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© 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ Game Art and Design Unit 1 Lesson 2 History of Electronic Games Time Line
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ Big Idea Knowledge of the history of technology and societies helps people understand the world around them by seeing how people of all times and places have increased their capability by using their unique skills to innovate, improvise, and invent.
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ History of Electronic Games: Time Line In 1951 Sega was launched Sega (service games) The console timeline is broken into seven generations Each generation saw an increase in technology Before the consoles hit the market, coin- operated arcade games ruled
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1972-1977 First Generation
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1972 - Magnavox Odyssey World's first game console Predates the Atari Pong home consoles Prototype known as the “Brown Box” is now at the Smithsonian 340,000 units sold
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1972 - Pong A coin-op arcade game by Atari Inc Based on table tennis First game to gain widespread popularity - launched the industry boom Led to a successful patent- infringement lawsuit from the Magnavox Odyssey
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1974 - Gran Track 10 A single-player racing arcade game by Atari Player races against the game clock, accumulating points Early diode-based ROM was used Controls, steering wheel, shifter, accelerator, and brake pedals were all firsts for arcade games
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1974 - Maze Wars One of the first FPS Players wander in a maze Used tile-based movement Other players are eyeballs that can be shot or harmed Players gain points for shooting other players and lose them for being shot
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1976 - Coleco Telstar By Coleco - AY-3-8500 chip Pong variants on a domestic television receiver and available to any manufacturer Battery-powered and external components were required
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1976 - APF TV Fun Pong clone manufactured by APF formally a electronics developer Four built-in games (Tennis, Hockey, Single Handball, and Squash) Had a speaker and two controller knobs Powered by AC adapter or batteries Limited success
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1976-1983 Second Generation Early 8-bit home consoles
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1976-1983 Second Generation By the mid-1970s cartridges moved to CPU-based consoles Games now consisting of microprocessor-based code; games burned onto ROM chips mounted inside plastic cartridge casings that could be plugged into slots on the console Consumers could acquire large libraries of game cartridges
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1976 - Fairchild Channel F The world's second cartridge-based video game console, after the Magnavox Odyssey Sold for $169.95 Originally called Video Entertainment System (VES), but when Atari released VCS, it was renamed
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1977 - Atari 2600 Popularized game cartridges - popular in the 1980s Originally Atari VCS; later changed to "Atari 2600" in 1982, after the release of Atari 5200 Two joysticks, two paddle controllers, and a cartridge game - initially Combat later Pac-Man
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1975-77 Magnavox Odyssey Played cartridges Keyboard; used for educational games, selecting options, or programming First game was an instant classic: Quest for the Rings! Excellent speech synthesis unit Master Strategy Series – a fusion of board and video games
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1977 - Chuck E Cheese’s First family entertainment centers aimed at young children Pizza restaurant with arcade games, amusement rides, an animatronics show, climbing equipment, tubes, and slides Helped improve the image of video games
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1978 - Space Invaders (1 of 2) Created in Japan - later licensed in US Shooting game - players defeat waves of aliens with a laser and earn points So successful it caused a temporary shortage of coins in Japan
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1978 - Space Invaders (2 of 2) Grossed $2 billion worldwide by 1982 Pixilated alien has become a pop culture icon, often used as a symbol representing video games as a whole
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1979 - Intellivision By Mattel Electronics at $299 Four games available and a pack-in game: Las Vegas Poker & Blackjack First to pose a serious threat to Atari By 1982 over two million had been sold, earning Mattel a $100,000,000 profit
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1979 - Asteroids Popular and influential game - 70,000 sold by Atari Vector display and 2D view Control a spaceship in an asteroid field traversed by flying saucers Object - shoot asteroids and saucers while not colliding or being hit by counter-fire
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1980 - Pac Man (1 of 2) Namco - considered among the most famous arcade games of all time Became a social phenomenon that sold related merchandise and inspired an animated television series and a top-ten hit single
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1980 - Pac Man (2 of 2) Appealed to both genders Generated more than $2.5 billion in quarters by the 1990s Highest brand awareness of any video game character GAD
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1981 - Donkey Kong (1 of 2) By Nintendo - platform Move the character across a series of platforms while dodging and jumping over obstacles Rescue a damsel in distress from a giant ape - Donkey Kong
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1981 - Donkey Kong (2 of 2) The hero and ape became two of Nintendo's most popular characters Nintendo licensed to Coleco, which developed home console versions Dominated the market in the 1980s and early 1990s
