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Invention of Television | Who Invented The First TV? | Evolution of Television | The Dr. Binocs Show

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Evolution of Music Players 1857 - 2020 | History of Music Players

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The electromagnetic parking sensor (EPS) was re-invented and patented in 1992 by Mauro Del Signore.[2] Electromagnetic sensors rely on the vehicle moving slowly and smoothly towards the object to be avoided. Once an obstacle is detected, the sensor continues to signal the presence of the obstacle even if the vehicle momentarily stops. If the vehicle then resumes moving backwards the alarm signal becomes louder as the obstacle is approached.

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The History of Car Technology (with Infographic) | Driving Seat

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Explore our timeline infographic tracking every development in the history of car technology, from the first car ever invented to the internet age & beyond.

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The first airbag systems were installed in top-of-the-range vehicles in the mid-1970s and at the start of the 1980s. The end of the 1980s saw the introduction of the front passenger airbag, and this was gradually followed by other variants such as the head airbag and side airbag. Nowadays, airbag systems are provided as standard in vehicles.

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A self-driving car, also known as an autonomous car (AC), driverless car, robotaxi, robotic car or robo-car,[1][2][3] is a car that is capable of operating with reduced or no human input.[4][5] Self-driving cars are responsible for all driving activities, such as perceiving the environment, monitoring important systems, and controlling the vehicle, which includes navigating from origin to destination.[6]

ACs have the potential to impact the automotive industry, mobility costs, health, welfare, urban planning, traffic, insurance, labor markets, and other domains. Appropriate regulations are necessary to integrate ACs into the existing driving environment.

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What the future holds for driverless cars - BBC Reel

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From concept "crab driving" to autonomous vehicles - the latest technology in the car industry was on show at the Consumer Electronics Show (CES) in Las Vegas. With concerns about safety and different laws from governments - how much of the technology will actually make it on the road?

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From 700,000 Netflix subscribers in 2002 to 3.6m in 2005, there was clearly a demand for DVD rental.

Two years later, in 2007, America saw the launch of the feature Netflix is best known for - streaming.

That year also saw the beginnings of a move away from the traditional DVD rental format.

The company's founders are said to have had the idea of streaming much earlier, but slow internet speeds mean it wouldn't have worked.

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Blockbuster to Netflix - video rental to film streaming

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Blockbuster to Netflix - video rental to film streaming

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Blockbuster shops (where you visited to rent a video for a few days and tool home a Video cassette (Video) to play in your VCR) dominated the home video market until the early 2000's when smart TV's and online streaming technology meant people could stream films live using fast internet technologies.

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While, nowadays, computer-generated imagery (CGI) is commonplace in movies this hasn’t always been the case. Not three decades ago, computer-generated special effects were still rare in movies, appearing only in highly experimental films or bona fide blockbusters such as Steven Spielberg’s Jurassic Park. Expensive and extremely hard to pull off, the technique was usually restricted to a few scenes, even in cases in which the VFX department had money to spare. But then, in the year 1995, came a movie that would change the CGI game forever. We are talking, of course, about Pixar’s Toy Story, directed by John Lasseter. The animated movie about a toy cowboy who faces a crisis after his owner is gifted a hip astronaut action figure was the first film to be entirely made with CGI. It was a game changer for both animation as a form of art and cinema as we know it.

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Dolby Stereo helped develop technology to provide higher quality and a much better range of sound in film production (starting with Star wars) which wowed cinema audiences. During the ‘70s and ‘80s, Dolby brought the Stereo home with Surround, which let consumers replicate the Dolby sound at home by adding even more speakers to their home theater setup.

While minor improvements persisted through the 1980s, the ‘90s brought Dolby Stereo Digital, which reduced the need for theaters to rely on the physical film strip for the audio. Batman Returns (1992) was the first film released theatrically to use it, and later in the decade, Dolby Digital (the name removing the ‘Stereo’ part) became even more commonplace in theaters.

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The Apple Watch is released - a computer you can wear o your wrist!

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The Apple Watch is released - a computer you can wear o your wrist!

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Building a computer into the watch form factor has been attempted many times but the release of the Apple Watch leads to a new level of excitement. Incorporating a version of Apple's iOS operating system, as well as sensors for environmental and health monitoring, the Apple Watch was designed to be incorporated into the Apple environment with compatibility with iPhones and Mac Books. Almost a million units were ordered on the day of release. The Watch was received with great enthusiasm, but critics took issue with the somewhat limited battery life and high price.

