1
NIRENBERG, HEYMAN & ASSOCIATES JUNE 2011 ne of our favorite topics of discussion has been the advances made in technology over the past few decades. Not only has mankind made enormous strides in several fields but even more impressive is the fact that the rate at which innovations are being made is rapidly increasing. In other words, if you were able to take a person living in the 1400’s and move them through time and drop them off in the 1700’s, sure they may be impressed with a few minor changes but the world would look relatively the same even after three hundred years. Horses and wind powered ships would still be the main methods of transportation and the hand written letter would still be the only method of record keeping and communicating besides talking. How- ever, if you took a person from say the mid 1800’s and dropped them off today, the world today would be virtually unrecognizable to that person. e progress that has been made in communications, transportation, medicine and computers alone just in the last century has dwarfed the endeavors of the previous thousand years. We thought it would be fun to look at the timeline of one particular industry…video games. Of course we could talk about many other more important innovations like the computer or the cell phone, but video games have some interesting qualities. For starters, video games have penetrated nearly every other media device like cell phones for example. When video games were first invented, they were originally designed to target children. Today, those same chil- dren who grew up going to the arcade and begging their parents for quarters to put in the machines are now adults with children of their own. However, in many cases, they themselves are still playing the video games as adults. Of course, now the children beg for dollars as the games no longer cost a quarter. In any case, it has become a multi- generational phenomenon. e game manufacturers are selling to the new children and also to their parents who grew up playing the games and never stopped. Video games can trace their origin back to the late 1940s and early 1950s when they were nothing more than a few knobs controlling a bouncing ball on a screen. After the onset of these first video games and a lack of creativity, several companies were forced to exit the sector as they thought there was no money in it. A few however remained and this is what gave way to what is now referred to as the golden age of the video game arcade. e arcade gam- ing industry entered this golden age in 1978 with the release of Space Invaders by Taito, a success that inspired dozens of manufacturers to enter the market. Due to the fact that the companies saw how much potential money there was if you had a winning title, the creativity came back into the industry. Soon after, arcade machines be- came prevalent in mainstream locations such as shopping malls, traditional storefronts, restaurants and convenience stores. Space Invaders would go on to sell over 360,000 arcade cabinets worldwide, and by 1981, generate a rev- enue of more than $1 billion from over 4 billion quarters, equivalent to over $2.5 billion today. Once the indus- try turned this corner, arcades popped up all over towns everywhere. Does anyone remember the birthday parties at the arcade followed by the best tasting, burn the roof of your mouth pizza? Is it us or has pizza never tasted quite as amazing since? Suddenly we went from having to beg our parents for a quarter just to play for three more min- utes, to a stretch of several hours of unlimited play for the duration of the party…wow! e next innovation that came after the arcade was the birth of the home game system which was made available by the advancements in the televisions that were now in our houses. Color televisions and better clarity created the opportunity for these companies to make real advancements in home gaming. Atari, Intellivision and ColecoVision were the first to re- ally access the home gaming market. By 1982, approximately 8 million American homes owned a video game con- sole, and the home video game industry was generating annual revenue of $3.8 billion. During the next few decades, the home game systems rapidly advanced and many households went through several systems over the course of a few years as every new machine seemed to make the previous one obsolete. One of the most exciting moments was the arrival of the japanese system Nintendo that changed the course of video gaming by not only im- proving graphics and playability but also brought about the concept of games that involved more thinking and problem solving such as the famous Legend of Zelda. Games were now more than just hand eye coordination and involved real thinking and choices. Perhaps the biggest change though came sometime in the late 1990s when the home game systems surpassed the arcade versions and began having either as good or better graphics than their arcade counterparts. Why would someone go out to the mall or store to pump endless change into the arcade game when they can sit at home on the couch and play for free whenever they choose? Systems like the Nintendo WII have even begun using simulations that involve actual physical activity. Not a bad way to get us off the couch maybe. en things on the home system really got rolling when the internet arrived. Today, not only can you play these video games at home that are superior to the the old arcades, but now you can play with your friends over the internet who are not even in the house with you or you can even play with someone whom you don’t know in another country. Imagine what the future will bring. (Source: Wikipedia) O MONTHLY NEWSLETTER 7 Camp Avenue, Merrick, NY 11566 Phone (516) 542-8900 Fax (516) 542-8911 Eric Nirenberg & Andrew Heyman are securities licensed through Investacorp, Inc. A Registered Broker/Dealer Member FINRA, SIPC

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Page 1: MONTHLY NEWSLETTERstatic.contentres.com/media/documents/5f6a4a57-49a3-4adb-971e-f… · Video games can trace their origin back to the late 1940s and early 1950s when they were nothing

