Alternate Timelines

What If Video Games Were Never Invented?

Exploring the alternate timeline where video games never emerged as an entertainment medium, radically altering the development of technology, digital culture, and global entertainment industries.

The Actual History

Video games emerged in the mid-20th century as a byproduct of early computer research and technological experimentation. The earliest recognized example of a video game was "Tennis for Two," created by physicist William Higinbotham in 1958 at Brookhaven National Laboratory. Using an oscilloscope and analog computer, Higinbotham designed this simple tennis simulation to entertain visitors during an open house event, demonstrating that computers could be used for entertainment beyond their scientific and military applications.

In 1962, Steve Russell and his team at MIT developed "Spacewar!" on a PDP-1 computer, widely considered the first digital computer game to achieve significant distribution among early computing enthusiasts. Unlike Tennis for Two, Spacewar! spread to other research institutions as PDP-1 computers were installed, creating the first "gaming community" among university computer labs.

The commercial video game industry began taking shape in the early 1970s. In 1971, Computer Space, designed by Nolan Bushnell and Ted Dabney, became the first commercially sold coin-operated arcade video game, though it achieved only modest success. The following year, Bushnell and Dabney founded Atari, Inc., releasing "Pong" in 1972—a commercial sensation that launched the arcade gaming boom. This simple electronic table tennis game established video games as viable commercial entertainment products.

The late 1970s and early 1980s saw the rise of home gaming consoles. The Magnavox Odyssey (1972) was the first commercial home video game console, followed by Atari's highly successful Video Computer System (later known as the Atari 2600) in 1977, which sold millions of units and established the home console market. Companies like Activision emerged as the first third-party game developers, creating a distinct software industry separate from hardware manufacturers.

The industry experienced its first major setback during the North American video game crash of 1983, when market oversaturation of poor-quality games and competition from home computers led to a revenue decline of nearly 97%. This collapse was eventually overcome with Nintendo's introduction of the Nintendo Entertainment System (NES) in North America in 1985, which revitalized the console market with quality control measures and innovative franchises like Super Mario Bros. and The Legend of Zelda.

The 1990s saw rapid technological advancement with the transition from 2D to 3D graphics. Sony entered the market with the PlayStation in 1994, eventually becoming a dominant player. PC gaming evolved alongside consoles, with genres like first-person shooters (Doom, 1993), real-time strategy games, and massively multiplayer online games creating distinct gaming communities.

By the 2000s, video games had become a mainstream entertainment medium rivaling film and music in cultural and economic significance. Mobile gaming emerged with Nokia's Snake in 1997 and exploded with the introduction of smartphones in the late 2000s, dramatically expanding the gaming audience. Digital distribution platforms like Steam (2003) revolutionized how games were sold and played.

The 2010s and early 2020s have seen gaming evolve into a dominant cultural force. The global video game market exceeded $175 billion in 2020, surpassing the film and music industries combined. Esports emerged as professional competitive gaming with dedicated leagues, massive tournaments, and viewership numbers rivaling traditional sports. Gaming has influenced broader technological developments including virtual reality, augmented reality, artificial intelligence, and cloud computing.

Beyond entertainment, video games have contributed significantly to educational methods, military training simulations, medical therapy applications, and other serious uses. Games have become an art form, with institutions like the Museum of Modern Art acquiring games for their permanent collections. The industry now employs millions worldwide in development, publishing, hardware manufacturing, retail, streaming, journalism, and esports.

The Point of Divergence

What if video games were never invented? In this alternate timeline, we explore a scenario where the fusion of computing technology and entertainment never occurred, preventing the emergence of interactive electronic gaming as we know it.

The point of divergence could have occurred in several plausible ways:

First, the divergence might have happened during the early days of computing research. William Higinbotham, rather than creating "Tennis for Two" in 1958, might have focused exclusively on his primary nuclear research. Perhaps Brookhaven National Laboratory enforced stricter policies about using equipment for non-research purposes, or Higinbotham simply never conceived of using an oscilloscope to create an interactive game. This would have removed the first conceptual seed that computers could be used for entertainment.