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1981 - Frogger Move frogs home by crossing a busy road and navigate a river - skillful players obtain bonuses A classic - noted for its novel gameplay and theme Used two Z80 processors By 2005, sold 20 million worldwide, 5 million in the US
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1981 - Galaga Fixed-shooter game Control a space ship while aliens fly in formation and come down at the player's ship to either shoot or collide Players fire at enemies, and once all enemies are vanquished, at which point the player moves to the next stage
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1982 - Tron Game was based on the Disney movie A computer hacker is trapped inside a digital world and forced to participate in gladiatorial-type games
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1982 - Q-Bert By Gottlieb Isometric platform with puzzle elements where the player controls the character from a third- person perspective Object is to make all cubes the same color Uses a joystick
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1982 - Pole Position Arcade racing by Atari Most popular coin-op arcade game of 1983 Use a steering wheel and a gear shifter for low and high gears Featured an accelerator and brake pedal
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1984 – Tetris (1 of 2) Tile-matching from the Soviet Union Name is from the Greek numerical prefix tetra- four segments Electronic Gaming Monthly's 100th issue had Tetris in first place as "Greatest Game of All Time“
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1984 – Tetris (1 of 2) For Commodore 64 and IBM PC Sold more than 70 million copies In January 2010, it was announced that Tetris has sold more than 100 million copies for mobile phones alone since 2005
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1984 - Video Game Crash (1 of 2) The delay of Atari's 7800 console left consumers hungry for the next big thing A flood of consoles on the US market gave consumers too many choices Poor game titles and too many games based on the movie ET Introduction of personal computers like the Commodore 64
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1984 - Video Game Crash (2 of 2) Millions of consumers shifted their intention to buy choices from game consoles to low-end computers that retailed for similar prices The crash lasted two years. The market was revitalized due to the success of the Nintendo Entertainment System (NES) with its landmark title Super Mario Bros
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1983–1992 Third Generation
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1983 - Mario Brothers By Nintendo – platform arcade Full color Mario, a Italian-American plumber, and his brother Luigi must defeat creatures from the sewers below New York
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1985- NES 8-bit console by Nintendo Most successful of its time; sold over 60 million worldwide Helped revitalize the US industry following crash of 1984 - set the standard for consoles First console to play and openly court third-party developers Slogan "Now You're Playing With Power!"
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1986 - Sega Master System 8-bit cartridge-based by Sega The Master System was released as a direct competitor to the NES Failed to topple Nintendo, but was popular in European markets
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1986 - The Legend of Zelda Fantasy action-adventure created in Japan and published by Nintendo Link, a playable character, must rescue Princess Zelda As of December 2011, sold 67.93 million copies
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1987 - Final Fantasy Science fantasy RPGs Franchise includes motion pictures, anime, printed media, and other merchandise - more than 100 million units sold Known for innovation, visuals, full-motion videos, photo- realistic character models, and orchestrated music
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1986 - Atari 7800 Replaced Atari 5200, and re-establish Atari's supremacy over Nintendo and Sega Digital joysticks; fully backward- compatible with the Atari 2600; and affordable - $140 Designed to be upgraded to a home computer
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1989-1990 Handheld Games
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1989 - Nintendo’s Game Boy 8-bit for $89.95 First successful handheld - predecessor of all other Game Boys Originally bundled with Tetris Sold 118.69 million worldwide
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1989 - Atari Lynx World's first with a color LCD display by Atari Advanced features and graphics, and ambidextrous layout Failed to attract quality third-party developers, and was eventually abandoned
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1990 - Sega Game Gear Sega's response to the Game Boy; short battery life, lack of support, and lack of titles held it back Third color console released 8-bit color at $149.99 Full-color backlit screen with a landscape format
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1990 - TurboExpress Most advanced of its time and could play games on a credit-card sized device called HuCards 66 2.6 in. screen, displayed 64 sprites at once, 16 per scanline, in 482 colors from a palette of 512 Had 8 kilobytes of RAM $249.99 Could use as a video monitor
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1991 - Sonic the Hedgehog Platform by Sega Successful; increased the popularity of Sega's console and established Sonic the Hedgehog as the company's mascot Led to subsequent games in Sega's flagship Sonic the Hedgehog series
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1992-1996 Fourth Generation
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1992-1996 Fourth Generation 16-bit era Dominated by commercial rivalry between Nintendo and Sega: Super Nintendo Entertainment System vs. the Sega Genesis The machines introduced in this generation retained the majority market share until 1996
