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A good
definition of toys is that their purpose is inherent in them. The joy
of engaging with their material, their functions and their
possibilities fuels the play instinct, especially in children. It does
not necessarily have to be labelled "educationally valuable" to be
useful for the acquisition of various motor or cognitive skills.
Children can also use very simple objects to imitate and re-enact
events and observations from their everyday lives or even create their
own imaginary worlds. Beautiful and elaborate toys serve to show the
child's appreciation and thus have a significant influence on their
personality development.
Archaeological finds of worked bones and stones found as grave goods in
children's graves indicate that even in the Stone Age, children were
given special objects to play with. Doll-like objects, rattles,
clatters and whistles made of clay have also been discovered. A hand
axe measuring just 4.4 cm was found in Rhenen in the Netherlands. It is
attributed to the time of the Neanderthals. However, it is not known
whether all of these things were used exclusively as children's toys.
In Egypt, carved wooden figures of crocodiles and lions with movable
lower jaws were also found. Some of these toys even have a device to
which a string can be attached. This allowed the little Egyptians to
pull them behind them. An exhibit in the Egyptian Museum in Berlin, a
wooden crocodile, is already equipped with a mechanism that can open
and close the animal's mouth when it is pulled behind it. These finds
are dated to around 200 BC. Throughout the entire Mediterranean region
of antiquity, dolls were also made from wood, clay, terracotta and
plaster.
In Mesopotamia (Iraq / Syria) and Iran, the world of the animals known
there also served as a model for toy production. The creation of the
figure of a lion lying on a stone slab with wheels and that of a
porcupine, also lying on a kind of cart, are estimated to have occurred
in the third millennium BC.
The pastime of playing parlor games such as "checkers" and the "dog and
jackal game" was already known in ancient times, as can be deduced from
contemporary wall paintings in Egypt. One of the oldest toys that has
been handed down and preserved is the spinning top, which was already
in use in archaic times.
For
the children of the Middle Ages, at least for the many poor people of
that time, the opportunity to play was a real luxury. Their everyday
life mostly consisted of hard physical work. In their limited free
time, they amused themselves with things that nature offered them. For
example, they made small toy figures out of chestnuts, acorns and pine
cones or created their own little kingdom out of earth, sand, stones
and tree branches. Parents, mostly due to economic constraints, hardly
had the opportunity to give their children much attention and
appreciation.
For the offspring of the nobility, the middle classes and the wealthy
merchants, the reality was usually quite different. There was enough
toys available in the form of dolls, hobby horses, windmills, wooden
hoops, glass marbles, rattles, tin soldiers, brass horses, etc. In
these circles, it was also considered right to offer children
gender-specific toys. This was intended to consolidate the definition
of the roles of girls and boys in society. The girls were encouraged to
play with dolls and dollhouses in order to prepare them for the role of
mother and guardian of domestic order. In addition, instruction in
knitting, spinning and jewelry was also sought. The boys were given all
kinds of war toys of the time. Here, for example, an artfully crafted
knight figure with joints was the ultimate object of desire.
With the onset of industrialization, its technological achievements
were also applied to toy construction. This also made it possible to
produce tin toys. Human and animal figures, houses and wagons could now
be produced in large quantities from thinly rolled sheet metal. The
changes that the industrial revolution had on most people's
environments were also evident in the range of children's toys on
offer. Small-scale steam engines were intended to fill the hearts of
sons with pride, and sophisticated dollhouses were intended to make
daughters from good families happy. And the upheaval in children's
rooms continued. In 1895, the Märklin company introduced the
first
rail-bound, steam-powered toy trains. A few years later, this was
developed into the electric model train, which can still sometimes be
bought today.
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This might interest you:
The History of Video Game Consoles in the British Commonwealth and the United States
The history of video game consoles is a
fascinating story of technological innovation, cultural shifts, and
market dynamics. The development and evolution of video game consoles
have played a central role in shaping the global gaming industry,
including in the British Commonwealth and the United States, where the
majority of the most iconic gaming systems have originated. From the
early days of arcade machines to the sophisticated consoles of today,
the video game industry has undergone dramatic changes, both in terms
of hardware and the gaming experiences it offers. This essay will
explore the history of video game consoles in the British Commonwealth
and the United States, focusing on the key milestones, the companies
that revolutionized the industry, and how the gaming culture developed
in these regions.
1. The Early Years: The Birth of Video Games
The origins of video game consoles can
be traced back to the 1950s and 1960s, when early experiments in
interactive entertainment and computing began to emerge. The first
instances of video gaming were based on simple graphical displays,
often created for academic purposes or military simulations. However,
the idea of a home gaming console, one that could bring video games
into private households, did not materialize until the early 1970s.
In the United States, Ralph H. Baer, known as the "father of video games," developed the first home video game console, the Magnavox Odyssey,
which was released in 1972. Baer's system allowed users to play simple
games such as pong, a version of table tennis, on their televisions.
The Odyssey did not have a microprocessor or advanced graphics, but it
was a pioneering step in the creation of home entertainment systems.
Its release marked the beginning of the consumer gaming market in the
United States, though its commercial success was modest.
Meanwhile, in the United Kingdom, the
development of home video games began in the early 1970s with the
introduction of arcade games, such as Pong, and the emergence of dedicated gaming machines. Companies in the UK, including Kevin Toms
(the creator of the famous football game "Football Manager") and
others, were already experimenting with game development for computers
and console systems, but home consoles like the Magnavox Odyssey were
not initially as successful in the British market.