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FCC issues Net Neutrality decision

Net neutrality, the treatment of all data sent across the internet as equal regardless of user, content, or platform, is one of the founding principles of the internet. Many Internet service providers (ISPs) and other technology companies opposed the idea by claiming it would discourage investment in infrastructure, while consumer advocates and civil rights organizations asserted that net neutrality protects freedom of speech and ensures the widest possible Internet access. The Federal Communications Commission ruled that broadband Internet access was included under the Communications Act of 1934, and therefore ISPs were required to follow FCC guidelines that include net neutrality as a principle.

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2015 | Timeline of Computer History | Computer History Museum

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FCC issues Net Neutrality decision Net neutrality, the treatment of all data sent across the internet as equal regardless of user, content, or platform, is one of the founding principles of the internet.

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The iPad combines many of the popular capabilities of the iPhone, such as built-in high-definition camera, access to the iTunes Store, and audio-video capabilities, but with a nine-inch screen and without the phone. Apps, games, and accessories helped spur the popularity of the iPad and led to its adoption in thousands of different applications from movie making, creating art, making music, inventory control and point-of-sale systems, to name but a few.

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In 2010, IBM's Watson spars against former Jeopardy! Tournament of Champion contestants and finishes with a 71% winning percentage. This was preparation for a 2011 matchup where Watson would defeat two former human Jeopardy! champions. In the televised exhibition match, Watson handily defeated two of the all-time best Jeopardy! players, Ken Jennings and Brad Rutter, by analyzing natural language questions and content more accurately and faster than its human counterparts.

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2010 | Timeline of Computer History | Computer History Museum

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In 2010, IBM's Watson spars against former Jeopardy! Tournament of Champion contestants and finishes with a 71% winning percentage. This was preparation for a 2011 matchup where Watson would defeat two former human Jeopardy! champions. In the televised exhibition match, Watson handily defeated two of the all-time best Jeopardy!

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In 1999, Wi-Fi was invented. Before this all computers connected to the internet had to use a wired Ethernet connection.

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In 1975, Bill Gates and Paul Allen started Microsoft. They wrote code for the Altair 8080, a popular home kit built computer. In 1976, Steve Jobs and Steve Wozniak started Apple and produce the Apple I. The Apple I is considered the first computer with a single circuit board.In 1981, the first laptop was invented, the Osborne 1. It weighed 24 pounds but only had a 5 inch screen!

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The first computer mouse was invented in 1968. It consisted of a wood block with two buttons and a wheel underneath, even though point and click computers with graphical user interfaces (GUIs) did not exist yet. The box with the wire behind it reminded people of mice.

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1. In 1969 NASA sent astronauts to the moon on Apollo 11. The computer on the command module used silicon computer chips. While the Apollo 11 computer brought man on the moon the computer is weak compared to today’s devices. A 2014 iPhone 6 is 32,600 times faster than the Apollo 11 computer and could perform 120 million times more calculations per second!

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A potential future for video games is virtual reality gaming. Although VR gaming has its roots with Nintendo’s Virtual Boy in 1995, VR gaming is just today gaining popularity thanks to Meta’s Oculus headset system.

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Mobile gaming began to really take off in 2008 when Apple launched the Apple App Store for iPhone. Since then mobile games such as Angry Birds, Candy Crush, Subway Surfer, and countless others have become super popular. Many of these mobile games interface with social media. In fact, Facebook had its own super popular social games such as Farmville.

1. Roblox was first released online in 2006 and today it has 165 million users

2. Minecraft was released in 2009 and since its release it has become the best selling game of all time with 200 million downloads across all platforms. I

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Around 1995 the next generation of game consoles that can support 3D graphics emerged. Sega launched the Saturn, Sony released its first Playstation (PSOne), and Nintendo came out with the Nintendo 64. The Sega Saturn and Sony Playstation used disks instead of cartilages for games while the Nintendo 64 still used cartilages. Disks were cheaper to manufacture and were able to store more game data than cartilages.

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In 1989, Nintendo released the first Game Boy, a handheld gaming system. The Game Boy became super popular and was the first mainstream handheld console. The Game Boy came preloaded with Tetris, still a popular puzzle game. Although not released until 1996, the most well known game series to start from the Game Boy is Pokemon.

