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gaming on life affect

gaming on life affect

gaming is better way to spent your time against struggle with your wife and children.

do you have a free time but never can spend it rightly?dont worry its all people problem
you have to work 6 am until 5 pm.when you arrive home just need sleep.what about night?
most of people cant sleep rightly at night then they try to make a speech at home or do physical moves like sex
but thats cant be continue all days 
you will break.i sugest you play games like video games and board games 
games can make you far from problems like rents or bad physical illness or even one of family dieing
our mothers said computer make brain smaller but as reasearches we find out it grow it faster
you will be more thinkfull than others and can handle problems in stressing situation
they dont want we be free of thinking about bad things 
who? governments
so they have tv programs that say games are bad for children
sure they are false
how much time you are realy angry and then play video game then forgot problems for some time??
so we can find out global thinking must be change and all should accept this truth
even who married must play games to be normal thinking
you like games?of go fight in street?
sure you dont want be harmed
so play gamed to relax your self and be a normal funny nonstress man
 now i wanna tell you a story about gaming

The first recognized example of a game machine was unveiled by Dr. Edward Uhler Condon at the New York World’s Fair in 1940. The game, based on the ancient mathematical game of Nim, was played by about 50,000 people during the six months it was on display, with the computer reportedly winning more than 90 percent of the games.

However, the first game system designed for commercial home use did not emerge until nearly three decades later, when Ralph Baer and his team released his prototype, the “Brown Box,” in 1967.

The “Brown Box” was a vacuum tube-circuit that could be connected to a television set and allowed two users to control cubes that chased each other on the screen. The “Brown Box” could be programmed to play a variety of games, including ping pong, checkers and four sports games. Using advanced technology for this time, added accessories included a lightgun for a target shooting game, and a special attachment used for a golf putting game.

According to the National Museum of American History, Baer recalled, “The minute we played ping-pong, we knew we had a product. Before that we weren’t too sure.”

Magnavox-OdysseyThe “Brown Box” was licensed to Magnavox, which released the system as the Magnavox Odyssey in 1972. It  preceded Atari by a few months, which is often mistakenly thought of as the first games console.

Between August 1972 and 1975, when the Magnavox was discontinued, around 300,000 consoles were sold. Poor sales were blamed on mismanaged in-store marketing campaigns and the fact that home gaming was a relatively alien concept to the average American at this time.

However mismanaged it might have been, this was the birth of the digital gaming we know

During the late 1970s, a number of chain restaurants around the U.S. started to install video games to capitalize on the hot new craze. The nature of the games sparked competition among players, who could record their high scores with their initials and were determined to mark their space at the top of the list. At this point, multiplayer gaming was limited to players competing on the same screen.

The first example of players competing on separate screens came in 1973 with “Empire” — a strategic turn-based game for up to eight players — which was created for the PLATO network system. PLATO (Programmed Logic for Automatic Teaching Operation), was one of the first generalized computer-based teaching systems, originally built by the University of Illinois and later taken over by Control Data (CDC), who built the machines on which the system ran.

According to usage logs from the PLATO system, users spent about 300,000 hours playing Empire between 1978 and 1985. In 1973, Jim Bowery released Spasim for PLATO — a 32-player space shooter — which is regarded as the first example of a 3D multiplayer game. While access to PLATO was limited to large organizations such as universities — and Atari — who could afford the computers and connections necessary to join the network, PLATO represents one of the first steps on the technological road to the Internet, and online multiplayer gaming as we know it today.

At this point, gaming was popular with the younger generations, and was a shared activity in that people competed for high-scores in arcades. However, most people would not have considered four out of every five American households having a games system as a probable reality.

In addition to gaming consoles becoming popular in commercial centers and chain restaurants in the U.S., the early 1970s also saw the advent of personal computers and mass-produced gaming consoles become a reality. Technological advancements, such as Intel’s invention of the world’s first microprocessor, led to the creation of games such as Gunfight in 1975, the first example of a multiplayer human-to-human combat shooter.

