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Video Game History

By: History.com Editors

Updated: October 17, 2022 | Original: September 1, 2017

Nintendo game consoles In Japan circa 1992

Today, video games make up a $100 billion global industry, and nearly two-thirds of American homes have household members who play video games regularly. And it’s really no wonder: Video games have been around for decades and span the gamut of platforms, from arcade systems, to home consoles, to handheld consoles and mobile devices. They’re also often at the forefront of computer technology.

The Early Days

Though video games are found today in homes worldwide, they actually got their start in the research labs of scientists.

In 1952, for instance, British professor A.S. Douglas created OXO , also known as noughts and crosses or a tic-tac-toe, as part of his doctoral dissertation at the University of Cambridge. And in 1958, William Higinbotham created Tennis for Two  on a large analog computer and connected oscilloscope screen for the annual visitor’s day at the Brookhaven National Laboratory in Upton, New York .

In 1962, Steve Russell at the Massachusetts Institute of Technology invented Spacewar! , a computer-based space combat video game for the PDP-1 (Programmed Data Processor-1), then a cutting-edge computer mostly found at universities. It was the first video game that could be played on multiple computer installations.

video game history presentation

HISTORY Vault: Game Changers: Inside the Video Game Wars

Brought to life by Academy Award-winning director Daniel Junge, this is the untold story of the personal battles that gave rise to the multibillion-dollar video game industry.

Dawn of the Home Console

In 1967, developers at Sanders Associates, Inc., led by Ralph Baer, invented a prototype multiplayer, multi-program video game system that could be played on a television. It was known as “The Brown Box.”

Baer, who’s sometimes referred to as Father of Video Games, licensed his device to Magnavox, which sold the system to consumers as the Odyssey, the first video game home console, in 1972. Over the next few years, the primitive Odyssey console would commercially fizzle and die out.

Yet, one of the Odyssey’s 28 games was the inspiration for Atari’s Pong , the first arcade video game, which the company released in 1972. In 1975, Atari released a home version of Pong , which was as successful as its arcade counterpart.

Magnavox, along with Sanders Associates, would eventually sue Atari for copyright infringement. Atari settled and became an Odyssey licensee; over the next 20 years, Magnavox went on to win more than $100 million in copyright lawsuits related to the Odyssey and its video game patents.

In 1977, Atari released the Atari 2600 (also known as the Video Computer System), a home console that featured joysticks and interchangeable game cartridges that played multi-colored games, effectively kicking off the second generation of the video game consoles.

The video game industry had a few notable milestones in the late 1970s and early 1980s, including:

  • The release of the Space Invaders arcade game in 1978
  • The launch of Activision, the first third-party game developer (which develops software without making consoles or arcade cabinets), in 1979
  • The introduction to the United States of Japan’s hugely popular Pac-Man
  • Nintendo’s creation of Donkey Kong , which introduced the world to the character Mario
  • Microsoft’s release of its first Flight Simulator game

The Video Game Crash

In 1983, the North American video game industry experienced a major “crash” due to a number of factors, including an oversaturated game console market, competition from computer gaming, and a surplus of over-hyped, low-quality games, such as the infamous E.T. , an Atari game based on the eponymous movie and often considered the worst game ever created.

Lasting a couple of years, the crash led to the bankruptcy of several home computer and video game console companies.

The video game home industry began to recover in 1985 when the Nintendo Entertainment System (NES), called Famicom in Japan, came to the United States. The NES had improved 8-bit graphics, colors, sound and gameplay over previous consoles.

Nintendo, a Japanese company that began as a playing card manufacturer in 1889, released a number of important video game franchises still around today, such as Super Mario Bros. , The Legend of Zelda , and Metroid .

Additionally, Nintendo imposed various regulations on third-party games developed for its system, helping to combat rushed, low-quality software. Third-party developers released many other long-lasting franchises, such as Capcom’s Mega Man , Konami’s Castlevania , Square’s Final Fantasy, and Enix’s Dragon Quest (Square and Enix would later merge to form Square Enix in 2003).

In 1989, Nintendo made waves again by popularizing handheld gaming with the release of its 8-bit Game Boy video game device and the often-bundled game Tetris . Over the next 25 years, Nintendo would release a number of successful successors to the Game Boy, including the Game Boy color in 1998, Nintendo DS in 2004, and Nintendo 3DS in 2011.

The First Console War

Also in 1989, Sega released its 16-bit Genesis console in North America as a successor to its 1986 Sega Master System, which failed to adequately compete against the NES.

With its technological superiority to the NES, clever marketing, and the 1991 release of the Sonic the Hedgehog game, the Genesis made significant headway against its older rival. In 1991, Nintendo released its 16-bit Super NES console in North America, launching the first real “console war.”

The early- to mid-1990s saw the release of a wealth of popular games on both consoles, including new franchises such as Street Fighter II and Mortal Kombat , a fighting game that depicted blood and gore on the Genesis version of the game.

In response to the violent game (as well as congressional hearings about violent video games), Sega created the Videogame Rating Council in 1993 to provide descriptive labeling for every game sold on a Sega home console. The council later gives rise to the industry-wide Entertainment Software Rating Board, which is still used today to rate video games based on content.

In the mid-1990s, video games leaped to the Big Screen with the release of the Super Mario Bros. live-action movie in 1993, followed by Street Fighter and Mortal Kombat over the next two years. Numerous movies based on video games have been released since.

With a much larger library of games, lower price point, and successful marketing, the Genesis had leapfrogged ahead of the SNES in North America by this time. But Sega was unable to find similar success in Japan.

The Rise of 3D Gaming

With a leap in computer technology, the fifth generation of video games ushered in the three-dimensional era of gaming.

In 1995, Sega released in North America its Saturn system, the first 32-bit console that played games on CDs rather than cartridges, five months ahead of schedule. This move was to beat Sony’s first foray into video games, the Playstation, which sold for $100 less than the Saturn when it launched later that year. The following year, Nintendo released its cartridge-based 64-bit system, the Nintendo 64.

Though Sega and Nintendo each released their fair share of highly-rated, on-brand 3D titles, such as Virtua Fighter on the Saturn and Super Mario 64 on the Nintendo 64, the established video game companies couldn’t compete with Sony’s strong third-party support, which helped the Playstation secure numerous exclusive titles.

Simply put: Sony dominated the video game market and would continue to do so into the next generation. In fact, the Playstation 2, released in 2000 and able to play original Playstation games, would become the best-selling game console of all time.

The Playstation 2, which was the first console that used DVDs, went up against the Sega Dreamcast (released in 1999), the Nintendo Gamecube (2001), and Microsoft’s Xbox (2001).

The Dreamcast—considered by many to be ahead of its time and one of the greatest consoles ever made for several reasons, including its capability for online gaming—was a commercial flop that ended Sega’s console efforts. Sega pulled the plug on the system in 2001, becoming a third-party software company henceforth.

Modern Age of Gaming

In 2005 and 2006, Microsoft’s Xbox 360, Sony’s Playstation 3, and Nintendo’s Wii kicked off the modern age of high-definition gaming. Though the Playstation 3—the only system at the time to play Blu-rays—was successful in its own right, Sony, for the first time, faced stiff competition from its rivals.

The Xbox 360, which had similar graphics capabilities to the Playstation 3, was lauded for its online gaming ecosystem and won far more Game Critics Awards than the other platforms in 2007; it also featured the Microsoft Kinect, a state-of-the-art motion capture system that offered a different way to play video games (though the Kinect never caught on with core gamers or game developers).

And despite being technologically inferior to the other two systems, the Wii trounced its competition in sales. Its motion-sensitive remotes made gaming more active than ever before, helping it appeal to a much larger slice of the general public, including people in retirement homes.

Towards the end of the decade and beginning of the next, video games spread to social media platforms like Facebook and mobile devices like the iPhone, reaching a more casual gaming audience. Rovio, the company behind the Angry Birds mobile device game (and, later Angry Birds animated movie), reportedly made a whopping $200 million in 2012.

In 2011, Skylanders: Spyro’s Adventure brought video games into the physical world. The game required players to place plastic toy figures (sold separately) onto an accessory, which reads the toys’ NFC tags to bring the characters into the game. The next few years would see several sequels and other toy-video game hybrids, such as Disney Infinity , which features Disney characters.

The 8th generation of video games began with the release of Nintendo’s Wii U in 2012, followed by the Playstation 4 and Xbox One in 2013. Despite featuring a touch screen remote control that allowed off-TV gaming and being able to play Wii games, the Wii U was a commercial failure—the opposite of its competition—and was discontinued in 2017.

In early 2017, Nintendo released its Wii U successor, the Nintendo Switch, the only system to allow both television-based and handheld gaming. Microsoft released its 4K-ready console, the Xbox One X, in late 2017, and followed up in 2020 with the Xbox Series X and Series S. In 2020, Sony released the Playstation 5, a successor to Playstation 4. 

With their new revamped consoles, both Sony and Microsoft currently have their sights set on virtual reality gaming, a technology that has the potential to change the way players experience video games.

‘Spacewar!’ The story of the world’s first digital video game. The Verge . The First Video Game? BNL . The Brown Box, 1967–68. Smithsonian . Inventor Ralph Baer, The ‘Father Of Video Games,’ Dies At 92. NPR . The Video Game Revolution. PBS . Video Game History Timeline. Museum of Play . The Surprisingly Long History of Nintendo. Gizmodo . How Tetris Helped Game Boy Take Over the World. Gizmodo . How Sonic Helped Sega Win the Early 90s Console Wars. Kotaku . Sega and Nintendo Console War: Greatest Moments. Prima Games . Angry Birds Maker Rovio Reports $200 Million In Revenue, $71 Million In Profit For 2012. Business Insider . Here’s who won each console war. Venturebeat . The History Of Gaming: An Evolving Community. TechCrunch . The History of Video Game Consoles. TIME .

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Video Game Design and Development

Encouragement, advice, and support for aspiring game designers.

The Evolution and History of Video Games

The Evolution of Video Games

No, not us, not humanity. That’s a whole different article entirely. I’m talking about video game history. Day one stuff.

What started it all? What allowed me to play Joan of Arc and her French compatriots during the Hundred Years’ War?

The evolution of video games is a rather recent phenomenon in our history. Only a true gamer would know what I am about to tell you, so let’s get this history lesson started.

Timeline of Video Game Evolution

Who Invented the First Video Game?

First Video Game

The first real video game wasn’t invented by the talented team at Atari headed by Nolan Bushnell. No, that honor belongs to William Higinbotham .

In the 1950s, Higinbotham created Tennis for Two. Higinbotham created this game as a fun diversion, to show the power of technology.

Like many in history, he didn’t fully grasp the significance of his foray into video gaming.

What followed was ‘Spacewar!’ a game developed by Steve Russell in 1962 at the Massachusetts Institute of Technology, (MIT). This was a two-player game in which both players faced off in an intense dogfight, each player controlling either the ‘wedge’ or the ‘needle’. The game included gravity effects and faster-than-light travel.

It sounds like a current-generation game, doesn’t it?

What Was the First Game Console?

First Game Console

That honor belongs to the Magnavox Odyssey , invented by Ralph Baer. Being able to play video games in one’s home; the idea was revolutionary. I believe that we may take it for granted today, but people used to have to journey to the local arcade, pizza parlor, or bowling alley to play their favorite games.

Leave the comfort of my own bed?

The Golden Age of Arcade Games

Specifically, the release of Space Invaders for arcade systems in 1978 marked a new dawn for games. If you don’t know Space Invaders, what rock have you been living under?

This simple, yet addictive game features the player as a lone gunner ship occupying the bottom of the screen. The top half has the titular space invaders encroaching on the player, increasing in speed as their numbers dwindle. This frantic speed was surprisingly unintended, as the game developer had trouble programming them to maintain a consistent speed. He kept it in the game and the rest is history.

Can you imagine if the alien invaders just kept their normal, slow pace the entire time? Not only would Space Invaders be super easy but there would be no stakes to play for. It would be a boring exercise to merely shoot enemies. Instead, we have an adrenaline-filled defense of the earth.

Arcades were filling up with players, and some serious money was coming in. After the millions in quarters earned by Space Invaders, it wouldn’t be long until a successor in the most-played arcade game mantle was once again taken up by a new contender.

This was in the form of the beloved Pac-Man.

Pacman

Sounds easy enough, right?

The entire time the player is hounded by colorful ghosts, hellbent on killing Pac-Man. The player has an opportunity for revenge, for if they get one of the bigger dots located at the corners of the maze, they can get revenge on the ghosts: they become vulnerable and can be eaten for extra points.

Pac-Man was an international hit and spawned multiple spin-offs like Ms. Pac-Man.

You Should Know

Pac-Man used to be called “Puck-Man” when it was created by Toru Iwatani. The name was later changed when the game was brought to the United States to prevent potential vandalism changing the “P” to an “F.”

The inspiration for Pac-Man’s design came from a pizza with a slice missing. This iconic shape made it easier to animate and allowed for character expression.

Interestingly, Iwatani designed the game with the intention of appealing to a broader audience, particularly women. The game’s friendly, non-violent gameplay and colorful graphics were specifically crafted to attract female players, making it one of the first video games to consciously target a diverse player demographic. This approach contributed to Pac-Man’s universal appeal and its status as a gaming classic.

Trouble in Gaming Paradise

Video Game Store

Was this to be the end of video games as we know them? It sure seemed like it.