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1989 - Sega Genesis Supported over 900 games First 16-bit console to achieve notable market share - sold 40 million units worldwide Direct competitor of the Super (SNES), although released two years earlier
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1991 - Super Nintendo Advanced graphics and sound capabilities Ran 3D graphics better, helping usher in 3D in the fifth generation Best-selling of the 16-bit era Remains popular well into the 32-bit era
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1993-2003 Fifth Generation
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1993-2003 Fifth Generation (1 of 2) 32-bit and 64-bit Dominated by three consoles, Sega Saturn, Sony PlayStation, and Nintendo 64 Nintendo's Game Boy Color released Bit ratings did not increase with the exception of Nintendo 64 Performance depended on other factors such as processor clock speed, bandwidth, and memory size
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1993-2003 Fifth Generation (2 of 2) PCs now were powerful enough to emulate the 8- and 16-bit systems of the previous five or more years The Internet made it possible to store and download tape and ROM images of older games
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1994 - Sony PlayStation 32-bit by Sony First of a series of PS consoles First to ship 100 million units PS2 released in 2000 is best-selling home console to date Has a PlayStation network
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1995- Sega Saturn 32-bit - sold 9.5 million units worldwide Powerful machine for the time, but its design made harnessing power difficult Was the "other" system, running a distant third behind the Nintendo 64 and the PlayStation
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1996 - Nintendo 64 Nintendo's third home console $199 64-bit processor sold 32.93 million units worldwide Released Super Mario 64 and Pilotwings 64 Slogan: "Get N, or get Out!"
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1998-2004 Sixth Generation 128-bit era
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 1999 - Sega Dreamcast First sixth-generation console Successor to the Sega Saturn as a comeback effort Was hailed as ahead of its time but failed to gather momentum when PS2 was released Discontinued in 2001
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 2000 - Sony PlayStation 2 Best-selling console in history, selling over 150 million Over 3870 game title are available Produced for 12 years
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 2001 - Nintendo GameCube Nintendo's fourth system used compact discs Sold 22 million units worldwide Discs are encrypted and unreadable by most DVD drives. Discontinued in 2007
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 2001 - Microsoft Xbox Microsoft's first console with 24 million units sold Allowed players to play online $299.99 Discontinued in 2008 Followed by the Xbox 360 and Xbox One
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 2005-2010 Seventh Generation
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 2005-2010 Seventh Generation Started on November 22, 2005 with the release of Microsoft's Xbox 360 and a year later with Sony's PlayStation 3 on November 17, 2006 and Nintendo's Wii on November 19, 2006 Each new console introduced a new type of breakthrough in technology Wii appears to be the leading seller of this generation
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 2005 - Xbox 360 By Microsoft after the XBOX Had problems at first Xbox Live allows players to compete online and download content Streams media from PC Sold 80 million units worldwide - seventh highest-selling console
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 2006 – Nintendo Wii by Nintendo for a broader audience As of 2012, the Wii led PlayStation 3 and Xbox 360 in worldwide sales 12/2009, broke sales record for a single month in the US Notable features: controller, WiiConnect24, and Virtual Console.
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 2006 - PlayStation 3 Third by Sony after the PS2 First to use Blu-ray Disc Can output high-definition video for games and movies in up to 1080p Initially available in two configurations, 20 GB and the 60 GB model
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 2005-2007 Nintendo's Wii Fifth home game console by Nintendo. Direct successor to the GameCube. Nintendo states that its console targets a broader demographic than Microsoft's Xbox 360 and Sony's PlayStation 3. Has a wireless controller, Wii Remote, can be used as a handheld pointing device and detect acceleration in three dimensions. WiiConnect24, enables it to receive messages and updates over the Internet while in standby mode. Released in 2005. During the week of September 12, 2007, the Financial Times declared that the Wii is the current sales leader of generation.
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ 2011-??? Eighth Generation Includes Nintendo's Wii U, Sony PlayStation 4, and Microsoft's Xbox One Face competition for smart phones, tablets, and smart TV Predicted to be the last generation Rise of Advanced Micro Devices (AMD) as the major processor
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© 2011 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ © 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ Big Idea Knowledge of the history of technology and societies helps people understand the world around them by seeing how people of all times and places have increased their capability by using their unique skills to innovate, improvise, and invent.
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© 2014 International Technology and Engineering Educators Association, STEM Center for Teaching and Learning™ Game Art and Design Unit 1 Lesson 2 History of Electronic Games Time Line Game Art and Design Unit 1 Lesson 2 History of Electronic Games Time Line images student drawn and photos by Phyllis Jones
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