Alternatively, the divergence could have occurred in the early 1960s within MIT's Tech Model Railroad Club, where the first hacker culture emerged. If the PDP-1 computer had been reserved strictly for serious research applications, Steve Russell and his colleagues might never have created "Spacewar!" in 1962. Without this influential early game spreading through academic computing centers, the concept of interactive computer entertainment might have remained unexplored during this formative period.

A third possibility centers on the commercial pioneers. Perhaps Nolan Bushnell and Ted Dabney never met, or their early arcade experiments like Computer Space failed so dramatically that they abandoned the idea entirely rather than founding Atari. With no Pong in 1972, the commercial video game industry might have been stillborn, particularly if other potential entrepreneurs witnessed this failure and avoided the space altogether.

The most likely divergence point, however, would be a combination of academic disinterest and commercial failure: early experimental games remained obscure laboratory curiosities, while attempts to commercialize interactive electronic entertainment encountered prohibitive technical limitations or failed to capture public interest. Without clear business models or consumer demand, electronic games might have been dismissed as frivolous uses of expensive computing technology.

In this alternate timeline, the concept of interactive electronic entertainment either never materializes or remains confined to specialized research environments. The cultural and technological feedback loop that drove video game development—where consumer interest fueled investment, leading to technological improvements, which expanded consumer interest—never initiates. Computing technology continues to develop, but along different trajectories, focused primarily on business, scientific, and practical applications rather than entertainment and interactive experiences.

Immediate Aftermath

Computing Evolution Without Gaming

Without video games driving consumer interest in personal computing during the 1970s and early 1980s, the development of home computers would have followed a significantly different trajectory:

  • Business-Oriented Computing: Companies like Apple, Commodore, and Radio Shack would have marketed their early personal computers exclusively as productivity tools. The Apple II, which in our timeline benefited enormously from gaming applications, would likely have been positioned solely as a business machine, potentially limiting its market appeal.

  • Different Programming Culture: The absence of game development would have significantly altered early programming culture. Many programmers who entered the field through an interest in creating games would have either pursued different career paths or approached computing from more utilitarian perspectives. The "bedroom programmer" phenomenon of the 1980s would have been substantially diminished.

  • Altered Hardware Development: The graphics and sound capabilities of early personal computers would have evolved more slowly without games pushing their advancement. Hardware manufacturers would have prioritized text processing, database functionality, and business applications rather than color graphics, animation capabilities, and sound processing.

Entertainment Industry Divergence

The absence of video games would have created a vacuum in the entertainment landscape, likely filled by alternative forms of leisure:

  • Extended Dominance of Traditional Toys: Companies like Mattel, Hasbro, and Parker Brothers would have continued focusing on traditional board games, action figures, and non-electronic toys throughout the 1970s and 1980s, potentially developing more sophisticated mechanical and analog games to capture children's imagination.

  • Alternative Electronic Entertainment: Without video games, other forms of electronic entertainment might have emerged. Advanced electronic board games, more sophisticated pinball machines, or entirely different forms of interactive entertainment could have filled the gap. Pinball, which declined in our timeline partially due to competition from video arcades, might have experienced continued innovation and popularity.

  • Television and Film Adaptations: The entertainment industry might have directed more resources toward traditional media. Children's television programming would likely have been even more prominent, with networks and production companies developing more interactive viewing experiences to engage young audiences.

Business and Technological Consequences

The absence of the early video game industry would have reshaped the business landscape of the late 20th century:

  • Atari's Non-Existence: Without Atari—a company that trained a generation of engineers and executives who later influenced Silicon Valley—the technology sector would have developed differently. Many tech entrepreneurs who got their start at Atari, including Steve Jobs and Steve Wozniak who worked there briefly, would have followed different career paths.

  • Retail and Mall Culture: The arcade boom of the late 1970s and early 1980s transformed shopping mall culture in America. Without this phenomenon, malls would have developed different social spaces for teenagers, perhaps maintaining larger food courts, expanded movie theaters, or novel social gathering spaces.

  • Japanese Technology Sector: Japanese companies like Nintendo, which transitioned from traditional playing cards to electronics through video games, would have remained focused on their traditional products or diversified in different directions. Sony's entry into the console market in the 1990s fundamentally altered its business; without this opportunity, Sony might have maintained its focus on audio equipment, televisions, and other consumer electronics.

