How a simple table-tennis game grew to shape entertainment and culture across the entire planet.

As founder of the Video Games Museum, I spend a large part of my time looking back, not out of nostalgia, but because I believe that to understand why video games deserve their own place in our cultural memory, we first have to see where it all started. Every time I pick up an old console for the museum's collection, I feel I am holding something more than a machine; I am holding a piece of the moment when entertainment changed direction for good. This is, in short, the story of an industry born from a simple table-tennis game that went on to shape the entertainment, technology and culture of the entire planet.

The birth of video games

In 1972 Atari, a company only just founded by Nolan Bushnell, released Pong: a simple two-player table-tennis game with a white dot bouncing between two vertical lines. It sounds almost funny today, yet Pong became the first commercially successful video game, cultivating something no earlier electronic game had managed at that scale: human interaction through real-time gameplay. Two people, in front of one screen, competing in real time, an experience we take for granted today but which back then was something entirely new.

Six years later, in 1978, the Japanese company Taito released Space Invaders, a game with more complex gameplay and descending alien creatures that set off the first great wave of video game popularity. Its success was such that, according to the well-known story of the time, it even created a temporary coin shortage in certain parts of Japan; so many people were playing, so often, that arcades turned within a few months into genuine social gathering places.

These two titles laid the foundations for an entire industry, opening the way for future creative experimentation. It is striking, when you think about it, how simple the tools were with which something began that today is worth hundreds of billions of dollars worldwide and employs millions of people around the world.

The three companies that shaped the field

The decade that followed was decisive in shaping the field as we know it today.

In 1983 Nintendo released the NES, bringing landmark titles such as Super Mario Bros. and The Legend of Zelda to the fore, games created by Shigeru Miyamoto that decades later are still considered reference points for how a video game is designed. The NES did not simply bring new games; it restored the confidence of an entire market in North America, which had been badly shaken after the industry's collapse in 1983.

In 1988 Sega answered with Sonic the Hedgehog, setting off the famous "console war" with Nintendo, a rivalry that, beyond commercial competition, essentially became part of the identity of an entire generation of players. I still remember how intense the arguments of that time were about which console was "better", arguments that today seem almost touching in their innocence, but that back then decided friendships.

And in 1994 Sony entered the game decisively with the PlayStation, bringing three-dimensional worlds, games on CD and franchises that went down in history, such as Final Fantasy and Resident Evil. It is an irony of history that the PlayStation was essentially born from a collaboration that fell apart: Sony had originally designed a CD-ROM add-on for Nintendo, which never shipped because of disagreements between the two companies. From that rupture a new, independent player was born in the market, one that changed the balance of power in the field for good.

These three companies fed the innovation and creativity that still drives the field today. Every time I see a new console released, I recognise in it something of the logic those three established: boldness in design, investment in iconic characters, and a constant effort to push past the technical limits of the era.

From the arcade to the living room

Alongside the evolution of the content, the way we played changed radically too. In the 1970s and 1980s, arcades were public spaces of competitive play, social centres with titles such as Pac-Man, Donkey Kong and Galaga, where players competed for high scores and the right to brag. They were places where gaming was by definition a public experience: you played in front of people, you waited your turn, you learned by watching players more experienced than you. Your reputation as a player was built in public, an initial at the top of a high score pinboard.

The arrival of home consoles, such as the Atari 2600 in 1977 and the NES in 1983, brought the arcade experience inside people's homes, changing gaming from a public into a private activity. Suddenly you didn't have to leave your house to play; the game came to you, to your living room, to your television. It was a transition that completely changed the environment in which we experienced play, and one that, as we will see in the next articles of this series, keeps evolving to this day, as we move from the private living room into global online worlds where millions of players connect at the same time from every corner of the planet.

This half-century route, from Pong to the PlayStation and beyond, is exactly what we try to keep alive at the Video Games Museum: not only the machines themselves, but the history of the culture they gave birth to. Because behind every console we exhibit there is not only a circuit and a plastic shell, but an entire era, with its own rules, its own communities and its own unique feel.