Talk:History of video games

Page contents not supported in other languages.
From Wikipedia, the free encyclopedia

Virtual Reality and motion capture[edit]

This article will need to be updated with the recent growing trends in vitual reality (including the HTC vive, oculus rift, playstation vr) and with motion capture technology (microsoft kinect, playstation move, HTC vive motion capture, etc).— Preceding unsigned comment added by 186.155.50.27 (talk) 03:01, 10 May 2016‎ (UTC)[reply]

Wiki Education assignment: Intro to Information Technology[edit]

This article was the subject of a Wiki Education Foundation-supported course assignment, between 18 January 2022 and 29 April 2022. Further details are available on the course page. Student editor(s): IAutumnl (article contribs). Peer reviewers: Chloe Alexandria.

Semi-protected edit request on 5 July 2023[edit]

Please change

"In the early 1990s, advancements in microprocessor technology brought two major technology shifts, including the introduction of optical media via CD-ROMs and real-time 3D polygonal graphic rendering. Both aspects were readily incorporated into personal computers and creating a market for graphics cards,"

to

"In the early 1990s, advancements in microprocessor technology caused a shift towards real-time 3D polygonal graphic rendering. This aspect was readily incorporated into personal computers and creating a market for graphics cards,"

Reasons:

  • CD-ROMS have nothing to do with microprocessor technology, so cannot be responsible for a major technology shift
  • The first commercial CD-ROM game is [Manhole] published in 1989, which is before the 1990s ZodmanPerth (talk) 22:45, 5 July 2023 (UTC)[reply]
But Manhole did not popularize the adaption of CDs as much as Myst and 7th Guest did (both 1990s games). Masem (t) 22:56, 5 July 2023 (UTC)[reply]
 Done: I was bold and changed it to this: In the early 1990s, advancements in microprocessor technology brought two major technology shifts: the introduction of optical media via CD-ROMs and real-time 3D polygonal graphic rendering. Both aspects were readily incorporated into personal computers and consoles, including Sony's fledgling PlayStation console line, pushing Sega out of the console hardware market while diminishing Nintendo's role. The rise of 3D also created a market for graphics cards used in PCs. Xan747 (talk) 23:51, 5 July 2023 (UTC)[reply]
[edited] Xan747 (talk) 23:54, 5 July 2023 (UTC)[reply]
Another try at this: In the early 1990s, advancements in microprocessor technology gave rise to real-time 3D polygonal graphic rendering in game consoles, as well as in PCs by way of graphics cards. Optical media via CD-ROMs began to be incorporated into personal computers and consoles, including Sony's fledgling PlayStation console line, pushing Sega out of the console hardware market while diminishing Nintendo's role. Xan747 (talk) 00:15, 6 July 2023 (UTC)[reply]

Wiki Education assignment: Technology and Culture[edit]

This article was the subject of a Wiki Education Foundation-supported course assignment, between 21 August 2023 and 9 December 2023. Further details are available on the course page. Student editor(s): Agupta703 (article contribs).

— Assignment last updated by Agupta703 (talk) 00:55, 8 December 2023 (UTC)[reply]