From 1983 to 1985, the sheer volume of gaming options seemed to be muscling out arcade games, which experienced over 1,500 closures, not to mention seriously suffering economic setbacks.

There is that famous rumor that Atari had all of their remaining copies of the abysmal E.T. the Extraterrestrial buried in a New Mexico landfill. It became an urban legend, often being repeated as a humorous, but a cautionary tale. Turns out that it was partially true; a Canadian film crew traveled to the landfill, excavated and found copies of E.T., as well as other discarded Atari cartridges.

Serious analysts and economists were pessimistic when evaluating gaming’s future.

Was it to be a one-time fad?

Luckily for us, the development of video game consoles like the Nintendo Entertainment System (NES), gave the market a big boost.

If the gaming markets weren’t aided by these different factors, you might be filling your cart with Steam sale items and playing the newest Call of Duty Modern Warfare. Perish the thought!

The NES, Accessories, and The Legend of Zelda

Nintendo Entertainment System

Some of you may remember Duck Hunt—the game where you need to shoot ducks with a light gun. This was called the ‘Zapper’ and was released as an accessory in 1985. This allowed the player to feel as if they were shooting their prey on screen. Just remember to hit 100% of the time, or else that pesky hunting dog will laugh at you!

With the NES pulling some seriously heavyweight, the designer of Donkey Kong, Shigeru Miyamoto, really got a chance to shine.

In 1987, Nintendo released The Legend of Zelda.

This is the first appearance of our silent protagonist, Link, as he slays baddies and completes his quest. Miyamoto was inspired by his love of nature, as well as the adventuring he would do as a child. He harnessed his imagination and created one of the most beloved franchises in video gaming.

Any idea of how many Zelda games there are? Probably around 8 or something, right? How about 19 in the main series, not even mentioning the spin-offs and appearances in the Super Smash Bros. series?

The Legend of Zelda: Ocarina of Time was extremely influential to me as a video gamer. It inflamed my imagination, something that Miyamoto set out to do so many years ago.

The SNES and PlayStation

NES consoles through the years

This is where Nintendo dominated the games market.

SNES is perhaps the most iconic gaming system ever released. While still using cartridges, the SNES upped the ante with graphical capabilities, game design, and audio. It was the bridge between the old world of video games and the modern era.

For example, Star Fox was a famous example of using 3D graphics in a home console game. Nintendo also impressed the world by developing the console’s top 3 selling games in the console’s history: Mario Bros., Super Mario Bros. 2, and Super Mario Bros. 3. Not only can they develop winning video game consoles, but their games rule.

On the other side of the aisle, Sony had developed the first major disc-based consoles, the PlayStation in 1994. The PlayStation introduced games like Metal Gear Solid, Final Fantasy VIII, and Silent Hill. These titles included extensive, impressive cutscenes, often including recorded dialogue.

Games were getting closer and closer to being movie-like. The narratives were able to be more in-depth, moodier and more atmospheric. A game like Silent Hill would have never succeeded in any system but the PlayStation. The atmosphere, the sound, the graphics; they all hit the mark at the right place and time. The variety and graphical powerhouse the consoles were at the time made a lasting impact on gaming.

N64 and PlayStation 2

Nintendo 64 in 1996

In 1996, the Nintendo 64, (named for the 64-bit processing), was released to great fanfare. All of your favorite Nintendo characters were now in fully realized 3D. A highlight was Super Mario 64. In it, Mario must make his way through Princess Peach’s castle, experiencing a multitude of vastly different worlds. The sheer scope of this game had many players reeling.

Likewise, The Legend of Zelda Ocarina of Time and Donkey Kong 64 brought back many loveable characters to share the modern gaming stage. Alongside the PlayStation, the Nintendo 64 and the Sega Saturn made up what is known as the fifth console generation.

Not to be outdone, Sony released what is still the best-selling console of all time: the PlayStation 2. Released in 2000, the PS2 has sold over 150 million units. This console brought us hits like Final Fantasy X, Metal Gear Solid 2: Sons of Liberty, and Grand Theft Auto games.

An amazing feature of the PS2, the backward compatibility, allowed for gamers who had an extensive collection of original PlayStation games to be able to play them effortlessly on their new PS2 consoles. This tradition continued well into the present, (albeit a little more limited with other companies like Microsoft, with consoles like Xbox).

PS2 had a lifespan of 13 years, releasing classic games that many of us remember fondly. Luckily for us, we can easily access these titles from the Sony store.

Microsoft and World of WarCraft

Microsoft console

They went a step further by introducing Xbox LIVE, their subscription-based online gaming service. This meant you could regularly game with buddies online, buy DLC and access different goodies. In turn, this gave the anticipated release of Halo 2 even more acclaim.

Halo 2 broke sales records and had people funneling onto Xbox LIVE to finally play Halo’s addictive multiplayer online against people a world away. The time for trash talk was over; you now had the chance to put the question to rest: who is the best Halo player you know?

At the same time, Blizzard, the creators of StarCraft, created their most ambitious and popular product yet: World of Warcraft.

It was a massively multiplayer online role-playing game (MMORPG or MMO), where you inhabited the land Azeroth from the Warcraft franchise, leveled up your unique character, did raids, and got some serious loot. It was a smash hit and become a pop culture phenomenon.

The TV comedy South park did an entire episode about WoW, including a fictional weapon called ‘the sword of truth’. Blizzard eventually made the Sword of Truth an actual in-game item. Art imitates art!

The Wii and Big Budgets

Nintendo Wii

It’s cold, it’s early, and you need to get a hold of one of the most talked-about consoles ever made; the Nintendo Wii.

“The Wii?” you ask. Yes, the name is a bit…unconventional.

However, it brought a motion-based play to the table. This encouraged players to get off the couch and physically take part in their adventures.

The Legend of Zelda: Twilight Princess had players swinging swords with actual arm motions and Wii Sports playing a myriad of lighthearted sports games.

This era was the start of true big-budget gaming. Millions of dollars were now being spent on the development of games; some were the same budgets as blockbuster Hollywood productions.

For example, Destiny, a first-person shooter by Bungie, allegedly had a budget of almost half a billion dollars! This would take the world of gaming even higher into the cultural zeitgeist. It wasn’t an isolating pastime anymore; it was true pop culture, right alongside movies, music, and TV.

The rise of the gaming industry

As a gamer, we have never been more privileged. We have our pick of the litter: will it be the Xbox One, Nintendo Switch, PS4, PC, Mac, mobile, or the Wii U? They are even releasing versions of the classic SNES and NES systems, allowing for newer gamers to travel back in time and see what the ‘dark ages’ were like. VR consoles are seemingly the new piece of gaming hardware to look out for and cross platform gaming is the latest in multiplayer tech.

Whichever you choose, look back fondly on the timeline of video game history, and be grateful that Pac-Man had to walk so Kratos could run.

What People Are Saying A recent survey conducted by tech services firm Globant in collaboration with polling firm YouGov reveals that a significant 52% of gamers in the United States foresee the metaverse as a transformative force in the gaming industry.

The survey aimed to gauge the awareness and sentiments of U.S. gamers regarding the metaverse, a network of interconnected virtual worlds reminiscent of novels like “Snow Crash” and “Ready Player One.”

Among the findings, Meta emerged as the top company associated with the metaverse, according to 73% of respondents. Additionally, 35% expressed comfort with advertising in the metaverse, while 40% were uncomfortable with it. Nearly half of those surveyed would accept advertising if it meant gaining free access to apps, games, or places within the metaverse.

Furthermore, 49% of gamers prioritize “playing” over “earning” in metaverse games, although a substantial portion values a blend of both. Overall, the survey underscores the growing recognition among gamers that the metaverse is poised to reshape the gaming industry , with 41% believing it will have a positive impact.

However, familiarity and understanding of the metaverse remain areas for growth, as only 39% anticipate its maturity in less than five years.

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video game history presentation

History of Video Games

This presentation will cover the history of video games, from their modest ... their most popular game was pong (based on table tennis) ... – powerpoint ppt presentation.

  • From Pong to Wii
  • This presentation will cover the history of video games, from their modest origin to the present, covering the timeframe between 1947 to now.
  • It will tell you about certain events that happened to the video gaming industry.
  • It will also show you various consoles created during their times.
  • The first video game was believed to be made in 1947.
  • The game was a simulation of a missile being fired at a target.
  • This game was inspired by radar screens used during World War II.
  • In 1961, a group of students at MIT programmed a game called Spacewar!
  • Two human players played against each other and each controlled a space ship that fired missiles.
  • This game was soon distributed with the new DEC computers. It was the first widely available videogame.
  • In 1971, Nolan Bushnell created a coin operated version of Spacewar!
  • The game was not a success because it was very difficult.
  • So, in 1972, Bushnell founded his own company Atari.
  • Atari was the pioneer for home video games.
  • Their most popular game was PONG (based on table tennis).
  • Other notable games Atari created include Asteroids, Millipede, and Missile Command.
  • This was the era that Space Invaders, Asteroids, and Pac Man were created.
  • Arcade games became more popular with the addition of color graphics.
  • The Golden Age was capped off with arcades appearing in popular teen hang outs such as malls and convenience stores.
  • Overnight businesses began appearing to compete with honest businesses and performed operations that cheated the games developers.
  • An example of this would be making games that were simple clones of already existing arcade games for relatively lower publishing costs.
  • To battle this, the gaming industry decided to focus more on making personal computer games.
  • Also appearing in the 1980s were the handheld games.
  • These were very popular because they could be taken anywhere and were also cheaper.
  • Such examples include Game Boy and Tiger Electronics.
  • Pong (1st) and Atari (2nd) had been the uncontested leaders of their generations respectively.
  • With the 3rd generation, there was finally competition in the video game industry.
  • The 3rd generation introduced consumers to Nintendo and Sega. These were also the 1st systems to use 8-bit graphics.
  • During the early 90s, the video game industry was starting to be operated like all of the other big businesses.
  • This means that the bigger corporations were starting to crush or absorb the little guys to maximize profits and lower risks.
  • The early 90s also brought in the 4th generation of games.
  • The 4th generation games improved from 8-bit to 16-bit.
  • This generation introduced us to the first person shooters and survival horror genres with Wolfenstein and Alone in the Dark, paving the way for classics like Doom and Resident Evil.
  • Oh yeah, lets not forget Sonic the Hedgehog.
  • The 4th Generation of games brought something else to the 90s Violence and blood.
  • In 1992, there was a Senate investigation into video game violence, with Joe Lieberman and Hillary Clinton speaking out against the games.
  • This actually gave a few games, like Doom and Mortal Kombat, more commercial success with all of the free publicity they were receiving.
  • Handheld games also reached their highest point of popularity in the early 90s.
  • Several Rivals to the Game Boy debuted during this time, including Sega Game Gear and Atari Lynx.
  • The Game Boy remained 1 thanks to the help of the popular puzzle game Tetris.
  • In 1995, Sega introduced Sega Saturn, while Sony made its debut into the video gaming industry with the Playstation.
  • Both consoles upgraded from 16 to 32-bit.
  • During this time, Playstation made the role playing game (RPG) and stealth-based games popular with the classics Final Fantasy VII and Metal Gear Solid.
  • With the consoles switching from 16-bit to 32-bit, home video games began to approach the looks of arcade games.
  • Most people would wait for the games to appear on their home consoles rather than going out.
  • Also, by this time, arcades had earned a reputation for being unsafe places.
  • Many arcades were forced to shut down.
  • After many delays, Nintendo released the first 64-bit system, the Nintendo 64, in 1996.
  • The decision to skip the 32-bit phase and jump right into 64-bit apparently paid off it sold more than 1.5 million copies in just 3 months.
  • It was bundled with Super Mario 64, which became a defining title for 3D platform games.
  • 2000 The Sims is released. It becomes the 1 selling computer game of all time, passing Myst.
  • 2001 Microsoft enters the video game industry with the release of Xbox.
  • 2002 Sega becomes a 3rd party developer for Nintendo, Sony, and Microsoft.
  • 2003 Halo becomes the best selling Xbox game.
  • In 2004, Nokia entered the handheld market with the N-Gage game-phone hybrid.
  • Also in 2004, Nintendo released the Nintendo DS.
  • In 2005, Sony released the Playstation Portable (PSP).
  • Earlier this month, Nintendo released their newest video game console, the Wii, which features a new remote-control shaped controller.
  • The controller is based around direct motion control whatever you do with your hands affects what happens on the screen.
  • Who will know what the future has in store for video games?
  • I guess well just have to wait and see to find out
  • www.gameinformer.com
  • www.google.com
  • www.juegomania.org
  • http//www.msnbc.msn.com/id/15734058
  • http//www.pbs.org/kcts/videogamerevolution/histor y
  • http//ratemyeverything.net/post.aspx?post201
  • www.wikipedia.org
  • www.yahoo.com

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Presentation on Video GAMES

(COMPUTER VIDEO GAMES) History of video games The history of video games goes as far back as the 1940s. Video gaming would not reach mainstream popularity.

video game history presentation

History of Game Consoles

video game history presentation

History of Video Games By: Héctor Muñoz-Avila Sources : Gamespot.com investor.about.com emuunlim.com designboom.com Wikipedia my own.

video game history presentation

 Gaming has come a long way from the times of the Atari to todays wii,xbox 360 and PS3  As graphics have changed to has the type of games  With competing.

video game history presentation

The History of Video Games By: Abena Johnson. Before the Video Game Era  In 1889 before it was called Nintendo it was called Marufuku. (Marufuku.

video game history presentation

Game Development Essentials An Introduction

video game history presentation

The History of Video Games in the House By: Adam Parsonage, Bryan Devenish, Alan Lilley and Steven Christopher.

video game history presentation

A Brief History of Video games Presentation by: Marijana Surla William Anderson ITEC December 4, 2007.

video game history presentation

1950’s Games were invented as early as the 1950’s. OXO a graphical version of tic-tac-toe was created in 1952 The player would play against the computer.

video game history presentation

PS3 Console The best console ever!!!! (my opnion).

video game history presentation

Timeline of Consoles. First Generation 1967 debuted as a bulky rectangular brown wooden box with two attached controllers, and thus the name "Brown Box".

video game history presentation

December 1, The Beginnings! Video Games started to be developed as early as 1947! First patent was on January 25, The Game was Pong!

video game history presentation

Ping-O-TronicColor TV GameTelstar (game console) The players controlled their paddles with dials attached directly to the machine. Additionally, as an.

video game history presentation

Gaming History. History of gaming So im going to be explaining from the first released game to the Newest game like the ps4,xbox one, and etc… So lets.

video game history presentation

History of Game Design Electronic Games Timeline Credit to TIME: line/

video game history presentation

The History of Consoles Computers for Entertainment By: Brandon Hansen and Chad Spencer.

video game history presentation

Gaming Akshat Gandhi Darshan Gajara Sahil Ajmera Dharmik Gajara.

video game history presentation

By meg. Video game consoles How have video games consoles changed?

video game history presentation

History of the Technology Video Game Resolution. The First One A device called the Cathode- Ray Tube Amusement Device was patented in the United States.

video game history presentation

Video Games By: Kathy Fergus & Yen Dang. Computer & Video Game History  1952 A.S. Douglas created first graphic computer game of tic- tac-toe  William.

