{"exhibit":{"id":40,"title":"Electronic Games","description":"<p><em><span style=\"font-weight:400;\">Throughout history, few things have had as great an impact on children's games as computing, dry batteries, and digital innovation. Video game consoles and electronic toys first entered the commercial market throughout the 1970s, beginning with the 1972 launch of the Magnavox Odyssey. Initially, the concept of a video game console was foreign to consumers, and with the console\u2019s $99.95 price tag (nearly $800 in 2026, adjusted for inflation), it was not considered a commercial success. Instead, the Magnavox Odyssey became a pioneer in digital gaming. In the following years, electronic arcade machines, most notably Atari\u2019s Pong, started appearing in various social spaces, attracting younger generations.<\/span><span style=\"font-weight:400;\"> These arcade machines led to the gradual expansion of video game popularity by offering a cheaper way to play them. By the time Atari released the Atari 2600 in 1976 and later launched in 1977, video games had become popular enough for some people to justify paying the $189.95 price (about $1,000 in 2026).<\/span><\/em><\/p>\n<p><em><span style=\"font-weight:400;\">This fascination with video games would continue to grow as the years went by, with several other companies making their mark in gaming history. From 1976 to the turn of the century, the video game industry in the U.S. alone was one of the fastest-growing entertainment industries in the world, valued at $5.5 billion in 1998.<\/span><span style=\"font-weight:400;\"> The video game industry continued this exponential climb, growing from $5.5 billion to over $60 billion in 2025,<\/span><span style=\"font-weight:400;\"> with the global market revenue reaching over $200 billion in the same year.<\/span><span style=\"font-weight:400;\"> Throughout this time, more and more children in the United States have gained access to video games through portable and home consoles, from Microsoft\u2019s Xbox, Sony\u2019s PlayStation, Nintendo, and more. This exhibit aims to showcase how prevalent such games have been in American homes.<\/span><\/em><\/p>\n<p><span style=\"font-weight:400;\">Sources:<\/span><\/p>\n<p><span style=\"font-weight:400;\">Waite, Mitchell, and Larry Brown. \u201cTV Electronic Game Projects.\u201d Popular Electronics, April 1976, 35.<\/span><span style=\"font-weight:400;\"><\/span><\/p>\n<p><span style=\"font-weight:400;\">Interactive Digital Software Association. <em>1999 State of the Industry Report<\/em>. Washington, DC: Interactive Digital Software Association, 1999.<\/span><\/p>\n<p><span style=\"font-weight:400;\">Entertainment Software Association. \u201c2025 U.S. Consumer Spending on Video Games Nears Pandemic-Level Peak at $60.7 Billion, Second-Highest on Record.\u201d Press release, February 11, 2026. <a href=\"https:\/\/www.theesa.com\/2025-u-s-consumer-spending-on-video-games-nears-pandemic-level-peak-at-60-7-billion-second-highest-on-record\/\">https:\/\/www.theesa.com\/2025-u-s-consumer-spending-on-video-games-nears-pandemic-level-peak-at-60-7-billion-second-highest-on-record\/<\/a>.<\/span><\/p>\n<p><span style=\"font-weight:400;\">Buijsman, Michiel. \u201cGlobal games revenue cracked $200 billion in 2025.\u201d Newzoo, June 18, 2026. <a href=\"https:\/\/newzoo.com\/articles\/global-games-market-2025\">https:\/\/newzoo.com\/articles\/global-games-market-2025<\/a>.<\/span><\/p>","credits":"Ben Agard, Raiden Jackson, Victoria Kolanowski","featured":0,"public":1,"theme":"","theme_options":null,"slug":"electronic-games","added":"2026-11-10 17:39:18","modified":"2026-11-10 18:02:01","owner_id":67,"use_summary_page":1,"cover_image_file_id":null},"item":{"id":661,"item_type_id":null,"collection_id":10,"featured":0,"public":1,"added":"2026-10-31 23:16:43","modified":"2026-11-03 21:17:42","owner_id":71}}