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Between 1983 and 1985, this fledgling industry contracted by an astounding 97%, devastating video game companies and leading many leading industry critics to predict the end of home video games. The many different video game companies all created their own consoles and confused consumers, who stopped buying them. The market crashed and many companies went bust.

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At BugSplat, we are passionate about preventing software and video game crashes -but not all crashes are caused by bugs in code! In the early 80's the video game industry was booming in North America - the price of home consoles had dropped, and the demand for new video games was skyrocketing.

The video game craze had everyone wanting to play video games, and companies were scrambling to meet the demands of consumers. The stage was set for the most famous video game crash in history.

In 1983, the video game industry was hit with a recession that nearly spelled the end of video games for an entire generation. Critics were calling video gaming a fad, and many prominent companies went bankrupt or stopped making games entirely. This recession is known as the Great North American Video Game Crash.

So... what the heck happened? Why did the whole industry fall apart? How did it recover? And what impact did it have on the games we love to play today?

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In 1983, the video game industry, although growing rapidly, was still a niche market a fraction of the size that it is today.

Between 1983 and 1985, this fledgling industry contracted by an astounding 97%, devastating video game companies and leading many leading industry critics to predict the end of home video games.

The immediate result was that many companies producing video games, especially smaller third-party development companies, were forced to shut down. Equally critically, toy stores, who had been the main distributors for video games, concluded that they were just a fad and stopped promoting them in stores.

For the next three years, the growth of video games remained stagnant as companies tried to respond to the changes in the market.

What caused the Crash?

The first major problem contributing to the Crash was an absurd over saturation in the video game console market in North America. By 1983, gamers had dozens of console choices to pick from. This created a situation of confusion for the average customer. Each console came with its own set of games from the company that manufactured it, as well as an expansive web of third-party games.

Because of this over abundance of consoles, there was little continuity throughout gaming with friends. Imagine spending hundreds on a new console and then having your friends all buy different ones. Kind of kills the fun of gaming.

A second problem was that, after the success the video game industry experienced in the late 70's and early 80's, many companies were rushing to produce video games as quickly as possible.

This became a huge problem because at the time console makers had lost control of what games were being developed for their platforms. In the early 80's, Atari had unsuccessfully sued for the right to regulate third-party development for their devices. This failure set a precedent which allowed any company to develop games for any device. Any blocks which were put in place by the console makers were just reverse engineered and ignored.

Some third-party developers like Activision were actually able to create great games. Unfortunately, many of the companies putting out video games pre-Crash didn't have the technical chops to pull it off. The market was flooded with crap video games trying to be the next hit. Even companies like Quaker Oats and Purina Dog Food were getting in on the fun.

This trend of bad games culminated with several high profile flops that financially crippled video game companies and created a backlash against console games.

The two most frequently cited examples of this are the Atari adaption of Pac-Man and the video game E.T. The Extra Terrestrial - a game so bad it is widely considered the worst video game of all time.

The team making E.T. was famously only given six weeks to develop, test, and market the game before it was shipped out for the holiday season. The video game they produced had little to do with the actual movie and was an immediate failure. Millions of copies were never sold andwere buried in a landfill in New Mexico.

The lead developer on E.T. actually said of the game "We had literally six weeks to produce a brand new game, manufacture it, package it, and market it. It was a disaster. I mean, the programmers hated it. Nobody liked the game".

The E.T. game was so bad it is still the subject of fascination and parody to this day. For the Simpsons Halloween Special in 2019, the game was mocked as part of their 80's themed show which also parodied Stranger Things.

The final contributing factor to the crash was the competition from personal computers.

During the early 80's, the major personal computer companies were locked in a fierce price war which brought down the overall cost of a computer drastically. By 1983, the cost of owning a home computer was comparable to owning a gaming console, and many consumers made the choice to jump ship. Computers had the ability to play games along with other functionalities that the consoles just couldn't offer.

What ended the Crash and saved video games?

By 1985, sales of video games had started to recover following the introduction of the Nintendo Entertainment System (NES) to the North American market.

In 1986, Nintendo's president Hiroshi Yamauchi said that "Atari collapsed because they gave too much freedom to third-party developers and the market was swamped with rubbish games." Although the collapse of the video game industry in 1983 was not just an Atari problem, this statement sums up pretty perfectly what led to the industry's demise.

In order to avoid making this same mistake, Nintendo produced fewer, higher quality video games and strictly controlled third-party development. They did this by introducing a checking integrated circuit (CIC) for the first time to stop unauthorized developers from making games on their platform. The CIC was essentially a lock-out chip which stopped unauthorized third-party developers from developing games for the NES.