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The Video Game History Hour

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Lesson: The History of Video Games

By the end of this lesson students will learn about the history of video games and how they have evolved over time.

Grade Level: 6

Common core standards.

CCSS.ELA-LITERACY.RI.6.3: Analyze in detail how a key individual, event, or idea is introduced, illustrated, and elaborated in a text (e.g., through examples or anecdotes).

CCSS.ELA-LITERACY.RI.6.7: Integrate information presented in different media or formats (e.g., visually, quantitatively) as well as in words to develop a coherent understanding of a topic or issue.

CCSS.ELA-LITERACY.RI.6.9: Compare and contrast one author’s presentation of events with that of another (e.g., a memoir written by and a biography on the same person).

DEIA Standards

Students will learn about and appreciate the diversity of video games, including the different genres, themes, and cultures represented in the games. This can be aligned with DEIA standards that focus on promoting awareness and understanding of diversity, such as:

  • Students will recognize the value of diverse perspectives and experiences.
  • Students will demonstrate an understanding of and respect for different cultures, beliefs, and identities.

Students will explore the impact of video games on society and culture, including issues related to social justice and equity. This can be aligned with DEIA standards that focus on promoting equity and social justice, such as:

  • Students will identify and challenge unfair practices and systems of power and privilege.
  • Students will develop an understanding of the impact of discrimination and bias on individuals and groups.

Students will analyze and compare different video games from different eras, identifying key similarities and differences in terms of gameplay, graphics, and narrative. This can be aligned with DEIA standards that focus on promoting inclusion and creating welcoming and inclusive learning environments, such as:

  • Students will recognize and appreciate the diversity of backgrounds and experiences among their peers.
  • Students will demonstrate an understanding of how to create and maintain an inclusive learning environment that welcomes and respects all students.

Students will analyze and compare the accessibility of different video games, including issues related to disability and inclusion. This can be aligned with DEIA standards that focus on promoting accessibility and removing barriers to learning, such as:

  • Students will recognize and appreciate the unique strengths and challenges of individuals with disabilities.
  • Students will develop an understanding of how to create and adapt learning materials and environments to meet the needs of diverse learners.
  • Pictures of old video game consoles (Atari 2600, Nintendo Entertainment System, etc.)
  • Pictures of popular video game characters (Mario, Sonic, etc.)
  • A projector or TV to display pictures and videos
  • Video game controller (optional)

Lesson Hook

To spark interest in the history of video gaming, bring in an older video game console and ask students if they recognize it or have ever played a game on it. This could spark their interest in the history of video games and get them thinking about how video games have changed over time.

Alternatively, you could ask students what their favorite video games are and then show them the first video game ever made. This could prompt them to think about how video games have evolved and improved over time.

Introduction (10 minutes)

  • Begin the lesson by asking students if they have ever played a video game before. Ask them to name their favorite video game.
  • Using chart paper, capture the various games they list.
  • Then, show pictures of old video game consoles and ask students if they recognize any of them.
  • Ask students what they notice about video games from then and now. Chart their responses and then explain that video games have been around for a long time, and they have changed a lot since they were first invented.

Inquiry (30 minutes)

  • Show pictures and videos of the first video game, Pong. Explain that it was created in 1972 and was very simple compared to today’s video games.
  • Show pictures of the Atari 2600 and explain that it was the first home video game console. Explain that it was released in 1977 and was very popular.
  • Show pictures of the Nintendo Entertainment System and explain that it was released in 1985 and was also very popular. Show pictures of popular video game characters from the NES era, such as Mario and Donkey Kong.
  • Explain that video games continued to evolve over time, with new consoles and new types of games being created.
  • Show pictures of modern video game consoles, such as the PlayStation 5 and the Xbox Series X. Explain that these consoles are much more powerful than the old consoles and can display very realistic graphics.
  • If you have a video game controller, allow students to hold it and explain how it is used to play video games.

Assessment (optional)

  • To assess student learning, ask students to draw a picture of their favorite video game character from the lesson and write a few sentences about what they learned about the history of video games.

Extension Activity (optional) (20 minutes)

To further the conversation around the history of video games consider adding a read aloud to scaffold their new understandings. Some examples of read alouds could include the following:

“The Ultimate Guide to Video Game History” by Crispin Boyer This book provides a comprehensive overview of the history of video games, with plenty of pictures and fun facts that could supplement a lesson. It covers everything from the earliest video games to the most recent, and includes information on major game developers and popular games.

“The Story of Video Games: The Fun and Games of Electronic Entertainment” by Ishaan Sahdev This book is a great introduction to the history of video games for younger students. It covers the basics of video game history, including the first games, early consoles, and major milestones in gaming history. It also includes colorful illustrations that are sure to engage young readers.

“Super Mario: How Nintendo Conquered America” by Jeff Ryan This book tells the story of how Nintendo, one of the most successful video game companies in history, got its start and became the household name it is today. It focuses on the history of the company and its flagship game, Super Mario, and includes anecdotes and stories that make it a fun read for both children and adults.

All of these picture books could be used to supplement a lesson on the history of video games and provide additional context and information for students. They could be read aloud to the class, used for independent reading or research, or incorporated into a larger project or activity.

Conclusion (10 minutes)

  • Recap the lesson by asking students to name some of the old video game consoles and characters they learned about.
  • Ask students how they think video games will continue to evolve in the future.
  • Encourage students to play video games responsibly and to take breaks to rest their eyes and hands.

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Bridging history and gameplay: Lessons from historiographical video game design Bridging history and gameplay: Lessons from historiographical video game design

As a historian specializing in Japanese history, my journey into the realm of historiographical video game design has been transformative. My work primarily revolves around modern and contemporary Japanese history, with a particular interest in the daily lives and political consciousness of working people. This post chronicles that journey, highlighting key lessons learned and offering practical insights for game developers interested in integrating historical accuracy into their designs.

Picture of Christopher Gerteis

August 20, 2024

video game history presentation

The Intersection of Academia and Media

My professional path took a significant turn when I began engaging with the media and later with the world of virtual reality and interactive video games. Upon arriving in London in 2009, I was frequently called upon to answer press and media inquiries about Japanese history. These engagements, ranging from news reports to documentaries, broadened my horizons and provided an opportunity to share my knowledge with a wider audience.

One of the earliest and most memorable of these engagements was as a historical advisor to a major studio film production centered on early modern Japan. This project marked the beginning of my foray into the world of film and screen media. The job was to help maintain the historical accuracy of a fiction-fantasy film set in early modern Japan.

Lessons from the Film Industry

Despite a promising start, the project soon encountered significant challenges, particularly due to cultural miscommunications between the Japanese cast and the Anglo-American production team. Over and again, I tried to emphasize the significance of the Akō Vendetta story, as retold in the classic drama of the Chūshingura (忠臣蔵, The Treasury of Loyal Retainers) , which has had a profound cultural and historical impact in Japan since it was first performed in 1748. The Chūshingura embodies themes of loyalty, honor, and sacrifice that have become deeply embedded in contemporary  Japanese culture.

The script of the film I was advising had been originally written by Hossein Amini in consultation with historian Stephen Turnbull . Theirs was an impressive work. However, as pre-production progressed into production, the director cut and restructured the script, resulting in a movie that failed to capture the depth and richness of the historical events upon which it was based. This experience underscored a critical lesson: the importance of balancing historicity with artistic license and commercial viability.

History as Digital Interactive Storytelling

The potential of video games to engage players with history first struck me in the 1980s when I encountered titles like Nobunaga’s Ambition (信長の野望, Nobunaga no Yabō) . These early strategy games allowed players to immerse themselves in the political and military machinations of historical periods. Over the decades, the genre evolved significantly, with advances in technology enabling more complex narratives and immersive gameplay experiences.

However, while commercial games often succeed as narrative devices, they frequently prioritize gameplay over historical accuracy. This approach, driven by the commercial pressures of the gaming industry, can lead to a superficial engagement with historical material.

Ghost of Tsushima

Historian Adam Clulow's analysis of Ghost of Tsushima offers important insights for game designers striving to balance historical authenticity with engaging gameplay. Clulow highlights the game’s depiction of the Mongol invasions of Japan in the late 13th century as a prime example of how video games can captivate players while also oversimplifying complex historical events. The game presents a narrative that is visually stunning and immersive, yet it often sacrifices historical precision to enhance the player’s experience. This trade-off, while understandable from a commercial perspective, poses significant challenges for educators and historians who aim to use such games as educational tools.

Ghost of Tsushima is praised for its beautiful recreation of Tsushima Island and its detailed portrayal of samurai culture, but Clulow points out that the game’s narrative choices sometimes create a misleading picture of history. The game frames the Mongol invasion in stark, binary terms—good versus evil, invaders versus defenders—without adequately conveying the nuanced political, cultural, and social dynamics at play during this period. For instance, the game’s portrayal of the samurai as noble warriors defending Japan from barbaric invaders simplifies the complexities of samurai roles and motivations, as well as the internal conflicts within Japanese society at the time.

For game designers, Clulow underscores the importance of critically engaging with the historical sources that inform their narratives. Many historical video games, Ghost of Tsushima included, rely heavily on popular histories or outdated interpretations, which can perpetuate inaccuracies or reinforce simplistic views of the past. Clulow advocates for a more nuanced approach, where game designers collaborate closely with historians to ensure that their games reflect the latest scholarly research and offer players a more accurate and sophisticated understanding of history.

Despite these challenges, Ghost of Tsushima also demonstrates the potential of video games to introduce players to historical settings and events in a way that is both engaging and informative. Clulow suggests that game designers can learn from the game’s success by incorporating more complex and layered narratives that challenge players to think critically about the past. This might involve presenting multiple perspectives on historical events, exploring the motivations of different characters, and highlighting the uncertainties and ambiguities that are inherent in any historical narrative. By doing so, games can not only entertain but also educate, encouraging players to explore history in a deeper and more meaningful way.

Ghost of Tsushima serves as both a model and a cautionary tale for game designers. While it excels in creating an immersive and visually striking historical environment, it also illustrates the dangers of oversimplification and the need for a more critical and informed approach to historical representation in games. Clulow’s work emphasizes that with careful attention to historiography, video games can offer rich and nuanced portrayals of the past that engage and educate players, rather than merely entertain.

Key Takeaways for Game Design:

Understand the Historical Context: When working with historical narratives, it’s crucial to grasp the cultural and historical significance of the events and stories being portrayed.

Balance Accuracy with Entertainment: While it’s essential to stay true to the historical narrative, consider how to make it engaging and accessible for a broader audience.

Collaboration is Key: Work closely with historians and cultural experts to ensure that the final product respects the source material while appealing to your target audience.

The HashimaXR Project

My first foray into historiographical video game design was with the HashimaXR Project . This collaboration between game developers, heritage preservationists, and academic scholars aimed to create a digital preserve of Hashima Island’s industrial heritage and coal mining culture, a UNESCO World Heritage site off the coast of Nagasaki, Japan.

This experience was transformative for me, not just in terms of learning new technical skills but also in understanding the complexities involved in digital preservation and representation. The steep learning curve was made more navigable by the incredible team of Unreal Engine designers I worked with. Their expertise in game design and their patience in explaining concepts allowed me to bridge the gap between historical scholarship and digital technology. This collaboration highlighted the importance of having a common lexicon when working on interdisciplinary projects, especially those as complex as historiographical video game design.

One of the most significant challenges was ensuring that the historical narrative remained intact while adapting it to a format that was both engaging and interactive. The game design process required us to make difficult decisions about what historical elements to include and how to present them in a way that would resonate with players. This experience taught me the value of interdisciplinary collaboration and the need for historians to be involved in the game design process from the outset.

