Introducton:
this presentation will hopefully break down the boundaries between the “the age old argument that games are for the average teenager stuck in his/her bedroom” . "it will also show the history of the computer game , and then give a brief a glispse of how the industry has now steered towards the family as a mass market target".A Brief History

“it PONGS in here”One of the first ever interactive games was PONG in 1970 and was a worldwide phenomenon
Pong quickly became a success and is the first commercially successful video game, which led to the start of the video game industry. http://en.wikipedia.org/wiki/Pong

And then this little SPRITE and a whole bunch like him took the world of computer games by storm:
Following its release, the game caused a temporary shortage of 100-yen coins in Japan, and by 2007 had earned Taito US$500 million in revenue. Guinness World Records ranks it the top arcade game.
http://en.wikipedia.org/wiki/Space_Invaders
http://www.freespaceinvaders.org/welcome.html

Atari 2600
One of the first consoles to use coded cartridges to play the games
The ten biggest sellers
The 10 biggest selling games for the Atari 2600 were:[24]
1. Pac-Man
2. Pitfall!
3. Missile Command
4. Demon Attack
5. E.T. the Extra-Terrestrial
6. Atlantis
7. Adventure
8. River Raid
9. Kaboom!
10. Space Invader
THE ‘80’sThe ZX Spectrum (Pronounced: "Zed Ecks Spec-trum" in its original British English branding) is an 8-bit personal home computer released in the United Kingdom in 1982 by Sinclair Research Ltd. Referred to during development as the ZX81 Colour and ZX82,[2][3] the machine was launched as the ZX Spectrum by Sinclair to highlight the machine's colour display, compared with the black-and-white of its predecessor, the Sinclair ZX81.[4] The Spectrum was released in eight different models, ranging from the entry level model with 16 KB RAM released in 1982 to the ZX Spectrum +3 with 128 KB RAM and built in floppy disk

" many a long nights playing on this my first computer, and all that rubber too"
the best thing about my Speccy was you could have your tea watch MATCH OF THE DAY with Jimmy Hill have some supper , then go back to it and if your lucky it mite of loaded that game on cassette, my favourite was MANIC MINER or ATIK ATAK




http://www.zxspectrum.net/
'And now for something completley different'Mainly there has been a change in the industry , where by the video game market is a huge source of family entertainment, AND NOW IS BIGGER THAN THE FILM AND MUSIC INDUSTRY COMBINED. Grossing over 2.1 billion$ in the USA alone.
So you could call it the Entertainment Industry
Fun For all: the generation that grew up playing Atari, Nintendo and the like , are now adults and have kids of their own and we are now seeing all the family playing games together an obvious example OF THIS IS THE INTRODUCTION DS console, WHICH TOOK THE WORLD BY STORM IN 2004

With innovative games like
Dr Kawashima's Brain Training


and other similar games the DS appealed to the masses, even to people that had never played games before.
Computer games have long been derided by critics as mindless, brain-rotting fun.
But a new wave of games is turning the cliché on its head. http://news.bbc.co.uk/1/hi/technology/4930996.stm
And of course the most innovative of consoles to hit the market was the Wii console

"Seventy per cent of parents in such households play computer or video games, and of those, 80 per cent play them with their children."
A survey conducted in 2008 in Austrailia.
http://www.impactlab.com/2008/10/26/video-games-bring-families-together/Why did
NINTENDO get it right:
I think Nintendo got it right because instead of targeting the average gamer 20-30 some-things on the likes of COD and Halo to name but a few, they decided to diversify , break tradition of the cooler, faster, more powerful consoles and concentrate on new technology that wowed kids of all ages and their parents, interesting the games themselves are not the best in terms of graphic quality or astounding speed, but what they lack in these they more than make up with the playability and the ease of use.
IN OTHER WORDS THEY “READ THEIR AUDIENNCE” and not content with cornering the market they brought out the Wii in 2006. This console was the first of its kind to use motion censor technology in such a way that the player no longer had to use just their fingers but also had to physically use the rest of their bodies to play the games.
Today’s generation is clearly going to Nintendo and it’s because of their innovation. Dance and music titles have always been big in Japan, along with interactive games. Nintendo has more or less cornered the market on all things interactive with their new consoles.
According to Cyber Media Japan, Nintendo researchers found that 87 percent of Wii users use it on the biggest screen in the house, which is still the one in the living room.
Players Aren’t PassiveGames research is the child of mainstream U.S. social science communication research. As such, it is not particularly surprising that attention has remained focused on what games do to people rather than what people do with games. One problem with this preference is that the games-playing audience is plainly an active one. Some researchers have argued that this activity will make effects stronger (C. Anderson & Bushman, 2001). That may turn out to be true.
Dad, put down the joystick and back away slowly: Games and Age
During the mid-1980s and the 1990s, video games were constructed as the province of children. Today, as an all-ages phenomenon once again, they have begun to reenter the social
mainstream.
Mitchell, E. (1984). Home video games: Children and parents learn to play and play to learn. Paper presented at the Annual Meeting of the American Educational Research Association, New Orleans, Louisiana.
Mitchell, E. (1985). The dynamics of family interaction around home video games. Marriage and Family Review, 8(1), 121-135.
The Wii's success helped drive something of a sea change in the way developers conceptualize game design. As young children, mothers and grandparents in nursing homes alike all joined Nintendo in spirit, it was suddenly more possible than ever to create games for a mass market.
At the same time, the surge in social networking and the growth of other new platforms with low entry barriers, like the iPhone, also helped bring broader-focused, more accessible gaming experiences to newer and bigger audiences. These new avenues more than revolutionized the term “gamer” -- they made it redundant, as a “gamer” could be anyone.
just two quotes from Leigh Alexander
http://www.gamasutra.com/view/news/27009/Analysis_Is_Hard_The_New_Good
Let there be MOTION !
Autumn launch for Sony's PS3 motion controller

The system – which is similar to that used by the Nintendo Wii – will allow gamers to control on-screen action through a combination of the Motion Controller "wand" and a PlayStation Eye camera, which detects movement.
Sony said the gaming system would deliver a whole new entertainment experience.
By Claudine Beaumont, Technology Editor
Published: 12:44PM GMT 20 Jan 2010 Daily Telegraph
Project NATAL


The system – which allows users to control on-screen action simply by moving their hands and bodies, rather than using a controller – is likely to top Christmas lists in December.
Robbie Bach, president of Microsoft’s entertainment and devices division, said that Project Natal would be one of the most significant video game developments of the year, and an “entirely new but completely natural way” to play games.
By Claudine Beaumont, Technology Editor Las Vegas
Published: 5:30AM GMT 07 Jan 2010 Daily Telegraph
The year 2010 is upon us. It should prove to be a time of interactive improvements, rather than major hardware shifts, and the area in which this is most apparent is peripherals.
Within this year, or so it is said, there will be three home systems with motion or gesture control—the Wii of course, the PlayStation 3 with its motion wands, and the 360’s Project Natal.
Everyone’s chasing the motion and gesture train, after the success of the Nintendo DS, the iPhone, and the Wii.
Games Developer Magazine JAN 2010Lightsaber Natal or PS3 wand? Do you think that that's a possibility?
DR: You know, I think that motion control is brilliant. This is a personal opinion. Time had the top 10 innovations of the decade, and I think Natal was in there. We're definitely agnostic, related to platform. We service all platforms. I think that both of the technologies are brilliant, and we'll look for opportunities like that, whether it's partnership or internal development.
interview with Darrell Rodriguez now president of LucasArts.