N I R E N B E R G , H E Y M A N & A S S O C I A T E S

JUNE 2011 ne of our favorite topics of discussion has been the advances made in technology over the past fewdecades. Not only has mankind made enormous strides in several fields but even more impressive isthe fact that the rate at which innovations are being made is rapidly increasing. In other words, if youwere able to take a person living in the 1400’s and move them through time and drop them off in the

1700’s, sure they may be impressed with a few minor changes but the world would look relatively the same evenafter three hundred years. Horses and wind powered ships would still be the main methods of transportation andthe hand written letter would still be the only method of record keeping and communicating besides talking. How-ever, if you took a person from say the mid 1800’s and dropped them off today, the world today would be virtuallyunrecognizable to that person. e progress that has been made in communications, transportation, medicine andcomputers alone just in the last century has dwarfed the endeavors of the previous thousand years. We thought itwould be fun to look at the timeline of one particular industry…video games. Of course we could talk about manyother more important innovations like the computer or the cell phone, but video games have some interestingqualities. For starters, video games have penetrated nearly every other media device like cell phones for example.When video games were first invented, they were originally designed to target children. Today, those same chil-dren who grew up going to the arcade and begging their parents for quarters to put in the machines are now adultswith children of their own. However, in many cases, they themselves are still playing the video games as adults.Of course, now the children beg for dollars as the games no longer cost a quarter. In any case, it has become a multi-generational phenomenon. e game manufacturers are selling to the new children and also to their parents whogrew up playing the games and never stopped.

Video games can trace their origin back to the late 1940s and early 1950s when they were nothing more than afew knobs controlling a bouncing ball on a screen. After the onset of these first video games and a lack of creativity,several companies were forced to exit the sector as they thought there was no money in it. A few however remainedand this is what gave way to what is now referred to as the golden age of the video game arcade. e arcade gam-ing industry entered this golden age in 1978 with the release of Space Invaders by Taito, a success that inspireddozens of manufacturers to enter the market. Due to the fact that the companies saw how much potential moneythere was if you had a winning title, the creativity came back into the industry. Soon after, arcade machines be-came prevalent in mainstream locations such as shopping malls, traditional storefronts, restaurants and conveniencestores. Space Invaders would go on to sell over 360,000 arcade cabinets worldwide, and by 1981, generate a rev-enue of more than $1 billion from over 4 billion quarters, equivalent to over $2.5 billion today. Once the indus-try turned this corner, arcades popped up all over towns everywhere. Does anyone remember the birthday partiesat the arcade followed by the best tasting, burn the roof of your mouth pizza? Is it us or has pizza never tasted quiteas amazing since? Suddenly we went from having to beg our parents for a quarter just to play for three more min-utes, to a stretch of several hours of unlimited play for the duration of the party…wow! e next innovation thatcame after the arcade was the birth of the home game system which was made available by the advancements inthe televisions that were now in our houses. Color televisions and better clarity created the opportunity for thesecompanies to make real advancements in home gaming. Atari, Intellivision and ColecoVision were the first to re-ally access the home gaming market. By 1982, approximately 8 million American homes owned a video game con-sole, and the home video game industry was generating annual revenue of $3.8 billion. During the next fewdecades, the home game systems rapidly advanced and many households went through several systems over thecourse of a few years as every new machine seemed to make the previous one obsolete. One of the most excitingmoments was the arrival of the japanese system Nintendo that changed the course of video gaming by not only im-proving graphics and playability but also brought about the concept of games that involved more thinking andproblem solving such as the famous Legend of Zelda. Games were now more than just hand eye coordination andinvolved real thinking and choices. Perhaps the biggest change though came sometime in the late 1990s when thehome game systems surpassed the arcade versions and began having either as good or better graphics than theirarcade counterparts. Why would someone go out to the mall or store to pump endless change into the arcade gamewhen they can sit at home on the couch and play for free whenever they choose? Systems like the Nintendo WIIhave even begun using simulations that involve actual physical activity. Not a bad way to get us off the couchmaybe. en things on the home system really got rolling when the internet arrived. Today, not only can you playthese video games at home that are superior to the the old arcades, but now you can play with your friends overthe internet who are not even in the house with you or you can even play with someone whom you don’t know inanother country. Imagine what the future will bring.

(Source: Wikipedia)

OMONTHLY NEWSLETTER

7 Camp Avenue, Merrick, NY 11566Phone (516) 542-8900 Fax (516) 542-8911

Eric Nirenberg & Andrew Heyman are securities licensed through Investacorp, Inc.

A Registered Broker/Dealer Member FINRA, SIPC