While far from Call of Duty, Gunfight was a big deal when it first hit arcades. It came with a new style of gameplay, using one joystick to control movement and another for shooting direction — something that had never been seen before.

In 1977, Atari released the Atari VCS (later known as the Atari 2600), but found sales slow, selling only 250,000 machines in its first year, then 550,000 in 1978 — well below the figures expected. The low sales have been blamed on the fact that Americans were still getting used to the idea of color TVs at home, the consoles were expensive and people were growing tired of Pong, Atari’s most popular game.

When it was released, the Atari VCS was only designed to play 10 simple challenge games, such as Pong, Outlaw and Tank. However, the console included an external ROM slot where game cartridges could be plugged in; the potential was quickly discovered by programmers around the world, who created games far outperforming the console’s original designed.

1200px-Atari-2600-Light-Sixer-FLThe integration of the microprocessor also led to the release of Space Invaders for the Atari VCS in 1980, signifying a new era of gaming — and sales: Atari 2600 sales shot up to 2 million units in 1980.

As home and arcade gaming boomed, so too did the development of the gaming community. The late 1970s and early 1980s saw the release of hobbyist magazines such as Creative Computing (1974), Computer and Video Games (1981) and Computer Gaming World (1981). These magazines created a sense of community, and offered a channel by which gamers could engage.

The video game boom caused by Space Invaders saw a huge number of new companies and consoles pop up, resulting in a period of market saturation. Too many gaming consoles, and too few interesting, engaging new games to play on them, eventually led to the 1983 North American video games crash, which saw huge losses, and truckloads of unpopular, poor-quality titles buried in the desert just to get rid of them. The gaming industry was in need of a change.

These home computers had much more powerful processors than the previous generation of consoles; this opened the door to a new level of gaming, with more complex, less linear games. They also offered the technology needed for gamers to create their own games with BASIC code. Even Bill Gates designed a game, called Donkey (a simple game that involved dodging donkeys on a highway while driving a sports car). Interestingly, the game was brought back from the dead as an iOS app back in 2012.

While the game was described at the time as “crude and embarrassing” by rivals at Apple, Gates included the game to inspire users to develop their own games and programs using the integrated BASIC code program.

Magazines like Computer and Video Games and Gaming World provided BASIC source code for games and utility programs, which could be typed into early PCs. Games, programs and readers’ code submissions were accepted and shared.

In addition to providing the means for more people to create their own game using code, early computers also paved the way for multiplayer gaming, a key milestone for the evolution of the gaming community.

Early computers such as the Macintosh, and some consoles such as the Atari ST, allowed users to connect their devices with other players as early as the late 1980s. In 1987, MidiMaze was released on the Atari ST and included a function by which up to 16 consoles could be linked by connecting one computer’s MIDI-OUT port to the next computer’s MIDI-IN port.

While many users reported that more than four players at a time slowed the game dramatically and made it unstable, this was the first step toward the idea of a deathmatch, which exploded in popularity with the release of Doom in 1993 and is one of the most popular types of games today.

Multiplayer gaming over networks really took off with the release of Pathway to Darkness in 1993, and the “LAN Party” was born. LAN gaming grew more popular with the release of Marathon on the Macintosh in 1994 and especially after first-person multiplayer shooter Quake hit stores in 1996. By this point, the release of Windows 95 and affordable Ethernet cards brought networking to the Windows PC, further expanding the popularity of multiplayer LAN games.

The real revolution in gaming came when LAN networks, and later the Internet, opened up multiplayer gaming. Multiplayer gaming took the gaming community to a new level because it allowed fans to compete and interact from different computers, which improved the social aspect of gaming. This key step set the stage for the large-scale interactive gaming that modern gamers currently enjoy. On April 30, 1993, CERN put the World Wide Web software in the public domain, but it would be years before the Internet was powerful enough to accommodate gaming as we know it today.

Dreamcast-Console-Set



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so as you see gaming have a long story and if it was bad it couldent grow up
good luck boys