A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, controller, keyboard, or motion sensing device) to generate visual feedback from a display device, most commonly shown in a video format on a television set, computer monitor, flat-panel display or touchscreen on handheld devices, or a virtual reality headset. Most modern video games are audiovisual, with audio complement delivered through speakers or headphones, and sometimes also with other types of sensory feedback (e.g., haptic technology that provides tactile sensations). Some video games also allow microphone and webcam inputs for in-game chatting and livestreaming. Video games are typically categorized according to their hardware platform, which traditionally includes arcade video games, console games, and computer games (which includes LAN games, online games, and browser games). More recently, the video game industry has expanded onto mobile gaming through mobile devices (such as smartphones and tablet computers), virtual and augmented reality systems, and remote cloud gaming. Video games are also classified into a wide range of genres based on their style of gameplay and target audience. The first video game prototypes in the 1950s and 1960s were simple extensions of electronic games using video-like output from large, room-sized mainframe computers. The first consumer video game was the arcade video game Computer Space in 1971, which took inspiration from the earlier 1962 computer game Spacewar!. In 1972 came the now-iconic video game Pong and the first home console, the Magnavox Odyssey. The industry grew quickly during the "golden age" of arcade video games from the late 1970s to early 1980s but suffered from the crash of the North American video game market in 1983 due to loss of publishing control and saturation of the market. Following the crash, the industry matured, was dominated by Japanese companies such as Nintendo, Sega, and Sony, and established practices and methods around the development and distribution of video games to prevent a similar crash in the future, many of which continue to be followed. In the 2000s, the core industry centered on "AAA" games, leaving little room for riskier experimental games. Coupled with the availability of the Internet and digital distribution, this gave room for independent video game development (or "indie games") to gain prominence into the 2010s. Since then, the commercial importance of the video game industry has been increasing. The emerging Asian markets and proliferation of smartphone games in particular are altering player demographics towards casual gaming and increasing monetization by incorporating games as a service. Today, video game development requires numerous skills, vision, teamwork, and liaisons between different parties, including developers, publishers, distributors, retailers, hardware manufacturers, and other marketers, to successfully bring a game to its consumers. As of 2020, the global video game market had estimated annual revenues of US$159 billion across hardware, software, and services, which is three times the size of the global music industry and four times that of the film industry in 2019, making it a formidable heavyweight across the modern entertainment industry. The video game market is also a major influence behind the electronics industry, where personal computer component, console, and peripheral sales, as well as consumer demands for better game performance, have been powerful driving factors for hardware design and innovation.
https://www.youtube.com/watch?v=8Ryn7qm3CvI
Video Games: The Movie
Viking were seafaring people originally from Scandinavia (present-day Denmark, Norway, and Sweden), who from the late 8th to the late 11th centuries raided, pirated, traded, and settled throughout parts of Europe. They also voyaged as far as the Mediterranean, North Africa, the Middle East, Greenland, and Vinland (present-day Newfoundland in Canada, North America). In their countries of origin, and some of the countries they raided and settled in, this period is popularly known as the Viking Age, and the term "Viking" also commonly includes the inhabitants of the Scandinavian homelands as a whole. The Viking had a profound impact on the early medieval history of northern and Eastern Europe, including the political and social development of England (and the English language) and parts of France, and established the embryo of Russia in Kievan Rus'. Expert sailors and navigators of their characteristic longships, Viking established Norse settlements and governments in the British Isles, the Faroe Islands, Iceland, Greenland, Normandy, and the Baltic coast, as well as along the Dnieper and Volga trade routes across Eastern Europe where they were also known as Varangians. The Normans, Norse-Gaels, Rus, Faroese, and Icelanders emerged from these Norse colonies. At one point, a group of Rus Viking went so far south that, after briefly being bodyguards for the Byzantine emperor, they attacked the Byzantine city of Constantinople. Viking also voyaged to Iran and Arabia. They were the first Europeans to reach North America, briefly settling in Newfoundland (Vinland). While spreading Norse culture to foreign lands, they simultaneously brought home slaves, concubines, and foreign cultural influences to Scandinavia, influencing the genetic and historical development of both. During the Viking Age, the Norse homelands were gradually consolidated from smaller kingdoms into three larger kingdoms: Denmark, Norway, and Sweden. The Viking spoke Old Norse and made inscriptions in runes. For most of the period, they followed the Old Norse religion, but later became Christians. The Viking had their own laws, art, and architecture. Most Viking were also farmers, fishermen, craftsmen, and traders. Popular conceptions of the Vikings often strongly differ from the complex, advanced civilisation of the Norsemen that emerges from archaeology and historical sources. A romanticised picture of Viking as noble savages began to emerge in the 18th century; this developed and became widely propagated during the 19th-century Viking revival. Perceived views of the Viking as violent, piratical heathens or as intrepid adventurers owe much to conflicting varieties of the modern Viking myth that had taken shape by the early 20th century. Current popular representations of the Viking are typically based on cultural clichés and stereotypes, complicating modern appreciation of the Viking legacy. These representations are rarely accurate—for example, there is no evidence that they wore horned helmets, a costume element that first appeared in the 19th century.
https://www.youtube.com/watch?v=WEE0a-kF4pc
3 Hours Of Digging For Britain's Greatest Ever Finds