History Behind the Video Game Phenomenon
[2023-08-12 05:28:57]
Many works appear in the coming years, but none of them are really popular. In 1961, MIT students developed a game called Space War. It is believed to be the first widely available and influential computer game. Later, in 1972, Atari was founded. In the same year, they made their first great success with "table tennis". This success came in the arcade era. There, many arcade games such as peas, asteroids and space invaders can be seen at shopping malls, movie theaters, and even grocery stores.
From the 1970's to the 1990's, video games were mainly seen as a substitute for cultural hobby activities and sports. However, in its early history, video games occasionally attracted the attention of mainstream news media. In 1972, Pong became the first pop-up phenomenon of video games. This lasted in 1980 by Pacman. Other video games are marked as popular cultural phenomena such as Final Fantasy, Hello, Metal Gear, Zelda Legend, Grand Theft Auto, Call of Duty, Street Fighter, Mortal Combat, Pokemon, Guitar Hero, Sonic . Hedgehog and Mario games
Today's history is influenced by video games; Grand Theft Auto developer Navid Khonsari has developed a video game based on the 1979 revolution. However, the Iranian government announced the advertisement of the game, but Consari is a spy. Today's events such as Iran, Iraq, Afghanistan's war on terrorism are reflected in the "Call of Duty" series. Kate Edwards President of the International Game Developers Association issued the appropriate answer as to why this is so common in today's video game. The story is similar to how movie writers and book authors use these behaviors to convey the stories they want to convey. "
Illegal copying of video games has a long history. Due to the existence of video games, piracy already exists. Categories and experts related to cyber security condemn and declare illegal use of software infringing owner's copyright as a criminal act. As long as they know the piracy of the game, gamers, developers, and industry members are discussing whether illegal copying will harm legitimate sales and gaming profits. According to a survey, the population age of pirate games is between 16 and 35 years old. Naturally, most pirated game consumers have average household incomes of less than $ 25,000 per year. But surprisingly, the average annual income of consumers exceeds $ 150,000, is still a pirated game. The percentage of people using pirated games in the US is 36.4%, followed by Britain at 13.3%.