Working on HashimaXR also underscored the importance of constant iteration and feedback. We had to continuously test and refine our designs, not just for historical accuracy but also for player engagement. The iterative process was crucial in ensuring that the final product was both educational and enjoyable. This project was a prime example of how digital tools can enhance our understanding of history, offering new ways to explore and interact with the past.

The HashimaXR Project demonstrated the potential of game engines like Unreal as tools for public history. By making the history of Hashima Island accessible to a global audience through an interactive virtual environment, we were able to engage people who might not otherwise have been interested in this aspect of Japanese history. This project has inspired me to continue exploring the possibilities of digital humanities and historiographical video game design as powerful means of education and public engagement.

One of the most rewarding aspects of the HashimaXR Project was witnessing how effectively it engaged a diverse and global audience. The ability to reach people from different cultural backgrounds, who might never visit Hashima Island in person, highlighted the immense power of digital tools in public history. The virtual environment not only captured the attention of gamers but also attracted educators, historians, and casual learners who were curious about the industrial heritage of Japan.

By creating an interactive and immersive experience, we were able to foster a deeper understanding and appreciation of Hashima Island’s complex history, demonstrating that video games can be a valuable medium for historical education and engagement. HashimaXR's broad appeal underscores the importance of designing historical video games that are both accessible and educational, showing that when done with care and rigor, video game design can serve as a powerful bridge between academia and the public.

Embrace Interdisciplinary Collaboration: Successful historiographical video game design requires input from various fields. Collaborate with historians, designers, and technologists to create games that are both educational and engaging.

Iterate Continuously: Developing a historiographical game is an ongoing process of refinement. Regularly test and adjust your designs to maintain both historical integrity and player engagement.

Develop a Common Lexicon: When working on interdisciplinary projects, ensure that all team members share a common understanding of key terms and concepts. This shared language is crucial for effective collaboration and successful project outcomes.

Virtual Angkor

HashimaXR was partly inspired by Tom Chandler's Virtual Angkor , a groundbreaking digital humanities project that serves as an exemplar for the integration of historical accuracy and immersive virtual environments in historiographical video game design. By recreating the ancient city of Angkor at its zenith in the 13th century, this project provides a vivid exploration of the Khmer Empire’s urban landscape, architecture, and cultural practices. The success of Virtual Angkor lies not only in its use of cutting-edge technology but also in its rigorous commitment to historical scholarship, making it a valuable case study for game designers interested in creating historically informed virtual worlds.

One of the most striking aspects of Virtual Angkor is its ability to transport users into the past with an unprecedented level of detail and realism. The project utilizes high-detail 3D modeling to reconstruct the intricate urban layout of Angkor, including its majestic temples, bustling marketplaces, and complex waterways. These models are based on extensive archaeological and historical research, incorporating data from LiDAR surveys, excavation reports, and historical texts. This meticulous attention to historical detail allows users to explore Angkor as it might have appeared in 1300 CE, providing a richly immersive experience that brings the history of the Khmer Empire to life.

The interdisciplinary nature of Virtual Angkor is another key factor in its success. The project brings together historians, archaeologists, digital artists, and computer scientists, each contributing their expertise to ensure the historical and technical accuracy of the virtual environment. Tom Chandler, one of the project’s lead developers, emphasizes the importance of this collaborative approach in his article “Reconstructing Angkor: The Role of 3D Modeling in Historical Scholarship.” Chandler discusses how digital tools like 3D modeling can revolutionize the way scholars study and present historical sites, particularly those that have been lost to time. The collaborative efforts behind Virtual Angkor highlight the need for a common lexicon and shared understanding among team members from different disciplines, a lesson that is highly relevant for game designers working on historical projects.

Virtual Angkor also serves as an educational tool, providing a dynamic alternative to traditional textbooks and lectures. The project’s virtual reality (VR) and augmented reality (AR) components allow users to “walk” through Angkor, interact with AI-guided characters, and experience daily life in the ancient city. This interactive approach engages users in a way that static images or written descriptions cannot, making it particularly effective for teaching complex historical concepts. By immersing users in the physical and cultural environment of Angkor, the project fosters a deeper understanding of the Khmer Empire’s history and the factors that shaped its development.

For game designers, Virtual Angkor offers several important lessons. First, it demonstrates the value of interdisciplinary collaboration in creating historically informed digital environments. The success of the project is a testament to what can be achieved when experts from different fields work together to create a unified and accurate representation of the past. Second, Virtual Angkor shows the potential of digital reconstruction as a tool for both scholarship and public engagement. By allowing users to explore historical sites in detail, digital models can provide new insights into the past and make history more accessible to a broader audience. Finally, the project underscores the importance of integrating rigorous historical research into the design process. As Virtual Angkor illustrates, the use of advanced technology must be paired with a deep commitment to historical accuracy to create virtual environments that are not only immersive but also educational.

Virtual Angkor stands as a model for how digital technology can be used to bring history to life in ways that are both engaging and informative. For game designers, the project offers valuable insights into the potential of 3D modeling and virtual environments to enhance the historical authenticity of their games. By learning from the successes of Virtual Angkor, designers can create games that not only entertain but also educate, providing players with a deeper understanding of the past.

Harness the Power of Detailed 3D Modeling: Virtual Angkor showcases the immense potential of high-detail 3D modeling in creating immersive and educational historical environments. By accurately reconstructing complex urban landscapes and structures based on extensive research, game designers can offer players a vivid and realistic experience of the past. Developers should focus on the precision of digital models to create environments that not only captivate players but also provide a deep and nuanced understanding of historical settings.

Use Immersive Technology to Enhance Engagement: The use of virtual reality (VR) and augmented reality (AR) in Virtual Angkor allows users to explore historical environments in an interactive and engaging manner. Game designers can adopt these technologies to create more immersive experiences that go beyond traditional gameplay, offering players the opportunity to engage with history in a personal and impactful way. This approach can make historical content more accessible and appealing to a wider audience.

Incorporate Player Interaction with Historical Contexts: Virtual Angkor’s success in allowing users to “walk” through historical settings and interact with AI-guided characters emphasizes the value of player interaction in historiographical video games. Developers should design games that encourage players to explore and engage with historical contexts actively, providing opportunities for them to make choices, experience consequences, and learn about the complexities of history through interactive gameplay.

Hist2.jpg

Past Meets Pixel

Inspired by our experiences with the HashimaXR Project, my colleagues and I recently launched the Past Meets Pixel Project as a forum for exploring the complex relationship between memory and history through interactive media. The objective is to foster discussion and collaboration on making games that educate players about significant historical events and cultural practices while promoting dialogue about the complexity of historical perspectives.

Past Meets Pixel is growing into a vibrant Substack forum for historians, game designers, and educators to exchange ideas and collaborate on the development of historiographical video games. We aim to foster a community of diverse individuals who are passionate about designing video games as a medium for exploring the past.

The forum’s success will rely on bringing together diverse perspectives and expertise. Historians provide scholarly rigor. Game developers contribute their creativity and design skills. Educators help shape the discussion of games as effective teaching tools. Together we can design games that are not only educational but also engaging and fun to play.

Historical video games do not need to compromise entertainment value to be informed and informative. We can create better historical games by integrating well-researched narratives with compelling gameplay mechanics. The success of commercial games like Assassin’s Creed, which blends historical settings with engaging storylines, demonstrates that there is a significant market for deeply informed historical games.

The development and implementation of historiographical video games represent a significant step forward in how we engage with and understand history. By combining rigorous historical scholarship with the immersive and interactive capabilities of advanced gaming technology, we have a unique opportunity to make the past more accessible to a broader audience.

Past meets Pixel is a research hub that incubates collaborations between historians and game developers, leading to innovative approaches that benefit both education and entertainment sectors. By viewing educational content as an enhancement rather than a limitation, game developers can explore new markets and appeal to a broader demographic, including schools, museums, and history enthusiasts.

Bazile, J. (2022). An Alternative to the Pen: Perspectives for the Design of Historiographical Videogames. Digital Humanities Quarterly, 16(2), 45-67. Available at https://www.digitalhumanities.org/dhq/vol/16/2/000401/000401.html   

Chandler, T. (2019). Reconstructing Angkor: The Role of 3D Modeling in Historical Scholarship. Digital Humanities Quarterly, 13(1). Available at https://www.digitalhumanities.org/dhq/vol/13/1/000401/000401.html  

Clulow, A. (2023). From Shōgun to Ghost of Tsushima: Using and Challenging Historical Video Games. The Journal of Japanese Studies, 49(2), 395-416. Available at Project MUSE: https://muse.jhu.edu/article/898720  

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About the Author

Christopher Gerteis

Christopher Gerteis

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COLLEGE FOOTBALL 25 - TITLE UPDATE AUGUST 29TH, 2024

This title update is live for all users starting august 29th at 11:00am et..

Hey College Football 25 fans! Welcome back to the Campus Huddle! Your home for all news and updates about College Football 25! We have a new Title Update that has hit your consoles today with some pretty cool updates! In addition, we wanted to give you a small preview of what you can expect with Season 2! Let's dive in!

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  • Dev Note: We will monitor feedback on this and make necessary changes in future title updates.
  • Decreased the times the CPU calls jet touch pass.
  • Increased the effectiveness of Pass Committing vs Trick Plays.
  • Increased the risk of Run Committing from Man Coverage.
  • Fixed an issue where players could continue to spin when using a conservative ball carrier coach adjustment.
  • Adjusted the AI Logic to significantly reduce the chances of receiving a roughing the kicker penalty on punts and field goals.
  • Increased the chance for Defensive Linemen to sniff out HB Screen plays
  • Singleback Wing Slot Over (Uconn, Charlotte)
  • Pistol Ace Double Wing (Ball State)
  • Pistol Doubles Y Off Stack (Florida, Louisville, Illinois)
  • Pistol Trips Over Y Off (Cincinnati)
  • Pistol Full House Twins Over (NMSU, UNLV, Option, Spread Option)
  • Pistol Strong Tight (Liberty, Louisville, UTEP, Rice, Kennesaw State)
  • Pistol Bunch Open (Missouri)
  • Pistol Ace Heavy Overload (Ball state)
  • Pistol Wing Slot Over (Florida, Texas A&M, Michigan, Kennesaw State)
  • Pistol Weak Slot Over (Texas A&M, Cincinnati)
  • Pistol Strong Trips Over (Florida, Multiple, Cincinnati)
  • Added new Jet Sweep series plays under center for Utah, Bowling Green, Kentucky
  • Added more formations and plays to multiple teams’ playbooks, specifically empty and short-yardage formations (will continue through future title updates)
  • Changed default personnel for Liberty’s pistol formations to have 2 HBs instead of an HB and a TE/FB
  • Enabled the ability to edit ratings for non NIL players and recruits.
  • Further Super Sim tuning to reduce completion percentages across the country, especially limiting quarterbacks completing more than 70% of their passes.
  • Dev Note: This applies to Super Sim - Normal and Super Sim - Fast settings
  • Enabled Mass Subs for Online and Offline Dynasty games when playing against the AI. You will be able to sub in either your entire 2nd unit (if your starters are in) or your entire starting group (if your 2nd unit is in). 
  • Further tuning of Awards systems. 
  • Fixed an issue with the Stat Display for Returner of the Year.
  • Dev Note: You will be required to start a new Dynasty for the updated staff.
  • Fixed an issue where the Broken Vertebrae injury was incorrectly labeled as a Strained Back.

COLLEGE ULTIMATE TEAM

  • Player Upgrade & Refund animations are no longer misaligned.
  • Fixed an issue that was causing Milestone Progress to display incorrectly. You would see two different milestone totals at times depending on where in the Challenge Sequence you viewed.
  • Fixed an issue that was causing the filter drop down for ‘My Rank’ and ‘Top 100’ to remain on the screen after navigating away in Solo Battles.
  • Fixed a navigation issue on the Live Events tab that was giving users error messages after selecting ‘Objectives.
  • When viewing Team Chemistry on the Upgrade Tab of the Single Item Viewer, the required coin amount to unlock the Chem will be displayed. Previously, the amount was only shown on the confirmation popup.
  • Fixed an issue with Sets that gave users server errors after trying to add an Item Set.
  • ‘Open Next Pack’ is now available during the Fantasy Pack Flow. Hopefully it's a little quicker to open up some of those rewards from Season 1.
  • Cleaned up truncated text on various screens.

ROAD TO GLORY MODE

  • Gave players the ability to audible regardless of what position you are in when lined up on the field.
  • Re-tuned starting attributes for all HB archetypes, which includes an increase to speed, agility, change of direction, and stamina (to lower the times you get pulled from the game after a big run)
  • Re-tuned starting attributes for all CB archetypes, which includes an increase to speed, stamina, acceleration, and agility

PRESENTATION AND UI UPDATES

  • Introducing new uniforms for Arkansas State, UAB, Western Kentucky, Louisiana Monroe, Tennessee, ECU, West Virginia, UMass, Charlotte, Ohio State (jersey swoosh will only turn diamond when in playoff games), Colorado State, Minnesota
  • Updated uniform pieces for 2024 season: Charlotte, Cal, Tulsa, Miami (OH)
  • Included New NIL Players for multiple teams.

ROAD TO CFP

  • Additional Tier Rebalancing to reflect the 5 Tier format.