2. The Rise of the Atari Era: The First Major Successes
The early success of home video game consoles in the United States came with the introduction of Atari. Founded in 1972 by Nolan Bushnell and Ted Dabney, Atari quickly became a major player in the arcade and home console markets. Atari’s Pong,
a commercial version of the game that had previously been included in
the Magnavox Odyssey, became immensely popular in arcades, and in 1977,
Atari introduced its Video Computer System (VCS), later known as the Atari 2600.
The Atari 2600, released in the United States in 1977, was the first
commercially successful home video game console. It featured
interchangeable game cartridges, a breakthrough innovation that allowed
players to purchase multiple games for their systems, vastly expanding
the potential for game diversity.
In the United Kingdom, Atari’s
success in the arcade market also had an influence on the development
of early home consoles. The popularity of arcade games like Space Invaders and Asteroids in the 1970s and early 1980s helped establish a culture of gaming in the UK. In 1982, the Commodore 64
was released in the UK, a home computer that could also be used for
gaming and became immensely popular across Europe and the United
States. While not a dedicated console, the Commodore 64 represented the
growing overlap between personal computing and gaming, setting the
stage for future developments in both fields.
3. The Video Game Crash of 1983: A Turning Point
While the 1970s and early 1980s were a
period of growth for the video game console market, the industry faced
a significant crisis in 1983. The United States, in particular,
experienced what is now known as the video game crash of 1983,
a period of massive overproduction of low-quality games and consoles
that flooded the market and led to a sharp decline in consumer interest.
The crash was precipitated by the
proliferation of poorly designed and poorly marketed games. One of the
most infamous examples was the disastrous release of E.T. the Extra-Terrestrial
by Atari in 1982, which was based on the highly popular movie. The game
was rushed to market and was widely criticized for being poorly made.
The game’s failure, along with the glut of similar subpar
products, contributed to a loss of consumer confidence.
In the UK, while there was some overlap
with the US market, the British video game industry was somewhat
insulated from the crash by the rise of personal computers such as the ZX Spectrum and BBC Micro,
which became central to gaming in the UK during the 1980s. The success
of British home computers and their growing connection to the video
game market helped to establish a different gaming culture than that of
the United States.
4. The Revival and the Age of Nintendo: The 1980s and 1990s
The video game industry rebounded in the United States with the arrival of Nintendo. The company, originally a playing card manufacturer in Japan, introduced the Nintendo Entertainment System (NES)
in 1985, which revitalized the video game market. The NES became the
cornerstone of the 1980s gaming boom, not just in the United States but
also in Europe, including the UK. Nintendo revolutionized the gaming
experience by introducing high-quality games with more advanced
graphics and engaging gameplay. The NES established franchises such as Super Mario Bros., The Legend of Zelda, and Metroid, which have since become enduring classics.
In the United Kingdom, the NES was one of the most influential consoles, but other platforms like the Sega Master System (released by Sega) also had significant influence. The late 1980s and early 1990s saw the rise of Sega as a competitor to Nintendo, with the Sega Genesis/Mega Drive
(released in 1988) gaining popularity, especially in the United States.
The rivalry between Sega and Nintendo became a key feature of the video
game landscape, with each company releasing groundbreaking games and
consoles that helped solidify the global gaming culture.
By the early 1990s, home video game
consoles in both the United States and the UK had become highly
competitive, with new technological advancements, better graphics, and
more sophisticated games. The release of Sony’s PlayStation
in 1994 marked a significant moment in the history of gaming,
introducing CD-ROM-based games and pushing the boundaries of what video
games could achieve. The PlayStation was a major success worldwide, and
the Japanese gaming giant continued to compete with Nintendo and Sega
in the years to come.
5. The Modern Era: The 21st Century and Beyond
The 21st century brought even more advancements, including the introduction of high-definition graphics, online gaming, and motion control. The Sony PlayStation 2, released in 2000, became the best-selling video game console of all time, a position it still holds today. The Xbox,
introduced by Microsoft in 2001, became a major player in the console
wars, offering advanced features such as Xbox Live, which enabled
online multiplayer gaming.
In the United Kingdom, the release of the Nintendo Wii
in 2006 marked a significant shift in gaming culture, as the console's
innovative motion-sensing controller attracted a new audience to video
games, including older adults and families. The Wii became one of the
best-selling consoles of all time, demonstrating the broad appeal of
gaming beyond traditional players.
The current era is defined by consoles like the PlayStation 5 (released in 2020), Xbox Series X, and Nintendo Switch, which continue to push the envelope in terms of graphics, processing power, and user experience. The rise of cloud gaming and subscription-based services like Xbox Game Pass and PlayStation Now also signal the future direction of the industry.
6. Literature Recommendations
For those interested in learning more
about the history of video game consoles and the industry’s
development, the following literature is highly recommended:
- “The Ultimate History of Video Games: From Pong to Pokémon and Beyond” by Steven L. Kent
- “Console Wars: Sega, Nintendo, and the Battle that Defined a Generation” by Blake J. Harris
- “The History of Nintendo” (Volumes 1-3) by Florent Gorges
- “Super Mario: How Nintendo Conquered America” by Jeff Ryan
These books provide a detailed and
insightful exploration of the history, development, and cultural impact
of video game consoles in both the United States and the United Kingdom.