1971 in video games

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List of years in video games
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Computer Space was released in 1971. Nutting ComputerSpace-Blue.JPG
Computer Space was released in 1971.

1971 is the first year of the commercial video game industry with the release of Computer Space by Nutting Associates and Galaxy Game by Mini-Computer Applications. The majority of digital games remained on mainframe computers and time-sharing networks, while an increasing number were demonstrated outside of computing audiences. Several developments of games which are later commercialized including Oregon Trail and the Magnavox Odyssey console are first publicly tested in this period.

Contents

Events

Financial performance

United States

Arcade

Title Arcade cabinet units (Estimates)ManufacturerDeveloperGenre
Computer Space 1,300-1,500 [6]

200 [1] [Note 1]

Nutting Associates Syzygy Engineering Multidirectional shooter
Galaxy Game 2 [7] Mini-Computer ApplicationsMini-Computer Applications Multidirectional shooter

Notable releases

Arcade

Computer

Business

See also

Notes

  1. Ralph Baer's numbers compiled in April 1976 are mostly estimates without direct access to sales figures.

Related Research Articles

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<i>Galaxy Game</i> 1971 arcade game

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<span class="mw-page-title-main">History of arcade video games</span>

An arcade video game is an arcade game where the player's inputs from the game's controllers are processed through electronic or computerized components and displayed to a video device, typically a monitor, all contained within an enclosed arcade cabinet. Arcade video games are often installed alongside other arcade games such as pinball and redemption games at amusement arcades. Up until the late 1990s, arcade video games were the largest and most technologically advanced sector of the video game industry.

At the beginning of the 1970s, video games existed almost entirely as novelties passed around by programmers and technicians with access to computers, primarily at research institutions and large companies. 1970 marked a crucial year in the transition of electronic games from academic to mainstream, with developments in chess artificial intelligence and in the concept of commercialized video games.

References

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  2. "Plaintiff's Responses to First Interrogatories to Plaintiffs by Defendant Chicago Dynamic Industries, Inc". Magnavox Company v. Chicago Dynamic Industries, et al. US District Court for the Northern District of Illinois, Eastern Division. 1974-08-28. p. 6. Retrieved 22 March 2024.
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  7. Smith, Alexander (2019). They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry. Vol. 1. CRC Press. p. 132. ISBN   9781138389908.
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  11. Kendall, Mark (2013-06-26). "Putting Bytes into the Old Ball Game". Pomona College Magazine. Retrieved 2024-03-23.
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