Video games have become more than just a source of entertainment for consumers. Video games and the development of new platforms, software, hardware, and the game stories themselves have evolved into a multi-billion dollar industry.
The technology for video gaming has been around for since the 1960s. The first game was built on switches and analog components. The microprocessor was then implemented into the home video game, Pong. Later technology would allow for a fixed console to read multiple video games based on the software of that game. All the consumer would have to do is switch out the media and insert a different game (Grant & Meadows, 2010) . The games, as well as console and platforms, became increasingly complex and interactive as technology and time progressed.
Gaming technology allowed for some console manufactures to develop hand held portable gaming devices, such as Game Boy, in the late 1980s. This development in the market made it easier for consumers to take their favorite games with them, but at a loss of quality in graphics (Grant & Meadows, 2010) .
Video games of today have begun to take on stories and plots rather than just have a single objective. The consoles, with better processors, are able to handle more information and produce higher quality graphic displays. The output devices (i.e. television) have also become more advance and capable of producing higher resolution images and color displays.
Today, video games on various platforms (Xbox, PS3, and PC) can be played online, via internet connections, in massive multiplayer scenarios. These games give to opportunity for game characters to interact with another online user in real-time. Vocal interactions are capable as well, with increased audio technology.
Due to the interactive nature of these new consoles and games, some have argued that gamers, typically teenagers, have an obsessive addiction to these games. Scientist argues that these gamers that are addicted may have health concerns. A clinical research study found that “In 2009 the addicted heavy gamers were more depressed than the non-addicted heavy gamers” (Van Rooij, Schoenmakers, Vermulst, Van Den Eijnden, & Van De Mheen, 2010) .
Games have become so interactive that new consoles such as the Wii have developed and marketed their hardware to physically get the gamer involved. For example, some games require the physical movement for a golf swing or the roll of a bowling ball. The Wii has controllers that recognize such movements to simulate the move in the game.
There hasn’t been any major change in the console market since 2006, but as new technologies are developed we can definitely expect to see changes in video game development.
Grant, A. E., & Meadows, J. H. (2010). Communication Technology Update and Fundamentals. Amsterdam: Focal Press.
Van Rooij, A. J., Schoenmakers, T. M., Vermulst, A. A., Van Den Eijnden, J. R., & Van De Mheen, D. (2010). Online video game addiction: Identification of addicted adolescent gamers. Addiction , 205-212.