Nintendo was also able to win back the trust of the video game consumers by instituting an 'Official Nintendo Seal' of approval for their video game titles. No game was sold in stores for Nintendo without this seal of approval―this continues as a trend for video games today.

By 1988, Nintendo was the dominant player in a resurgent North American video game industry, owning a whopping 70% market share with $2.3 billion in revenue.

What were the lasting implications of the Crash?

Before the Crash, North American companies had been the dominant player in the video game industry with Atari leading the way. Directly after the Crash, Japanese companies became the undisputed king of console gaming, and video games in general, with Nintendo and SEGA leading the way.

Another impact of the Crash was that video game platform companies gained the ability to decide what was published for their systems. This allowed them to control the quality of games their customers could play, ensuring that their systems would not be associated with rubbish games which were poorly developed and badly tested. This created higher degrees of customer trust in video game companies and improved the overall level of games across the board.

The final impact of the Crash was a larger emphasis on development and testing before release. In 1983, the assumption from a lot of companies was that making a video game was an easy thing to do and that one could throw together a game out without much effort. After the backlash that met the publishing of many rubbish titles in the early 80's, this illusion thoroughly melted away.

Despite the mid-80's being a rather dark time for the video game industry as a whole, today our games are better for the mistakes made in the past. Not every game that gets put out today is a masterpiece, and the industry still doesn't do everything perfectly, but at least we haven't seen anything as bad as E.T. in a while .

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What was the Great Video Game Crash of 1983?

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At BugSplat, we are passionate about preventing software and video game crashes-but not all crashes are caused by bugs in code! In the early 80's the video game industry was booming in North America - the price of home consoles had dropped, and the demand for new video games was skyrocketing.

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In 1980, Namco released Pac-Man and Galaga. In 1981, Nintendo released Donkey Kong. The release of these two games put Japanese video game companies on the radar for American consumers. It should be noted that these were arcade games, not home consoles.

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The first home video game console is the Magnavox Odyssey, released in 1972 and invented by Ralph Baer, an American inventor. All of the Odyssey’s games consisted of three squares and a vertical line. Certain games required players to tape semi-transparent “screen overlays” onto their TVs. Certain games didn’t even track score for the players! The Odyssey didn’t sell well (350,000 units) but it paved the way for more innovation.

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Nintendo's first venture into the wold of handheld gaming was the Game and Watch, which paved the way for their magnum opus: the Game Boy.

When it was first released in 1989 (1990 in Europe) it came with Tetris. It was later franchises though, such as Pokemon, Legend of Zelda and Mario which helped solidify its place in gaming history.

However, it's the Nintendo DS that takes the title of best-selling. People originally scoffed at the idea of having two separate screens to play on, but the figures speak for themselves: over 150 million units of the device have been sold since its launch.

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The games (and gamers) that made history

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Nintendo's first venture into the wold of handheld gaming was the Game and Watch, which paved the way for their magnum opus: the Game Boy. When it was first released in 1989 (1990 in Europe) it came with Tetris. It was later franchises though, such as Pokemon, Legend of Zelda and Mario which helped solidify its place in gaming history.

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The first 3D TV was introduced in 2010, spurred by popular 3D blockbusters of the time, like James Cameron’s Avatar. Streaming services and their mobile versions have changed the way people interact with screens in the 2010s. In other words, a person no longer needs a television set now to watch and enjoy TV.

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A TV graveyard (pic)

High definition replaces standard definition. In 2005, flatscreen TVs and HDTVs were introduced for the first time and quickly become affordable. People buy them as they take up much less space in their homes and can mount them on walls. Now, the thinnest flatscreen is....

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1979: There are now 300 million television sets in operation worldwide. Flat-screen pocket televisions, with liquid crystal display screens, are patented by the Japanese firm Matsushita. The pocket television is no bigger than a paperback book.

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TVs have become a staple in most homes’ entertainment spaces by the 1980s and ’90s. At the start of 1993, 98 percent of American households owned at least one TV set, 1975: A study indicates that the average American child during this decade will have spent 10,800 hours in school by the time he or she is 18, but will have seen an average 20,000 hours of television. Studies also estimate that, by the time he is 75, the average American male will have spent nine entire years of his life watching television; the average British male will have spent eight years watching.