Season 2 is here!

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Read more about all the content we have in store for you during Season 2.

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Danny Jansen makes MLB history playing for both teams in Red Sox-Blue Jays game

Updated on: August 26, 2024 / 10:27 PM EDT / AP

By JIMMY GOLEN AP Sports Writer

BOSTON - Former Blue Jays and current Red Sox catcher Danny Jansen didn't just play for both teams in the same game - a first in Major League Baseball history. 

He played for both teams in the same inning. 

In a statistical oddity made possible by two of the quirkiest entities on Earth - the baseball rule book and the New England weather - Jansen became the only player ever to appear on both sides of a baseball box score when he took the field for Boston on Monday in the resumption of a rain-delayed game he started for Toronto in June, before he was traded to the Red Sox. 

"I was surprised when I found out I was the first one to do it," Jansen said after going 1 for 4 for Boston - plus part of another at-bat for Toronto - in the Blue Jays' 4-1 victory. "It's cool, leaving a stamp like that on the game. It's interesting, and it's strange. And I'm grateful for the opportunity to have that." 

Playing for Toronto on June 26, Jansen fouled off the only pitch he saw from Boston starter Kutter Crawford in the second inning before the tarps were called out. On July 27, Jansen was traded from Toronto to Boston for three minor leaguers. 

After the possibility of Jansen becoming a baseball first became a cause celebre around the sport, Red Sox manager Alex Cora said last week he would play Jansen when the suspended game resumed, saying "Let's make history." 

"It was a very cool moment, just to be part of it," Cora said Monday. "I don't know if it's going to happen again. It has to be kind of like the perfect storm for that to happen - starting with the storm. And I'm glad that everybody enjoyed it." 

Blue Jays Red Sox Baseball

Before the game resumed at 2:06 p.m. Monday - a delay of 65 days, 18 hours and 35 minutes, Red Sox media relations coordinator Daveson Perez announced the changes in the Fenway Park press box: "Pinch-hitting for Danny Jansen: Daulton Varsho. Defensive changes: Danny Jansen now at catcher." 

With Jansen behind the plate, Nick Pivetta struck Varsho out to complete the at-bat Jansen started. Then Jansen came up for the Red Sox with two outs in the bottom half of the frame, getting a nice cheer from a sparse makeup-game crowd, and hit a lazy liner to first base to end the inning. 

"Building up until that point, maybe it was a bit strange," Jansen said. "Once you stepped in the box and it was 'Game on,' I was just trying to stay present, stay locked in." 

Jansen's wife and kids and some friends were there to see him claim his place in baseball's record books - or in the footnotes, at least. When they arrived, they saw his picture on the scoreboard wearing a Blue Jays cap. 

"When I walked out there today, yeah, I saw myself up there, for sure," Jansen said. "That was just kind of like, 'Well, that's where we're at.'" 

Before the first pitch, the umpires held an extended conversation at home with the coaches who brought out some of the weirdest lineup cards in baseball history. Blue Jays manager John Schneider said he was glad to see his former player, a lifetime backup and a career .222 hitter, get some attention. 

"I think it's cool for him to kind of go down in the record books as the first player to do that," Schneider said. "I've known Jano forever, and it's something cool that he can always kind of say he was the first at, and he's good at weird stuff. Pretty cool for him." Jansen had a single in the fifth inning - Boston's first hit of the game. He had a flyout in the seventh and then came up with two outs in the ninth and a runner on second, but he struck out on a checked swing to end the game. 

The 29-year-old right-handed hitter said he wore two jerseys in the game (three, if you count the Toronto one he wore in June). He will keep one for himself and send one to the Baseball Hall of Fame; an authenticator was on hand to tag all of Jansen's equipment. The Cooperstown shrine said it requested the scorecard from official scorer Bob Ellis, who also was working the game when it started in June. 

"This scorecard will be a great tool to document and illustrate this history, showing Danny Jansen's name on both teams," Hall spokesman John Shestakofsky said.

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Get Ready for Call of Duty: NEXT: Event Intel, How to Watch on August 28, Tune In Rewards, Call of Duty Endowment (C.O.D.E.) Bowl V Presented by USAA, and Details for the Black Ops 6 Beta

August 26, 2024

by Valerie Lee

  • Announcements

Call of Duty: NEXT Overview and How to Watch

Call of duty: next: what to expect and how to watch, tune in for call of duty: next, earn rewards, call of duty endowment (c.o.d.e.) bowl v, presented by usaa.

  • C.O.D.E. Bowl V Tune in Rewards
  • How to Watch C.O.D.E. Bowl V and Claim Your Rewards

Black Ops 6 Open Beta: Early Access Timing, Rewards, and More

Open beta and early access timing, beta rewards.

  • PC System Requirements

How to Download the Black Ops 6 Beta

Prepare for Call of Duty: NEXT on August 28 with event details and how to watch, plus tune in rewards. Stay tuned for Call of Duty Endowment (C.O.D.E.) Bowl V directly after with additional rewards and finally, prepare for the Black Ops 6 Beta and even more rewards, coming on August 30.

Call of Duty: NEXT: Overview and How to Watch

The time has come to get primed for Call of Duty®: NEXT! Everything you need to know about the next era of Call of Duty is incoming on August 28, with the live streaming broadcast starting at 9AM PT.

With developers from Treyarch and Raven at the helm, plus representatives from across Call of Duty Studios and community channels, in-depth intel on everything coming to  Call of Duty: Black Ops 6   Multiplayer ,  Zombies , and  Call of Duty: Warzone™  is locked in and ready to be shared.

Here’s your first look at Call of Duty: NEXT content, courtesy of the Black Ops 6 Multiplayer trailer.

Video Thumbnail

You don’t want to miss what’s coming for Call of Duty: NEXT. Here’s what to expect:

A deep dive into Omnimovement innovations, gameplay, system, maps, and modes coming to Black Ops 6 Multiplayer , plus a showcase of the playable maps available during the Beta.

A tour of the playable Liberty Falls, one of two Zombies launch maps.

A detailed look into Call of Duty: Warzone , the premiere of Area 99, plus Black Ops 6 integrations and more announcements.

Essential details about the Black Ops 6 Open Beta, as well as [[REDACTED]] information, Rewards, and more. 

Call of Duty: NEXT takes place on Wednesday August 28, 2024, and can be viewed live on either the Official Call of Duty Twitch® Channel or Call of Duty YouTube® Channel , or via your favorite streamer’s channel.

But wait, there’s more!

video game history presentation

Earn rewards in Black Ops 6 that will be available at launch when you tune into Call of Duty: NEXT*. The longer you watch, the more rewards you’ll receive: 

30 minutes: “Mine” Emblem

60 minutes: “Earning Stripes” Calling Card

90 minutes: “Tri Harder” Charm

120 minutes: “The Redactor” Weapon Blueprint 

Complete three steps to claim these Call of Duty: NEXT rewards.

  • Create or sign into your Activision account and make sure you’re linked to your Xbox, PlayStation, Battle.Net, or Steam account. 
  • Then, link your YouTube or Twitch account with Call of Duty.
  • Finally, tune in to Call of Duty: NEXT on your preferred platform while signed in with a linked account to earn rewards!

*Call of Duty: Black Ops 6 required to redeem. Sold separately. Rewards must be redeemed within 48 hours of Call of Duty: NEXT. Note that while you will earn the rewards for viewing the Call of Duty: NEXT event on August 28, 2024, they won’t be available for use until Call of Duty: Black Ops 6 launches on October 25, 2024.

video game history presentation

C.O.D.E. Bowl V Tune In Rewards

Directly following Call of Duty: NEXT on the Official Call of Duty Twitch® Channel or Call of Duty YouTube® Channel , get dialed in and watch the Call of Duty Endowment (C.O.D.E.) Bowl V, presented by USAA. The fifth annual C.O.D.E. Bowl presented by USAA will feature 10 esports teams from military branches of the U.S., U.K., and Canada, competing alongside the most competitive players in Call of Duty: Warzone. Tune in to see who will dominate Urzikstan, be crowned the second Monster Energy MVP, and for the first time ever, claim victory in the C.O.D.E. Bowl V Solo Yolo presented by Corsair.

video game history presentation

Earn rewards in  Call of Duty: Modern Warfare® III  and  Call of Duty: Warzone , available instantly on August 28**.

Thanks to USAA, here are the C.O.D.E. Bowl Rewards – and remember, the longer you watch, the more rewards you will:

30 minutes: “Every Bit of Bravery” Animated Emblem

60 minutes: “Far Out Flexin’” Loading Screen

90 minutes: “Please Rewind” Weapon Charm

120 minutes: “Bowl Buzzkill” Weapon Camo

**Call of Duty: Modern Warfare III or Call of Duty: Warzone required to redeem. Sold / downloaded separately. Rewards must be claimed within 48 hours of C.O.D.E. Bowl V.

How to Watch C.O.D.E. Bowl V and Claim Your Rewards 

To collect your rewards for tuning into C.O.D.E. Bowl V, create or sign into your Activision account, link your Xbox, PlayStation, Battle.net, or Steam account, and link your Call of Duty account with YouTube ® or Twitch ® .  The easiest way to claim all your rewards is to tune in first for Call of Duty: NEXT, and stay locked in for C.O.D.E. Bowl V, which takes place right after the Black Ops 6 presentations. For more information, see here .

Black Ops 6 Open Beta: Early Access*** Timing, Rewards, and More

video game history presentation

Starting on Friday, August 30, drop into the Black Ops 6 Multiplayer Open Beta to experience Omnimovement for the first time, plus other gameplay innovations across a variety of new maps. 

Weekend One: August 30 – September 4   

Weekend One is available to all players who have pre-ordered the game across all platforms (console and PC). Weekend One starts on Friday, August 30 at 10AM PT and will shut down on Wednesday, September 4 at 10AM PT.  

Players who preorder digitally will not require a Beta code to participate in the first weekend and will be automatically registered to participate in the Early Access Period. Download the Beta from the PlayStation Store, the Microsoft Store, Battle.net, or Steam. 

Weekend Two: September 6 – 9

The second Beta weekend is available tofor all players on all platforms, and is scheduled to begin on Friday September 6 at 10AM PT, and end on Monday September 9 at 10AM PT.

video game history presentation

There are even more rewards to be earned for playing throughout the Multiplayer Open Beta! As players reach Player Level milestones, they can earn cosmetic rewards that will be available at the launch of Black Ops 6 when it releases on October 25****. 

The rewards and required levels are as follows: 

Level 2: “Beta Tester” Animated Emblem 

Level 6: “Beta Tag” Spray 

Level 11: “No Bugs” Weapon Charm 

Level 15: “Quick Draw” Emote  

Level 20: “Squish” Westpoint Operator Skin (only unlockable during Weekend One) 

Level 20: “Squash” Westpoint Operator Skin (unlocked during either Weekend) 

Level 23: “The Truth Lies” Loading Screen 

Level 27: “Beta Expert” Animated Calling Card 

Level 30: “Bug Smasher” Weapon Blueprint 

***Actual launch date(s) and platform availability of MP Beta subject to change. See www.callofduty.com/beta for more details. Minimum Open Beta duration is two days. Limited time only. Internet connection required. Online multiplayer subscription may be required.

****Call of Duty: Black Ops 6 required to redeem. Sold separately.

Black Ops 6 Beta: PC System Requirements

Are you planning on playing the Black Ops 6 Beta on a PC? Then ensure your rig is prepped to the correct specifications:

  Minimum Specifications:

OS: Windows 10 64 Bit (latest update)

CPU: AMD Ryzen 5 1400 or Intel Core i5-6600

Video Card: AMD Radeon RX 470 or NVIDIA GeForce GTX 1060 or Intel Arc A750

Video Memory: 3 GB

Storage Space: SSD Required

Network: Broadband Internet connection

Sound Card: DirectX Compatible

Recommended Specifications:

Recommended specs to run at 60 FPS in most situations with all options set to high

OS: Windows 10 64 Bit (latest update) or Windows 11 64 Bit (latest update)

CPU: AMD Ryzen 5 1600X or Intel Core i7-6700K

Video Card: AMD Radeon RX 6600XT or NVIDIA GeForce RTX 3060

Video Memory: 8 GB

Recommended Drivers for AMD/NVIDIA:

AMD: 24.8.1

NVIDIA: 560.70

INTEL: 32.0.101.5768

Players with Call of Duty and the Season 5.5 update installed will automatically receive the Beta as an update to their existing install.   

New or returning players without Call of Duty installed can jump into the Black Ops 6 Open Beta by downloading it from their platform storefront.

Players will be able to preload Black Ops 6 Beta content starting on August 28. The fastest way to jump into the Beta immediately is to download the Season 5 Reloaded update and preload the Beta content before August 30.

Estimated download sizes for your preferred platform (PC or console) for Beta here:

video game history presentation

Call of Duty: Black Ops 6  is published by Activision. Development for the game is led by Treyarch, in partnership with Raven Software. Additional development support provided (in alphabetical order) by Activision Central Design, Activision Central Technology, Activision QA, Activision Shanghai, Beenox, Demonware, High Moon Studios, Infinity Ward, and Sledgehammer Games.

© 2024 Activision Publishing, Inc. ACTIVISION, CALL OF DUTY, CALL OF DUTY WARZONE, MODERN WARFARE, and CALL OF DUTY BLACK OPS are trademarks of Activision Publishing, Inc. All other trademarks and trade names are the property of their respective owners. 

