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Also isometric graphics. Graphic rendering technique of three-dimensional objects set in a two-dimensional plane of movement. Often includes games where some objects are still rendered as sprites. 360 no-scope A 360 no-scope usually refers to a trick shot in a first or third-person shooter video game in which one player kills another with a sniper rifle by first spinning a full circle and then ...
Lag (video games) Leecher (computing) Let's Play; Level (video games) Licensed game; Life (video games) Line of sight (video games) Longplay (video games) Loot (video games) Loot box; Ludonarrative dissonance
The highest selling arcade game of the year is F-1. 1977 – The Atari Video Computer System (later the Atari 2600) is released as the first widely popular home video game console. [5] 1978 – Space Invaders is released, popularizing the medium and beginning the golden age of arcade video games. [6]
The history of video games began in the 1950s and 1960s as computer scientists began designing simple games and simulations on minicomputers and mainframes. Spacewar! was developed by Massachusetts Institute of Technology (MIT) student hobbyists in 1962 as one of the first such games on a video display. The first consumer video game hardware ...
Atari Inc. releases Night Driver, an early example of a first-person perspective racing video game. Atari releases Breakout, which inspires a number of Breakout clones. Exidy releases Death Race. It was the first video game to inspire protest and cause panic. [9] Gremlin releases Blockade, the first of what become known as snake games.
Maze video games – video game genre description first used by journalists during the 1980s to describe any game in which the entire playing field was a maze. Music video game – a video game where the gameplay is meaningfully and often almost entirely oriented around the player's interactions with a musical score or individual songs.
A digital therapeutic video game is a digital treatment for a cognitive impairment, such as ADHD, delivered through the experience of a video game. These video games create immersive engagement that activates the brain networks selectively in order to improve cognitive function with strengthening over time.
1990 in games; Online retailing begins to pose a challenge to "brick and mortar" game stores, though the full effects of e-commerce will not be felt until the following decade. 1991 in games; 1992 in games; 1993 in games; 1994 in games; 1995 in games; 1996 in games; 1997 in games; 1998 in games; 1999 in games