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And from 2007 through the end of the decade, smart TVs offered a combination of both traditional media and a growing variety of streaming services. Including computer games.

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TV from the moon

1969: On July 20, 1969, the first television transmission from the moon is viewed by 600 million viewers around the world. Neil Armstrong stepped onto the moon and the whole world saw through their television sets. The TV revolution had begun. With the rise of color television, price drops on black-and-white TVs meant households could afford more than one set in the 1970s.

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neil armstrong tv broadcast people watching

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fter debuting a successful prototype for the first MP3 player, Saehan Information Systems mass-produced the MPMan F10 in 1998. Soon after, Diamond Multimedia released the slightly more affordable Rio PMP300, and MP3 players became the next big thing in music.

These early devices were bulky and had little storage, but they were still part of the portability movement that listeners had come to expect from music players by the late 1990s and early 2000s. Once again, listeners used peer-to-peer websites to download music, as well as manufacturer-specific software. The most well-known example came with Apple's iPod in 2001. After Apple also opened iTunes, the web-based music library behind the iPod, to Windows PC users, MP3 players dominated the market.

At this time, listeners were encouraged by record companies and artists to pay for digital albums or to purchase the individual songs they wanted for their music collections. MP3 players mark a significant shift in the music industry, as digital forms of media would control the market over physical mediums from the mid-2000s forward.

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ombining the ideas and technologies behind early music players and modern-day portable devices, compact discs (CDs) were the next natural step after cassette tapes. In 1982, Sony released the first commercially available CD player, known as the Sony CDP-101.

When Dire Straits released their new album "Brothers in Arms" in 1985, the CD version outsold the cassette for the first time in music history. Soon after, CD sales jumped and studios shifted their focus, making these discs a permanent staple in the evolution of music-playing devices.

Other versions of CDs — the CD-recordable (CD-R) and CD-rewritable (CD-RW) — allowed individuals to purchase a blank disc and record their own sounds, making them a convenient way to share music and other audible content. This ability spawned the creation of peer-to-peer music-sharing websites, which meant anyone could find a song on the internet and download it to their CD-R or CD-RW for a custom compilation.

Initial versions of CD players were essentially radios with built-in disc readers, but portable CD players soon hit the market.

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Boomboxes were another widely used form of portable music, though they were vastly different from Walkmans or transistor radios. Instead of small, pocket-sized devices, the boombox was a larger battery-operated portable radio. The allure of these music players was the built-in speakers, which were loud enough for an entire neighborhood to hear your music playing as you walked by.

Throughout the late '70s and mid-'90s, boomboxes were more than a music device — they became a fashion symbol of urban society. Many believe boomboxes played an integral part in the spread of the hip-hop genre, which gained popularity around the same time.

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In 1966, Nina Simone, Eartha Kitt and Johnny Mathis were among the first artists to record an album released on audio cassette. By the '70s, people were listening to their favorite musicians from the comfort of their homes and cars.

Building on the popularity of the portable transistor radio, Sony Corp. released the Sony Walkman TPS-L2 in 1979. The Walkman was a lightweight, portable cassette player with two separate headphone jacks for dual listening. For the majority of the 1980s, the Walkman dominated music and pop culture.

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Other social networks, such as MySpace, existed before Facebook - but Mark Zuckerberg's site instantly took off when it launched in 2004, proving just how rapidly an online site of this kind could take hold.

In less than a year it had one million users, and within four years it had overtaken MySpace - fuelled by innovations such as the ability to "tag" people in photos.

Taking a digital camera on a night out, then tagging your friends in dozens of pictures was a staple of teenage life in the late noughties. The constantly changing activity feed was also a big draw for early users.

By 2012, Facebook had surpassed one billion users a month and, aside from a brief blip at the end of 2021 - when daily active users dropped for the first time - the platform has continued to grow.

By expanding into less connected countries and offering free internet, the company has maintained and increased the number of Facebook users. At the end of 2023, Facebook reported it had 2.11 billion daily users.

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1995: Amazon launches with online book sales

"When we first started selling books four years ago, everybody said, 'Look, you're just computer guys and you don't know anything about selling books.' And that was true," said a young Jeff Bezos in 1999.

However, the huge stockpiling space that the company had at the time in the US helped Amazon become a leader in the sector and enabled it to offer a wider selection of books than its bricks-and-mortar rivals.

Then ebooks arrived and Amazon was smart enough to become a key player in that market too.

