History of the first video games

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History of the first video games It is a fascinating journey that connects human curiosity with the beginnings of the digital age.

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From university laboratories to the living room, this evolution is full of surprising milestones.

In this article, you will discover:

  • How the first interactive concepts emerged and what pioneering technologies made them possible,
  • Key players and their innovations (including consoles, arcades and computer games),
  • The cultural and commercial impact that transformed a scientific experiment into a global industry,
  • And the certainties and myths surrounding those first steps (was digital tennis on an oscilloscope the first video game?).

By the end, you'll have not only a clear timeline, but also an appreciation for the technical and human value behind this digital journey.

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And of course, one question will remain with you as you read – which current games will survive 50 years as a testament to our times?

When was the idea of an interactive video game born?

Many people associate video games with the 1970s and 1980s, but the roots go back even further.

In 1947, Thomas T. Goldsmith Jr. and Estle Mann patented a device called Cathode-Ray Tube Amusement Device, which allowed you to move a luminous dot on a screen with a controller; it wasn't a video game as we understand it today, but it represents one of the oldest attempts at interactive electronic gaming.

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In 1950, Josef Kates developed Bertie the Brain, a tic-tac-toe machine, on display at a trade show in Toronto.

It was huge and built with lights: today it is almost epic to imagine that this device will be, for some, a remote ancestor of portable consoles.

However, those early devices were more technical showcases than recreational experiences intended for the general public.

The important leap occurred in 1958, when William Higinbotham presented Tennis for Two, a visual game on an oscilloscope, allowing two people to “play tennis” with joysticks.

That interaction with animated graphics has elevated it to the rank of “first video game” under certain definitions.

For some academic perspectives, a key step also dates back to 1952, when researcher AS Douglas programmed OXO, a digital version of tic-tac-toe, on an EDSAC computer, with an electronic screen.

So even when talking about the history of early video games, one encounters multiple origins—each with its own plot, context, and technical relevance.

Evolution in the 1960s: from laboratory to shared game

During the 1960s, researchers and students began exploring playful possibilities on university computers.

It was when Spacewar! It emerged as a seminal piece: created in 1962 by Steve Russell at MIT, it allows two players to control ships in a gravitational space, shooting at each other.

Its code spread to other installations, setting a precedent for community-based game sharing.

Although these machines were inaccessible to the general public, they prompted developers to think beyond purely academic use.

In parallel, Ralph Baer, an engineer at Sanders Associates, tackled the challenge of making an ordinary television usable as a gaming screen.

In 1967 a prototype called TVG#1 was born, then it evolved into the multi-program system called “Brown Box”, which was licensed and marketed as Magnavox Odyssey in 1972.

With that transition (from laboratory eclipses to the living room), the word industry It began to make sense: an electronic entertainment market would emerge.

The commercial explosion: arcades and consoles in the 1970s and 1980s

In 1971 it was presented Computer Space, created by Nolan Bushnell and Ted Dabney, adapting the mechanics of Spacewar! to a commercial arcade machine.

It was the first publicly available arcade video game, although it did not achieve immediate mass success.

A year later, in 1972, appeared Pong (Atari), simulating a table tennis game: simple, addictive and accessible.

That title captured the attention of broad audiences and highlighted the commercial potential of digital entertainment.

That same year appeared the Magnavox Odyssey to the general public, with 28 integrated games.

Baer and his team defended certain patent rights, which led to Atari agreeing to licenses that recognized similarities to Pong.

By the mid-1980s, microprocessor technology allowed for more sophisticated consoles and interchangeable cartridges.

In 1977 the Atari 2600 (VCS), perhaps the first truly popular console, with a growing library of games.

The arcade era lived its heyday with titles like Space Invaders (1978) and Pac-Man (1980), which not only dominated coin-op machines, but crossed over into the home market.

A useful analogy: the phenomenon was like cinema in its early days — an emerging technology turned social spectacle.

However, saturation also arrived: in 1983, the American video game market collapsed due to an excess of mediocre titles, competition from personal computers, and a lack of quality.

That episode, known as the crash of 1983, shook the industry.