For more information, please visit  www.callofduty.com  and  www.youtube.com/callofduty , and follow  @Activision  and  @CallofDuty  on X, Instagram, and Facebook. For Call of Duty Updates, follow  @CODUpdates  on X.  

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Chinese Game ‘Black Myth: Wukong’ Is an Instant Global Hit, Attracting Great Reviews, Praise at Home and Controversy Abroad

By Patrick Frater

Patrick Frater

Asia Bureau Chief

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Black Myth: Wukong

When was the last time a Chinese-developed video game created a global stir as boisterous as the launch of “ Black Myth: Wukong ”?

The noise is mostly plaudits for the quality of the game’s action, design and playability, which has been amplified by Chinese state media. But that has been dampened somewhat by clumsy censorship and attempts to sweep aside allegations of sexism at the company that developed “Wukong.”

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After a heady buildup that included 10 million views of the trailer on YouTube outside China and a further 56 million on Chinese video platform Bilibili, the game claimed more than 1.04 million concurrent players on gaming platform Steam within an hour of its Tuesday official upload. By Wednesday, that figure had risen to 2.2 million.

That kind of international success was not missed by China’s gamers or social media followers. More than 1.7 billion references to “Wukong” had been accumulated on the Weibo microblogging platform.

Chinese state media was just as quick to celebrate the game’s successful debut as a triumph for Chinese culture and technological progress. “[‘Wukong’] exemplifies the growing maturity of China’s gaming sector and integrated resource capabilities of Chinese producers,” said the state-backed tabloid Global Times.

“This release marks a bold foray by Chinese game developers into a market long dominated by Western triple-A titles. With this breakthrough, the default language of a triple-A game is no longer English, but Chinese,” the official Xinhua news agency wrote in an editorial on Wednesday, translated by Reuters.

“Wukong” was hatched by Game Science, a Tencent-backed startup that had not previously produced a PC and console game, with its marketing handled by (20% owner) Hero Games.

Where most Chinese gaming is done via smartphones, and to a lesser extent personal computers, the initial release of “Wukong” is limited to the Sony PlayStation 5 and to PCs (via platforms Steam, Epic Games and Tencent’s WeGame).

Moreover, it sells as a one-time purchase of RMB268 ($37) for the standard version and RMB328 ($46) for a premium edition, rather than the typical Chinese “freemium” model, where a product is made available for free or little cost, but users then make multiple in-game micro-payments for benefits such as personalization and game powers or early access to new tiers and upgrades.

But the criticism is not of the game’s source material, design or entertainment value. Detractors have aimed their fire at Game Science and at the kind of censorship of discussion that is commonplace in China, but sits less comfortably in the west.

U.S.-based games and entertainment publication IGN last year published a report exposing instances of sexist behavior by multiple Game Science developers, misogynistic social media posts by founder and CEO Feng Ji and Yang Qi, the game’s artistic director, as well as the inclusion of sexual innuendo in the firm’s 2015 recruitment advertising materials. While the new product was being opened up for review by western media, the company’s refusal to comment on the executive’s moral values sparked the first signs of controversy — albeit mostly outside China. Game Science has still not made any comment on the allegations.

That grew along with anticipation that the game was on course to be a blockbuster. On Steam, discussion boards outside China were peppered with largely-unrelated criticism of the Chinese government and its president. Some of the comments appeared to come from inside China from users who would only have had access by using an (illegal) virtual private network.

In advance of the game’s launch, Hero Games invited overseas reviewers and selected players to preview the game, but it also required them to sign up to a set of guidelines, which some took as an request that they self-censor.

The guidelines appeared to reveal many of the current red lines in Chinese society. “The list of forbidden subjects laid out in a document under ‘Don’ts’ — politics, ‘feminist propaganda,’ COVID-19, China’s video game industry policies and other content that instigates negative discourse,” reports the New York Times.

The clampdown now appears to have eased and games approvals have increased this year, which make the arrival of a Chinese-developed AAA hit a further piece of positive news.

For some of China’s beleaguered tech and entertainment companies, the “’Wukong’ effect’s” impact on their valuation may allow them to see past the game’s overseas controversies. Hero Games owner Zhejiang Publishing saw its shares climb by their daily limit on Tuesday to reach a three-year high. CITIC Press, which is expected to publish a book of “Wukong” illustrations, was up by 20%. Tencent, the industry leader which earlier this month also reported some rebound in its Chinese games segment , held firm but its stock price was little changed.

The Global Times reports that private sector film company Huayi Brothers , which has endured a torrid period weighed down by debts and poor performance, may be the biggest winner on paper. Huayi recently disclosed that it holds 5% of Hero Games’ equity and, in turn, has seen its own share price climb by more than 70% since Aug. 14.

With the sexism and censorship controversies unlikely to have much impact inside China, Game Science and other Chinese developers are expected to continue trying their hand at developing other AAA games.

As investment bank Goldman Sachs wrote in a recent note, “We see signs that the government is recognizing the industry’s potential value for exports and culture, [not least of which was] the interview of Game Science’s founder by state media Xinhua agency ahead of its game launch.”

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2024 Paris Paralympics live updates: American Sarah Adam makes history

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American Sarah Adam pushes forward with the ball as Canadian Zachary Madell looks on during a Paralympics rugby match

Live updates results and inspirational stories from the 2024 Paris Paralympics, which features 4,400 athletes from more than 160 countries competing.

Here’s what you need to know.

Sarah Adam becomes first American woman in Paralympic rugby

For Ezra Frech, normalizing disability is his ultimate gold medal

For visually impaired parathletes, sound and touch guide their passions

U.S. Paralympic swimmer responds to ‘toxic behavior’ after her silver-medal finish

By  David Wharton

U.S. swimmer Christie Raleigh-Crossley won silver in a women's 50-meter freestyle.

“Horrific” is not a word you normally hear from an athlete who has just medaled in a big-time race.

“I’m going to be full-on honest,” Christie Raleigh Crossley said. “Today was absolutely horrific.”

The U.S. swimmer expressed dismay shortly after winning silver in the 50-meter freestyle at the 2024 Paralympic Games . She was responding to criticism over the category in which she competes.

Raleigh Crossley described what she called “ongoing harassment that I’ve been enduring for the past two years, since I entered para swimming.”

Continue reading here

Seine water quality issues resurface for para triathletes

By  Associated Press

Competitors dive into the Seine River during the Olympic men's 10-kilometer race on Aug. 9.

PARIS — Concerns over water quality in the Seine River resurfaced at the Paralympic Games on Thursday when organizers changed the schedule for para triathlon races.

All 11 medal events are to be held on one day, Sept. 1, instead of two as originally planned, Paris 2024 organizers said in a statement.

“The decision to hold all medal events on one day was taken in view of the weather forecast and to provide athletes and coaches with as much certainty as possible. The course of the swim remains unchanged,” organizers said.

Water quality in the Seine River was also a major issue at the Olympics. Bacteria levels in the long-polluted Paris waterway fluctuate constantly depending on weather. Heavy rains cause wastewater and runoff to flow into the river, causing bacteria levels to rise.

The organizers said the river’s water quality and flow will continue to be monitored each day and that decisions on preparatory swims for para triathletes to train over the next couple of days, and on the morning of Sept. 1, will be made before each event.

Organizers said events can be pushed back to Sept. 2 and 3 “if needed.”

Sarah Adam becomes first American woman to compete in Paralympic rugby

American Sarah Adam blocks Canada's Zachary Madel during the 2024 Paralympics wheelchair rugby match Thursday in Paris.

It did not take long for Sarah Adam to make history on the first full day of competition at the 2024 Paralympic Games.

Simply by taking her place in the starting lineup for the U.S. wheelchair rugby team, she became the first American woman to play at the highest level of a sport so violent it is referred to as “murderball.”

Only two minutes into the opener against Canada, she took a pass and raced downcourt, scoring the first of her six points in a 51-48 victory.

“It’s always been important to me that I’m going to be a contributor to this team and be seen as any other athlete,” she said. “I think I was able to prove that today.”

Though wheelchair rugby has always been a mixed-gender event at the Paralympics, it has always been male-dominated. Three years ago in Tokyo, only four of 96 players were women. This time, the number is eight.

The sport blends rugby with elements of basketball and team handball. Teams of four dribble and pass a modified volleyball, fighting for territory on a basketball-sized court, pushing their way toward goals at either end.

A 40-second shot clock encourages end-to-end action and full-contact rules allow players to ram each other or use their chairs to form screens that teammates can wheel around. Concussions and broken bones are part of the game.

Americans Clayton Brackets and Sarah Adam acknowledge applause after they beat Canada during a Paralympics rugby match

“It’s not just about smashing into each other,” Canadian player Zachary Madell said. “There’s obviously some strategy and finesse required.”

Still, he added, physicality is “a huge part of the sport and what keeps the viewers coming back.”

The 33-year-old Adam discovered wheelchair rugby while studying to become an occupational therapist. Smaller than many of her teammates and opponents, she focused on the cerebral role of ballhandler.

“I have to be smart and see what’s going to happen three plays ahead of time,” she told the Olympic News Service. “It’s a chess match to outsmart your opponent out there.”

Earning a spot on the national team in 2022, Adam helped the U.S. to gold at the 2023 Parapan American Games, a victory that qualified her team for the Paralympics.

The Americans — favored to medal in Paris — began preliminary round play against rival Canada in a game that remained close until the end.

“I liked our composure in the second half,” said Chuck Aoki, who scored a team-leading 21 tries. “Through the second quarter, third quarter, it got away from us a little bit but we settled down, trusted our process and ended up with a healthy enough margin.”

The final score was only part of the equation for Adam.

Being on the court, holding her own against male opponents, pushing across the goal line time after time, she could see the bigger picture.

“It’s just a really exciting time for women in sports, getting the attention I think we’ve always deserved,” she said. “And, for other females to see that, if this is where you want to play, go do it.”

For Paralympian Ezra Frech, normalizing disability is his ultimate gold medal

By  Thuc Nhi Nguyen

Ezra Frech sails through the air as he competes in men’s long jump at the U.S. Paralympic team trials in July.

Ezra Frech made history, extended his arms wide and flashed a knowing smirk to the cheering crowd. On an NBC interview after he soared to a world-record 1.97-meter high jump at the U.S. Paralympic trials , the budding superstar nonchalantly called it “all a part of the plan.”

And this plan is only getting started.

Frech won’t settle for just winning his first Paralympic medals while breaking the limits on disability. The favorite for the high jump title in Paris , who also competes in long jump and the 100 meters, is headed next to USC , where he was the first above-the-knee amputee to commit to a Division I track program. He also struts on fashion runways with his prosthetic left leg, graces billboards in a running blade and shares everything on his social media channels that have more than half a million followers.

“I feel I have the beautiful burden to share my story and inspire the next generation because this community means the world to me,” said Frech, 19. “What I literally believe I was put on this planet to do is to normalize disability.”

Track cyclist Caroline Groot of the Netherlands wins Paralympics’ first gold medal

The Netherlands' Caroline Groot reacts as she wins the gold medal in the Women's C4-5 500m time trial final Thursday.

PARIS — Track cyclist Caroline Groot of the Netherlands won the first gold medal of the Paralympic Games on Thursday.

Groot won the final of the C4 and C5 classifications in the 500-meter time trial in women’s track cycling. It was the first medal event of the Games that opened with a spectacular ceremony on Wednesday.

Groot went last after watching C4 world record holder Kadeena Cox crash on her attempt. The British cyclist was denied the opportunity of restarting because a mechanical error was not to blame for her fall.

Groot won in 35.390 seconds, a world record in C5. French cyclist Marie Patouillet (C5) took the silver, and Canada’s Kate O’Brien (C4) took bronze.

C1 to C5 are para cycling classifications for athletes with physical impairments that affect their legs, arms and/or trunk causing issues with functionality who can use a standard bicycle.

C4 is for cyclists with lower limb impairments or issues with lower limb functionality caused by the likes of cerebral palsy, amputations and other lower limb impairments, while C5 is for cyclists with less severe impairments.

Paralympic Games opening ceremony starts final chapter on a long summer of sport in Paris

Athletes Charles-Antoine Kouakou, Nantenin Keita, Fabien Lamirault, Alexis Hanquinquant and Elodie Lorandi look up.

PARIS — Just weeks after hosting the Olympics, Paris inaugurated the 2024 Paralympics on Wednesday with a nearly four-hour-long opening ceremony in the heart of the city.

Against the backdrop of a setting sun, thousands of athletes paraded down the famed Champs-Elysées avenue to Place de la Concorde in central Paris where French President Emmanuel Macron officially declared the Paralympic Games open.

About 50,000 people watched the ceremony in stands built around the iconic square, which is the biggest in Paris and is visible from afar because of its ancient Egyptian Obelisk. Accessibility for athletes in wheelchairs was facilitated with strips of asphalt laid along the avenue and placed over the square.

U.S. athletes takes part in the Paris Paralympic opening ceremony Wednesday.

More than 4,000 athletes with physical, visual and intellectual impairments will compete in 22 sports from Thursday until Sept. 8. Organizers say more than 2 million of the 2.8 million tickets have been sold for the various Paralympic events.

The opening ceremony was held outside the confines of a stadium, just like when the Olympics opened in the city on July 26. Fighter planes flew overhead, leaving red-white-and blue vapors in the colors of the French national flag, before the delegations entered the square in alphabetical order.

