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Video games

The largest entertainment industry, still argued about as a novelty.

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10:33

Wii

Nintendo · 2006

The Wii is Nintendo’s seventh-generation home video game console, launched in November 2006. It prioritises accessible motion-based interaction over computational power. Its innovation is the Wii Remote—using MEMS accelerometers and infrared sensors for gesture recognition and pointing—supported by the Sensor Bar. It introduced native Internet connectivity (802.11b/g Wi-Fi and Bluetooth), digital distribution via the Wii Shop Channel, and backward compatibility with GameCube software and accessories in early models. It achieved massive commercial success—over 101 million units sold by 2016—by appealing to non-traditional audiences through intuitive controls, low price, and family-friendly software like Wii Sports. Its hardware uses off-the-shelf components, prioritising cost efficiency and energy savings over high-definition graphics or processing power.

8:58

Dreamcast

Sega · 1998

The Dreamcast was Sega’s final home video game console. It launched in Japan on November 27, 1998, and globally in late 1999. It used off-the-shelf components, shared hardware with the NAOMI arcade board, avoided DVD licensing with GD-ROM, and shipped with a built-in dial-up modem — the first console to do so. It achieved strong initial sales: 150,000 units sold out in Japan on day one; over 225,132 sold in North America in 24 hours; more than 500,000 in two weeks; and 31% of US video game revenue by Christmas 1999. But momentum collapsed in 2000. Competition from PlayStation 2 and Xbox, weak third-party support, and financial strain forced Sega to discontinue the console on March 31, 2001 — ending its hardware business. Total sales: 9.13 million units. Games released: over 600.

10:04

ZX Spectrum

Clive Sinclair · 1982

The ZX Spectrum is an 8-bit home computer developed by Sinclair Research and launched in Britain on 23 April 1982. It prioritised low cost, simplicity, and compactness—using minimal components and transmitting video to televisions while loading software from audio cassettes. Its name highlighted its colour display, a key upgrade over the monochrome ZX81. Rick Dickinson designed its iconic case, rainbow motif, and rubber keyboard. Development began in September 1981, reusing parts from earlier models to accelerate production and reduce cost. The hardware centred on the Zilog Z80 microprocessor running at 3.5 MHz.

11:04

PlayStation VR

Sony · 2016

PlayStation VR is a tethered virtual reality headset developed by Sony Interactive Entertainment and released in October 2016. It requires a PlayStation 4, uses camera-based tracking via nine LEDs, and enforces a minimum 60 fps across all software. It sold at least 5 million units before being succeeded by PlayStation VR2 in 2023.

10:04

Cloud gaming

Cloud gaming moves the game out of your machine — but puts your reflexes at the mercy of your ISP.
9:45

Game engine

Game engines don’t accelerate creation — they accelerate reuse, at the cost of control.
9:56

PlayStation 2

Sony · 2000

The PlayStation 2 is a home video game console developed by Sony Computer Entertainment, first released in Japan on March 4, 2000. It is the successor to the original PlayStation and a sixth-generation console that competed with Nintendo's GameCube, Sega's Dreamcast, and Microsoft's Xbox. It featured a built-in DVD drive and full backward compatibility with original PlayStation games and accessories. Its hardware included a custom-built Emotion Engine processor co-developed with Toshiba. It remains the best-selling video game console of all time, having sold 160 million units worldwide.

10:29

Sega Genesis

Sega · 1988

The Sega Genesis is a 16-bit fourth-generation home video game console adapted from Sega's System 16 arcade board, using a Motorola 68000 CPU and Zilog Z80 sound controller, released in Japan in October 1988 and North America in August 1989, playing over 800 ROM cartridge games, supporting add-ons like the Power Base Converter for Master System compatibility, and backed by two network services: Sega Meganet and Sega Channel.

9:40

Super Nintendo Entertainment System

Nintendo · 1990

The SNES is a 16-bit fourth-generation home console developed by Nintendo as its second programmable system. Designed by Masayuki Uemura in response to the Sega Genesis and TurboGrafx-16, it launched in Japan on 21 November 1990 as the Super Famicom. Its technical strengths—Mode 7 graphics, eight-channel ADPCM audio, and cartridge-compatible enhancement chips—enabled expressive game design within strict hardware boundaries. It competed directly with the Genesis, achieved rapid early sales (300,000 units sold out in hours in Japan), and reached over 46 million combined units sold by mid-1992. Its life cycle extended until 1999 in the US and 2003 in Japan. It did not deliver true 3D, multitasking, networking, or firmware updates. Its legacy lies in proving that modular, cartridge-based hardware extensions could sustain a platform across a full generation.

9:26

Unreal Engine

Unreal Engine 1 wasn’t a platform — it was a delivery vehicle for one game.
9:35

Atari 2600

The Atari 2600 didn’t invent home gaming — it weaponised scarcity.
9:27

Nintendo Switch

A console that doesn’t choose between TV and pocket—it just demands you carry both contexts at once.
8:48

PlayStation

A revenge console built on CDs—not cartridges—that made 3D gaming cheap, developer-friendly, and unavoidable.
9:38

Xbox

It wasn’t about games—it was about turning Windows into a console OS and broadband into a requirement.