Japan, less affected by that collapse, emerged as the leader.

Nintendo introduced its Nintendo Entertainment System (NES) in the US in 1985, restoring market confidence.

A relevant fact: figures that show growth

To illustrate the scale achieved, in 2006–2007 the US video game industry generated approximately USD 9.5 billion in sales.

This shows how that oscilloscope experiment evolved into a significant economic driver, with social, technological, and cultural impact around the world.

Technical, cultural and critical contributions

Technical advances

  • The transition from dedicated hardware to flexible software: Previously, games were implemented in discrete logic; with the arrival of microprocessors, it became feasible to produce titles with more complex programming.
  • Emerging connectivity in the late 1970s and 1980s: local area network (LAN) and dial-up gaming opened the door to shared experiences beyond the arcade.
  • 2D → 3D Transition: In the 90s, graphics cards enabled three-dimensional worlds, revolutionizing genre and design.

Cultural and social

Video games spread culturally, shaping generational identities.

Emblems like Pac-Man, Mario, and Space Invaders became mainstream icons. Furthermore, forward-looking gaming promoted cognitive skills, strategic thinking, and interactive narratives.

Criticisms and challenges

Like all mass entertainment technologies, it faced accusations of excessive consumption, effects on youth behavior, and addiction.

While some studies pointed to risks, others showed educational and social benefits.

The challenge lies in intelligent regulation and critical approach rather than demonization.

Two original examples of early impact

  1. At a high school in Japan in the late 1980s, a teacher allowed students to design simple Famicom levels in class: this educational exercise generated interest in programming and video games among young people who then turned to the local industry.
  2. In a neighborhood cafe in Mexico City in the mid-90s, a clone arcade machine was installed: local youth organized spontaneous weekly tournaments, sharing tips and building community before the online era—proof of how gaming culture takes social root.

These are examples of how video games were not just entertainment, but cultural catalysts.

Myths and certainties surrounding the first video games

  • Was Tennis for Two the first video game? Answer: It depends on the definition. From the perspective of direct visual interaction with graphics, many consider it the first. But others prioritize the idea, such as the 1947 device or the OXO from 1952.
  • Was Pong the first? No. Although Pong was the first major commercial arcade success, Spacewar! and earlier machines already existed.

The history of the first video games It requires us to qualify what we mean by “first” and recognize multiple legitimate supporters of the title.

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Read more: Survival games: why they fascinate gamers so much

Conclusion

The history of the first video games It is a story of curiosity, innovation and adaptation.

What began as laboratory experiments has transformed into a global industry with billions in revenue, millions of players, and a diverse cultural ecosystem.

The technical and the human became intertwined: each machine created, each new idea, reflected creative aspirations as well as the limitations of the moment.

Today, the industry is facing challenges and opportunities: virtual reality, artificial intelligence, cloud services, and game streaming.

But that modernity rests on the initial steps — those experimental video games that taught that a video signal could respond to a human choice.

If any of those prototypes were revived now, what would you say would be missing from them to appeal to modern audiences?

That rhetorical question is part of the legacy: reminding us that all current progress comes from that primal impulse to connect mind, machine, and fun.

Read more: The most popular open-world titles

Frequently Asked Questions (FAQ)

What was the first real video game?
There is no absolute consensus. Some attribute it to Tennis for Two (1958) as the first interactive visual game; others point to OXO (1952) or the device of 1947.

It depends on what you consider a “video game.”

Why is Spacewar! considered a milestone?
Because it was the first to span multiple computer installations, and explore dynamic relationships between players—not just a one-off experiment.

What caused the 1983 industrial crisis?
Market saturation, low quality in many titles, competition from emerging PCs, and confusion among consumers.

That crisis allowed players like Nintendo to gain ground.

How did technology influence the evolution of the game?
The appearance of the microprocessor, ROM memory, hardware graphics and connectivity were decisive steps.

Without them, games could not be as versatile or multiply as they did.

Will today's video games survive the passage of time?
Surely some do.

Titles with technical innovation, profound narrative, or cultural relevance could go down in history, just as the pioneers we study today do.

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