The Transformation of Videogames

0
698

videogame The release of the Wii U marked the first entry in the 8th generation of video gaming, and the 46th year since the inauguration of the world’s first home video game console, the Brown box. Both of them are undoubtedly what we describe as videogames, one of the most cherished pieces of technology in a modern kid’s life, but their differences, both visually and technologically, are endless.url
The brown box was, as suggested from its name, a brown box-like game console, invented and commercialized by Ralph H. Baer. The brown box was capable of connecting with a TV display, a competitive two-player interface, and a collection of 6 basic games, Ping-Pong, tennis, handball, volleyball, chase games and a light-gun game. All of these were of very low quality and complexity. Unlike its distant ancestor, after 46 years of research and technological advancement, the Wii U is of a wonderfully different calibre. The Wii U wields an ocean of capabilities, ranging from touch-screen controllers, to 1080p graphics and the thousands of games it’s capable to run.black1
From the first videogame’s introduction in 1967 to now, much has changed like the hardware, software, cost, theme, resolution, and audience. In 1967, Programmers started with boring, rather monotonous, DOC programming. Today, with our artistic, varying and immersing games on various different themes, consoles and environments, players have a totally different experience. From one-person shooters to intricate labyrinth strategy games, programming shows that big leap.
Other than technology, our audience has changed drastically as well. Today, the average age of a video game player is 29 years old. A fourth of videogame players are over 40 years old. Games which were originally directed to the younger audiences at the inauguration are now becoming more geared towards an older audience as they meet the needs of the majority.
Today’s consoles and games are constantly improving and changing as more innovation leads to more consumerism. The videogame industry, that started with large, stationary consoles moved to mobile gaming and now, even cellphone gaming. As games like Wii Fit (for exercise), Big Brain Academy (for brain improvement), and Sims (advanced life simulation) make their way into our daily lives, people are starting to depend, and cherish videogames to improve their lives. After all, who could live without Mario?