, released in poor quality, and cost the company millions in returns and more in brand damage.
As other companies also looked to capitalize on the market, many other poor attempts at games and consoles caused a downturn across the industry. At the same time, personal computers were becoming the new flavor of gaming, especially with the release of the Commodore 64 in 1982.
2001–Present: The Online Boom
It was the rise of the internet and mobile, however, that grew the gaming industry from tens of billions to hundreds of billions in revenue.
A primer was the viability of subscription and freemium services. In 2001, Microsoft launched the Xbox Live online gaming platform for a monthly subscription fee, giving players access to multiplayer matchmaking and voice chat services, quickly becoming a must-have for consumers.
Meanwhile on PCs, Blizzard was tapping into the Massive Multiplayer Online (MMO) subscription market with the 2004 release of World of Warcraft, which saw a peak of more than 14 million monthly paying subscribers.
LAN EVENTS
So don't expect to see GTA until 2024 at the very earliest, and given delays are common in the gaming release cycle these days, it could stretch into 2025 or 2026.








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