1999 - Amazon becomes the biggest online sales platform in the world

In the late 1990s, Amazon decided to start selling other goods, starting with music and DVDs.

Soon, Mr Bezos's empire grew to include electronics, toys and kitchen utensils.

The growing network of US warehouses helped extend what the company could offer, dramatically increasing its popularity with customers.

Ten years later, Amazon had become the biggest online seller in the US and around the world.

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The terms ‘World Wide Web’ and ‘internet’ are often confused. The internet is the networking infrastructure that connects devices together, while the World Wide Web is a way of accessing information through the medium of the internet.

Tim Berners-Lee first proposed the idea of a ‘web of information’ in 1989. It relied on ‘hyperlinks’ to connect documents together. Written in Hypertext Markup Language (HTML), a hyperlink can point to any other HTML page or file that sits on top of the internet.

In 1990, Berners-Lee developed Hypertext Transfer Protocol (HTTP) and designed the Universal Resource Identifier (URI) system. HTTP is the language computers use to communicate HTML documents over the internet, and the URI, also known as a URL, provides a unique address where the pages can be easily found.

Berners-Lee also created a piece of software that could present HTML documents in an easy-to-read format. He called this ‘browser’ the ‘WorldWideWeb’.

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Sir Tim Berners-Lee on how he came up with the Internet | Washington Post Live

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In 1974 two American computer scientists, Bob Kahn and Vint Cerf, proposed a new method that involved sending data packets in a digital envelope or ‘datagram’. The address on the datagram can be read by any computer, but only the final host machine can open the envelope and read the message inside.

Kahn and Cerf called this method transmission-control protocol (TCP). TCP allowed computers to speak the same language, and it helped the ARPANET to grow into a global interconnected network of networks, an example of ‘internetworking’—internet for short.

IP stands for Internet Protocol and, when combined with TCP, helps internet traffic find its destination. Every device connected to the internet is given a unique IP number. Known as an IP address, the number can be used to find the location of any internet-connected device in the world.

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Internet History part 2: Vint Cerf & Bob Kahn Invent Code of Internet (TCP explained)

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History of the internet

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Ever wondered how it all began? Or curious to see how far we’ve come? Learn how the internet works with easy to read infographics & industry leading knowledge.

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The Toyota Prius, released in 1997, was the first Hybrid car to run using part fossil fuels and part electric fuel. In 1995, Toyota debuted a hybrid concept car at the Tokyo Motor Show, with testing following a year later.[15] The first Prius, model NHW10, went on sale on 10 December 1997.[16][17] The first-generation Prius (NHW10) was available only in Japan.[18]

The first-generation Prius, at its launch, became the world's first mass-produced gasoline-electric hybrid car. At its introduction in 1997, it won the Car of the Year Japan Award, and in 1998, it won the Automotive Researchers' and Journalists' Conference Car of the Year award in Japan.

Production commenced in December 1997 at the Takaoka plant in Toyota, Aichi, ending in February 2000 after cumulative production of 37,425 vehicles.[19]

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The 1980s saw the rise of the hatchback, offering versatility and compact size, making it a popular choice for families.

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1970s: Introduction of Catalytic Converters

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1970s: Introduction of Catalytic Converters

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To reduce air pollution, the catalytic converter was introduced in cars in the 1970s. This device converts harmful gases into less harmful emissions.

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The Sharp J-SH04, released in 2000, was the first mobile phone with a built-in camera, marking the beginning of the smartphone

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While most games see a player working towards an end-game scenario, The Sims allows players to create a home, get a job, and form relationships in a free-form world. Designed by a team at Maxis led by Wil Wright, The Sims took concepts from Wright's previous game Sim City. Characters controlled by the player were customizable, and spoke an artificial language called Simlish. The Sims became exceptionally popular with women, who accounted for more than sixty percent of players.

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2000 | Timeline of Computer History | Computer History Museum

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While most games see a player working towards an end-game scenario, The Sims allows players to create a home, get a job, and form relationships in a free-form world. Designed by a team at Maxis led by Wil Wright, The Sims took concepts from Wright's previous game Sim City.

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The simple "Merry Christmas" message sent in 1992 started the global phenomenon of texting, changing the way we communicate.

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The first commercial mobile phone, Motorola DynaTAC, was released. It cost nearly $4,000 and became a symbol of wealth and status.

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In 1973, Martin Cooper made the first mobile phone call using a Motorola device that weighed 1.1kg. This huge phone started the mobile revolution!