Some delegations were huge — more than 250 athletes from Brazil — and some were tiny — less than a handful from Barbados and just three from Myanmar.

Ukraine’s delegation got a loud cheer and some of the crowd stood to applaud them.

Athletes from Brazil take part in the Paralympic opening ceremony in Paris on Wednesday.

Flag bearers Steve Serio and Nicky Nieves led the U.S. team’s delegation. The French arrived last and to roars from the crowd, which then sang along to popular French songs, including “Que Je T’aime” by late rocker Johnny Hallyday.

Throughout the show, directed by Thomas Jolly who also led the Olympic opening ceremony, singers, dancers and musicians with and without disabilities performed on stage together seamlessly, projecting a theme of inclusion and overcoming physical differences. Lucky Love, a French singer who lost his left arm at birth, was joined by performers in wheelchairs. Other acts featured dancers with crutches.

International Paralympic Committee President Andrew Parsons said he hoped the Paris Paralympics would start an “inclusion revolution” beyond the field of sport.

“The Paris 2024 Paralympic Games will show what persons with disabilities can achieve at the highest level when the barriers to succeed are removed,” he said in a speech. “The fact these opportunities largely exist only in sport in the year 2024 is shocking. It is proof we can and must do more to advance disability inclusion — whether on the field of play, in the classroom, concert hall or in the boardroom.”

As the ceremony concluded, the Paralympic torch was carried into the area by former Olympic wheelchair tennis gold medalist Michaël Jérémiasz, who was surrounded on stage by dozens of torchbearers. Five French Paralympians lit the Olympic cauldron, which is designed to look like a hot air balloon and glowed gold-like in the night.

German Paralympic athlete Markus Rehm carries the torch during the opening ceremony Wednesday in Paris.

The Paralympic flag was raised high into the night sky and its emblem adorned the top of the Arc de Triomphe about 3 kilometers (2 miles) away.

Although Wednesday night’s show started at 8 p.m. local time, fans had gathered hours earlier under a scorching sun to get top spots along the way. As performers entertained the crowd on stage, volunteers danced alongside Paralympians as they waved their national flags and the sky gave off a postcard-perfect orange glow.

Tony Estanguet, the president of the Olympic and Paralympic Games, called Paralympians “immense champions who we have the honor of being with tonight.”

The first medals handed out on Thursday will be in taekwondo, table tennis, swimming and track cycling. Athletes are grouped by impairment levels to ensure as level a playing field as possible.

The closing ceremony will be held at Stade de France, the national stadium.

McClain Hermes knows precisely what it takes to swim, as fast as possible, to the far end of a 50-meter pool. Keeping count is vital because she is blind.

“I have broken several bones running into the wall,” she says. “I’ve broken my fingers multiple times and broken my nose multiple times. I’ve gotten several concussions.”

Some of the athletes at the 2024 Paralympic Games in Paris will wear prosthetics, others will be in wheelchairs. Those who are visually impaired will face a different sort of challenge.

Swimmers will charge toward an unseen wall. Long jumpers will sprint down a narrow runway, aiming for the sound of a voice or clapping. Soccer players will continually yell “Voy” — I’m coming — so they don’t smack into each other.

What to watch as the Paralympic Games featuring 4,400 athletes open in Paris

Britain’s Amy Conroy (10) and China’s Lin Suiling (9) battle for the ball during a wheelchair basketball game.

PARIS — Let the games begin again.

The Paralympic Games are set to open Wednesday as some 4,400 athletes with disabilities, permanent injuries or impairments prepare to compete for 549 medals across 22 sports over 11 days in Paris.

The French capital, which just hosted the Olympics, again provides the backdrop for what promises to be another spectacle, with many of the same venues hosting Paralympic competitions.

Historic square Place de la Concorde, which hosted skateboarding, breaking and 3x3 basketball during the Olympics, will host the opening ceremony.

What sports are in the Paralympics and how does the classification system work?

U.S. paracylist Oksana Masters celebrates after winning gold at the Tokyo Paralympics.

PARIS — Being the follow-up act to the Paris Olympics is no easy task, but the Paralympic Games that begin Wednesday promise to offer up their own fair share of memorable sporting moments.

This is an event that highlights the human ability to overcome hardships and disabilities, so the word “insurmountable” isn’t one you’re likely to hear in Paris over the next two weeks as around 4,400 athletes with a wide range of life-impacting impairments compete for medals in 549 events across 22 sports.

Here’s a look at some of the other events that athletes will be competing in at the Paralympics and how competitors are categorized based on their disability or impairment.

Which sports are in the Paralympics?

Of the 22 Paralympic sports, only two do not have an Olympic equivalent — goalball and boccia.

Goalball is played on an indoor court the size of a volleyball court with goals set up at each end. Teams of visually impaired or blind players (wearing eyeshades to ensure fairness) take turns rolling a ball containing bells toward the opposing goal while the defending team’s players act as goalkeepers.

In boccia, players throw or roll leather balls as close as they can to a small ball called a jack.

Who can qualify to compete at the Paralympics?

To compete at the Paralympics, athletes must have “an underlying health condition that leads to a permanent eligible impairment,” the International Paralympic Committee says.

Impairments can be caused by the likes of cerebral palsy, traumatic brain injury, multiple sclerosis, muscular dystrophy, amputations, physical injuries or an intellectual impairment, blindness or reduced sight.

How are athletes classified?

To ensure fair competition between Paralympians, athletes are grouped by how limited they are by their impairment — in other words, how much of an effect it has on their ability to compete in their chosen sport.

The classifications aim to ensure that every competitor has a fair chance to win and that “sporting excellence determines which athlete or team is ultimately victorious,” the International Paralympic Committee says.

Assessment and sports classes

All Paralympians undergo an assessment by a panel of experts to determine which sports class they should compete in based on the degree and nature of their impairment. Each sport has its own criteria for how to assess the eligibility of competitors. Some, like para powerlifting, only have one sports class. Para athletics, which is open to athletes with any impairment, has more than 50 sports classes.

The classification system focuses on grouping together athletes with similar functional abilities rather than similar disabilities, so athletes with different impairments can compete against each other if they are allocated to the same sports class.

How to watch and stream the Paris Paralympics

By  Austin Knoblauch

The logo of the Paralympic Games on the Goalball court.

The 2024 Paris Paralympics are set to begin Wednesday, with the opening ceremony scheduled for 11 a.m. PDT. The first events for the Games will begin late Wednesday night PDT (Thursday morning in Paris).

Here’s everything you need to know to watch the Paralympics:

Opening ceremony: NBCUniversal’s coverage of the Paris Paralympics opening ceremony will begin at 10 a.m. PDT Wednesday on USA Network, an hour before the scheduled start.

How to watch the events: USA Network and CNBC will provide at least nine hours of coverage every day from Aug. 29-Sept. 8. Every event will be streamed live on Peacock and on NBCParalympics.com and the NBC Sports app (iOS, Android).

NBC will also have coverage at select times throughout the Games.

For a full rundown of the TV and streaming schedule, check out the NBC Olympics site .

Florida State vs Georgia Tech score today: Live updates, highlights from Week 0 game

video game history presentation

One game into the 2024 college football season and we have an upset.

Georgia Tech football pulled off the improbable upset 24-21 over Florida State at Aviva Stadium in Dublin for the Aer Lingus College Football Classic . Aidan Birr hit a 44-yard field goal as time expired to give the Yellow Jackets the victory over the Seminoles.

The game marked the third straight year and the ninth time in history a college football game has been played in Ireland. Georgia Tech quarterback Haynes King completed 11-of-16 passes for 146 yards and also added 15 rushes for 46 yards, while Jamal Haynes had 75 rushing yards and two touchdowns. Birr had missed a 51-yard field goal earlier in the game.

Making his FSU debut, DJ Uiagalelei completed 19-of-27 passes for 193 yards. He had his best drive on the final FSU drive, converting two fourth-down conversions, as the Seminoles tied the game at 21 with 6:33 left. The offense never got another opportunity.

The Seminoles had won 19 straight games before an Orange Bowl loss last year to Georgia after they were snubbed from the College Football Playoff in favor of two one-loss teams in Texas and Alabama. The Seminoles have lost back-to-back games for the first time since 2022, when they lost three in a row to Wake Forest, NC State, and Clemson.

Watch Florida State vs Georgia Tech on Fubo (free trial)

Georgia Tech is entering Year 2 under Brent Key, and is led by quarterback Haynes King. The Yellow Jackets are coming off a 7-6 season — their first winning season since 2018, the final year under coach Paul Johnson.

Florida State vs Georgia Tech score updates

This section will be updated when the game begins .

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Final: Georgia Tech 24, Florida State 21

3:09 p.m: Aiden Birr connects on a 44-yard field goal to give Georgia Tech the upset victory over No. 10 Florida State.

3:08 p.m.: Eric Singleton Jr. catches a ball and takes it for 12 yards to the FSU 26. The Yellow Jackets took a timeout with five seconds left.

3:06 p.m.: Georgia Tech has trouble with the snap and loses 11 yards to the FSU 39-yard line. FSU calls its final timeout with 55 seconds left. 

3:02 p.m.: Chad Alexander rushes for 3 yards up the middle and FSU takes its second timeout. There is 1:02 left.

2:58 p.m.: Florida State calls its first timeout with 1:11 left. The Yellow Jackets have the ball at the FSU 31 and are within field goal range. Another first down could let them bleed the clock out for a game-winning field goal opportunity. 

2:52 p.m.: At the two-minute warning, Georgia Tech is into FSU territory with a chance to take the lead. It'll be second-and-7 after the timeout from the Seminoles' 39.

2:45 p.m.: Roydell Williams caps a 15-play drive with a two-yard touchdown score to even the score at 21. DJ Uiagalelei completed a pair of fourth-down conversions to keep the drive alive, one to Ja'Khi Douglas and the other to Malik Benson. The game is tied with 6:33 left.

2:30 p.m.: Jamal Haynes gives Georgia Tech the lead again with a three-yard touchdown run. The Yellow Jackets drive was 11 plays for 89 yards and took nearly seven minutes off the clock

Third quarter: Georgia Tech 14, Florida State 14

2:25 p.m.: It’s a tie game at 14 following a scoreless third quarter for both teams. However, the fourth quarter opens with Georgia Tech deep into FSU territory. Haynes King has taken over on the drive, completing five passes and running for 21 yards on the second to last play of the quarter. 

2:15 p.m.: A sack by Georgia Tech’s Kevin Harris cuts another Florida State drive short. The Seminoles will punt for the second straight drive. They have not scored a touchdown since their first drive.

2:07 p.m.: Florida State punted for the first time today from the Georgia Tech 44 after not converting a third-and-seven. The Yellow Jackets will start on their own 20 after a touchback. Earlier in the drive, Ja’Khi Douglas had a 15-yard catch on a third-and-seven to keep the drive alive. The play was initially called incomplete but overturned by replay, showing Douglas got his right toe down in bounds to gain possession. 

Georgia Tech then went 3-and-out on its own drive. FSU starts at its own 33.

1:54 p.m.: Aidan Birr’s 51-yard field goal goes wide left and the score remains tied at 14. Jamal Haynes set up the scoring opportunity with his long run to open the second half.

1:52 p.m.: The second half is underway with Georgia Tech starting on its own 25 following a touchback. Running back Jamal Haynes went for 36 yards on the first play.

Halftime: Georgia Tech 14, Florida State 14

1:38 p.m.: Individual halftime stats:

DJ Uiagalelei is 12-for-14 passing for 96 yards for the Seminoles, while Lawrance Toafili has seven touches for 52 yards and a touchdown. Haynes King is 3-for-5 passing for 53 yards and has 33 rushing yards and a touchdown for the Yellow Jackets.

1:33 p.m.: Halftime stats:

  • Yards — FSU 174; Georgia Tech 154
  • Passing yards — FSU 96; Georgia Tech 53
  • Rushing yards — FSU 78; Georgia Tech 101
  • First downs — FSU 13; Georgia Tech 9
  • Time of possession — FSU 16:37; Georgia Tech 13:23
  • Tackles for loss — FSU 1 (6); Georgia Tech 4 (9)
  • Turnovers — FSU 0; Georgia Tech 0

1:30 p.m: Ryan Fitzgerald made a 59-yard field goal to end the first half to tie the game at 14-14. Fitzgerald hit a 52-yard field goal earlier in the quarter. He’s been the MVP of the first half for the Seminoles. Georgia Tech has kept up with the No. 10 ranked team in the country thus far

1:08 p.m: Jamal Haynes capped off a 14-play drive with a one-yard score on third down to give Georgia Tech its first lead of the game and the season. The scoring drive took 7:53 off the clock. FSU gets the ball with 3:13 left in the first half.

12:54 p.m.: Ryan Fitzgerald connected on a 52-yard field goal to extend the FSU lead to 11-7. A facemask penalty on a sack on third-and-long gave the Seminoles a new life on the drive to set up the score.

First quarter: Florida State 8, Georgia Tech 7

12:44 p.m.: Florida State leads 8-7 after the first quarter of the 2024 college football season. Lawrance Toafili had a 28-yard TD run for the Seminoles, while Zach Pyron responded with a one-yard score.

12:41 p.m.: A 6-yard loss for Georgia Tech running back Jamal Haynes on first down hurt a potential drive for the Yellow Jackets. Haynes King got six yards on third down, and the GT punted the ball for the first time. FSU starts at its own 25.

12:35 p.m.: Lawrance Toafili is tackled short of the first down marker on fourth-and-four, as the Yellow Jackets will take over on their own 31. FSU again moved the ball but could not convert a fourth down in Georgia Tech territory. 

12:25 p.m.: Georgia Tech responds quickly with a touchdown of its own on a keeper from backup QB Zach Pyron. Malik Rutherford had the biggest play of the drive, a 42-yard catch and run from Haynes King. The Jackets opted for the extra point kick and it was good.

12:14 p.m.: Lawrance Toafali scores on a 28-yard touchdown run for the first score of the college football season. FSU then breaks out the swinging gate early, with Mason Arnold then hitting tight end Brian Courtney for a 2-point score to make it 8-0. FSU loves using trick plays and breaks it out early in the season opener.

12:07 p.m.: Florida State calls tails and loses the coin toss. Georgia Tech elects to defer and FSU gets the ball first. 

12:03 p.m.: The "College GameDay" crew all picked Florida State to beat Georgia Tech in the opener, expect guest picker Sheamus. He picked the Yellow Jackets to win because of his heart.  

11:12 a.m.: With the FSU fight song playing in the background, the Seminoles' QBs have taken the field, led by DJ Uiagalelei. Sophomore Brock Glenn and sophomore Luke Kromenhoek are the other scholarship quarterbacks for FSU.

The FSU fight song blasts while the FSU quarterbacks take the field. Things feel right with the world again now that college football is back. pic.twitter.com/Up1ZFivbdN — Curt Weiler (@CurtMWeiler) August 24, 2024

10:25 a.m.: DJ Uiagalelei is ready to make his Florida State football debut. The former Oregon State and Clemson QB was warming up by throwing deep passes. He takes over for Jordan Travis, who started the last two seasons for FSU. Haynes King is the QB for the Yellow Jackets for the second straight season.

DJU getting warmed up https://t.co/jTC9DQY80W pic.twitter.com/IYJY9ckeqV — Chris Nee (@CNee247) August 24, 2024

9:50 a.m.: Here's a look at the uniforms for both teams for today's college football season opener from Dublin.

These uniforms for Florida State-Georgia Tech in Dublin, Ireland 👀🇮🇪 @FSUFootball | @GeorgiaTechFB pic.twitter.com/aSpfQlavJw — ESPN College Football (@ESPNCFB) August 24, 2024

9:25 a.m.: Florida State wide receiver Hykeem Williams has been ruled out due to an undisclosed injury. Williams had five catches for 80 yards as a freshman.

9:19 a.m.: Pat McAfee gets the FSU fans going by initiating the "War Chant" during College Football Gameday and mentioning the Seminoles' snub. It's officially football season.

FSU vs Georgia Tech time today

  • Date: Saturday, Aug. 24
  • Time: Noon ET
  • Location: Aviva Stadium (Dublin)

What channel is Florida State vs Georgia Tech game on today?

  • TV Channel: ESPN
  • Streaming: ESPN app |  ESPN+  | Fubo (free trial)

The ACC matchup between Florida State and Georgia Tech in Dublin will be broadcast nationally on ESPN. Joe Tessitore and Jesse Palmer will call the game from the booth at Aviva Stadium, with Katie George reporting from the sidelines.

Streaming options include the ESPN app (with a cable login), Fubo  (which offers a free trial) and  ESPN+ .

FSU vs. Georgia Tech history

  • Series record :  Florida State leads, 15-11-1
  • Florida State's last win:  Oct. 29, 2022 (41-16)
  • Georgia Tech's last win : Sept. 12, 2020 (16-13)

REQUIRED READING: Florida State vs. Georgia Tech predictions, odds, TV, time and how to watch

Florida State vs. Georgia Tech predictions

Liam Rooney, Tallahassee Democrat : Florida State 27, Georgia Tech 17

"Uiagalelei gets his first win as FSU's quarterback, leading a consistent display from the Seminoles as the team comes home from Ireland with a 10-point victory over Georgia Tech."

Bill Bender, The Sporting News : Florida State 31, Georgia Tech 27

"King will keep it interesting, but a late turnover prevents Georgia Tech from making a true fourth-quarter rally. The Yellow Jackets were 7-2 (against the spread) as an underdog last season, and we're going to trust that trend against a tricky number. Just hope to avoid a late score by the Seminoles here for the cover."

CBS Sports staff : Back Georgia Tech

" One of Casale's top Week 0 college football picks: He's backing Georgia Tech (+11.5) against FSU. The Seminoles are coming off an unbelievable season that ended tragically, with starting quarterback Jordan Travis suffering a season-ending knee injury in a loss to Florida to end the regular season. They went on to beat Louisville for the ACC title but the committee ultimately admitted that Travis' injury was a deciding factor when they chose to leave Florida State out of the CFP. "

Collin Wilson, Action Network : Pick Florida State

" While the Seminoles are most certainly the play, there could be injuries and disciplinary first-half suspensions that will move the market. Florida State has a massive advantage in the trench and will be a play at -11 or better. "

FSU vs. Georgia Tech betting odds

Game lines and odds from  BetMGM  as of Friday:

  • Spread:  Florida State (-10.5)
  • Over/under : 55.5 points
  • Money line:  FSU (-450) | Georgia Tech (+340)

Florida State vs Georgia Tech injury updates

FSU wide receiver Hykeem Williams is out due to an undisclosed injury.

FSU vs. Georgia Tech weather updates

Weather.com predicts 64 degrees, generally sunny weather, and a few afternoon clouds in Dublin. Winds are expected to blow out to the west between 10 and 20 miles per hour. There is a 24% chance of precipitation on Saturday.

Florida State football schedule 2024

  • Saturday, Aug. 24: vs. Georgia Tech* (Dublin)
  • Monday, Sept. 2: vs. Boston College*
  • Saturday, Sept. 7: BYE
  • Saturday, Sept. 14: vs. Memphis
  • Saturday, Sept. 21: vs. Cal*
  • Saturday, Sept. 28: at SMU*
  • Saturday, Oct. 5: vs. No. 14 Clemson*
  • Saturday, Oct. 12: BYE
  • Friday, Oct. 18: at Duke*
  • Saturday, Oct. 26: at No. 19 Miami*
  • Saturday, Nov. 2: vs. North Carolina*
  • Saturday, Nov. 9: at No. 7 Notre Dame
  • Saturday, Nov. 16: BYE
  • Saturday, Nov. 23: vs. Charleston Southern
  • Saturday, Nov. 30: vs. Florida

  * Indicates ACC game

Georgia Tech football schedule 2024

  • Saturday, Aug. 24: vs. No. 10 Florida State* (Dublin)
  • Saturday, Aug. 31: vs. Georgia State
  • Saturday, Sept. 7: at Syracuse*
  • Saturday, Sept. 14: vs. VMI
  • Saturday, Sept. 21: at Louisville*
  • Saturday, Sept. 28: BYE
  • Saturday, Oct. 5: vs. Duke*
  • Saturday, Oct. 12: at North Carolina*
  • Saturday, Oct. 19: vs. No. 7 Notre Dame
  • Saturday, Oct. 26: at Virginia Tech*
  • Saturday, Nov. 2: BYE
  • Saturday, Nov. 9: vs. No. 19 Miami*
  • Saturday, Nov. 23: vs. No. 22 NC State*
  • Friday, Nov. 29 : at No. 1 Georgia

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    Presentation on theme: "A Brief History of Video Games"— Presentation transcript: 28 Studios Blizzard Started in 1991 by Frank Morhaime, Allen Adham, and Frank Pearce. Released one of the seminal Real-Time Strategy games, Warcraft, in 1994 Their latest release, the MMORPG World of Warcraft, has become the fastest selling PC game in history.

  6. History of video games

    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 was released in the early 1970s.

  7. History of Video Games

    History of video games.pptx - Free download as Powerpoint Presentation (.ppt / .pptx), PDF File (.pdf), Text File (.txt) or view presentation slides online. This document provides a history of video games from 1962 to 2012. It discusses early games like Spacewar developed in 1962, the first arcade game Computer Space created in 1971, and the rise of popular arcade games in the 1970s and 80s.

  8. Home

    If you're able, please consider becoming a sustaining member today, either by credit card, Paypal, or better yet, by joining our Patreon community. Video games matter. The Video Game History Foundation is a 501 (c)3 non-profit organization dedicated to preserving, celebrating, and teaching the history of video games.

  9. PPT

    History of Video Games. History of Video Games. From Pong to Wii. Introduction. This presentation will cover the history of video games, from their modest origin to the present, covering the timeframe between 1947 to now. It will tell you about certain events that happened to the video gaming industry. 1.04k views • 25 slides

  10. History of Video Games

    Introduction. This presentation will cover the history of video. games, from their modest origin to the present, covering the timeframe between 1947 to now. It will tell you about certain events that. happened to the video gaming industry. It will also show you various consoles created. during their times. 3.

  11. Presentation on Video GAMES

    History of video games The history of video games goes as far back as the 1940s. Video gaming would not reach mainstream popularity until the 1970s and 1980s, when arcade video games, game consoles and home computer games were introduced to the general public. Since then, video gaming has become a popular form of entertainment and a part of modern culture in most parts of the world. There are ...

  12. PPT PowerPoint Presentation

    History of Video Games By: Héctor Muñoz-Avila Sources: Gamespot.com investor.about.com emuunlim.com designboom.com Wikipedia my own Introduction Some ideas in the 1948 First video game: Tennis game in an Oscilloscope Space game on DEC-1 Chess Origins 1769 Fake chess machine 1952 Turing design a chess algorithm 1956 Maniac versus Human Origins of Some Companies 1889 company create card game ...

  13. The Video Game History Hour

    July 5, 2023. Author and historian Kevin Bunch returns to the familiar guest chair to educate us all on a somewhat obscure 1970's consolputer from his recent video, The History of the Bally (and Astrocade) Professional Arcade: Archive Annex Episode 4. In this episode, tears are shed, wrapping these things in useless metal, accidental ...

  14. Defining Moments in Video Game History: A Timeline

    1940 - The first "video game" The first video game debuts at the World's Fair in New York. Edward U. Condon invents a computer that plays a game, "Nim", against human competitors. The computer won 90% of the time. 1967 - Video games meet television. Ralph Baer conceives and builds the "Brown Box", a prototype video game ...

  15. Lesson: The History of Video Games

    Objective By the end of this lesson students will learn about the history of video games and how they have evolved over time. Grade Level: 6 Common Core Standards CCSS.ELA-LITERACY.RI.6.3: Analyze in detail how a key individual, event, or idea is introduced, illustrated, and elaborated in a text (e.g., through examples or anecdotes). CCSS.ELA-LITERACY.RI.6.7: Integrate information presented in ...

  16. Video Games Presentation by Jackie Ibarra on Prezi

    to much video game playing can make kids socially isolated. some video games can teach kid the wrong values. can confuse reality and fantasy. it can become addictive. can hurt children's attention issues. can have bad effects on a kids health ( childhood obesity, video induced seizures, etc. ) can drop kids grades because of so much time spent ...

  17. Featured Blog

    The potential of video games to engage players with history first struck me in the 1980s when I encountered titles like Nobunaga's Ambition (信長の野望, Nobunaga no Yabō). These early strategy games allowed players to immerse themselves in the political and military machinations of historical periods. Over the decades, the genre evolved ...

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  19. COLLEGE FOOTBALL 25

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    After its proper reveal earlier this year, MachineGames has finally provided a release date for Indiana Jones and the Great Circle, which is coming to PC and Xbox Series X/S on December 9, 2023.

  21. PPT

    The history of video games Powerpoint presentation by Ayla Aaro. Early arcade video games • In September 1971, a galaxy game was installed at a student union at Stanford University. Based on Spacewar, this was the first coinoperated video game. First generation consoles • The first home 'console' system was developed by Ralph Baer and his associates. . Development began in 1966 and a ...

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    Funcom has released a 27-minute gameplay presentation video for open-world survival massively multiplayer online game Dune: Awakening as part of its Gamescom 2024 showing.. The footage features ...

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    This browser does not support the video element. Bot 1. NYY 0 WSH 1. Result of AB. Dylan Crews' first Major League home run ... 2024. Dylan Crews is the 2nd player in Nationals history (since '05) whose 1st career HR was a leadoff shot. This browser does not support the video element. Bot 1. NYY 0 ... More MLB Game Stories. August 28, 2024 ...

  25. Call of Duty: NEXT: Overview and How to Watch

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  26. China's 'Wukong' Hit Sells 10 Million Copies in Three Days

    Black Myth: Wukong, a Chinese-made video game backed by Tencent Holdings Ltd., took just 83 hours to sell 10 million copies, one of the fastest debuts in industry history.

  27. PPT

    Presentation Transcript. The Evolution of Video Games A Brief History from the 1800's-Present. Ancestors of Video Games • The beginnings of the video game industry can be traced back to the pinball machine industry. • Pinball itself can be traced back to the 1800's game Bagatelle, a form of billiards in which players used a cue to shoot ...

  28. Chinese Video Game 'Black Myth: Wukong' Is an Instant Global Hit

    After a heady buildup that included 10 million views of the trailer on YouTube outside China and a further 56 million on Chinese video platform Bilibili, the game claimed more than 1.04 million ...

  29. 2024 Paris Paralympics live updates: American Sarah Adam makes history

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