Educational Computing

The relationship between education and computing would have developed along a distinctly different path:

  • Educational Software Focus: Without games blurring the line between entertainment and education, educational software developers might have created more explicitly instructional programs. The edutainment category that emerged in the 1980s and 1990s would never have existed in the same form.

  • Computer Literacy: Computer literacy initiatives in schools might have emphasized practical applications exclusively—word processing, spreadsheets, and programming for business or scientific purposes—rather than including game development as an entry point to spark student interest.

  • Reduced Youth Engagement: Without the appeal of games, young people's enthusiasm for learning about computers might have been significantly reduced, potentially slowing the overall adoption of computer technology among younger generations and families.

Long-term Impact

Transformed Digital Economy

By the 2020s, the absence of video games would have profoundly altered the global digital economy:

Different Tech Giants

  • Microsoft's Alternative Path: Without games driving consumer adoption of Windows and later becoming a major part of the Xbox business, Microsoft might have remained focused exclusively on business software and operating systems. The company would likely have directed the billions spent on Xbox development toward other ventures, perhaps expanding earlier into cloud services or different consumer technologies.

  • Alternative Tech Ecosystems: Companies that rose to prominence largely through gaming—like Nvidia, which built its business on graphics processing units (GPUs) for gaming before expanding to AI applications—would either not exist or would have developed along completely different trajectories. The absence of gaming as a driver for graphics technology would have slowed innovations in visual computing.

  • Social Media Evolution: Without the social mechanics and engagement strategies pioneered by games, social media platforms might have evolved differently. Concepts like achievement systems, virtual economies, and avatar customization—all influenced by gaming—would have been absent from the social media designer's toolkit.

Altered Technological Development

  • Graphics Processing: The development of advanced graphics processing units (GPUs), primarily driven by gaming in our timeline, would have been significantly delayed. This would have had cascading effects on fields that later adopted GPU technology, including artificial intelligence, cryptocurrency mining, scientific modeling, and medical imaging.

  • Virtual and Augmented Reality: Without games driving consumer interest in immersive experiences, VR and AR technologies would have developed much more slowly, likely remaining specialized tools for military training, industrial design, and medical applications rather than emerging consumer technologies.

  • User Interface Design: Game design has significantly influenced how humans interact with computers, pioneering intuitive interfaces and user experience designs later adopted by mainstream applications. Without this influence, computer interfaces might have remained more technical and less accessible to non-expert users.

Cultural Landscape Without Gaming

The absence of video games would have created a significantly different cultural and entertainment landscape:

Entertainment Industry Structure

  • Different Media Giants: Without gaming revenue (which exceeded the film and music industries combined by the 2020s), entertainment conglomerates would have different configurations. Companies like Disney might have expanded more aggressively into other forms of entertainment to capture the audience that games would have served.

  • Extended Dominance of Linear Media: Film and television would likely maintain greater cultural and economic dominance without competition from interactive media. Streaming services might have emerged earlier as the primary challenge to traditional entertainment, with larger content budgets due to the absence of competition from gaming.

  • Alternative Interactive Entertainment: The human desire for interactive entertainment would likely have spawned alternative media forms. We might have seen more sophisticated interactive television, advanced electronic board games, or entirely novel entertainment technologies filling the void left by video games.

Narrative and Artistic Expression

  • Different Storytelling Evolution: Without games pioneering non-linear storytelling, audience-directed narratives, and interactive worldbuilding, these concepts might have emerged more slowly in other media or taken different forms altogether.

  • Alternative Digital Art Forms: The digital art skills developed through game creation—3D modeling, digital animation, electronic music composition, procedural generation—would have evolved through different channels, perhaps through specialized industrial applications before gradually entering artistic spheres.

  • Consumer-Created Content: The modding communities and user-generated content platforms that grew around games provided early models for participatory media creation. Without these examples, user-created content might have developed more slowly or along different lines.

Psychological and Social Impacts

The absence of video games would have altered both individual development and social structures:

Educational and Cognitive Development

  • Different Cognitive Skills: Research has shown that certain types of games improve spatial reasoning, problem-solving abilities, and strategic thinking. Without these influences, educational approaches might have emphasized different cognitive development pathways, perhaps maintaining greater focus on traditional learning methods.

  • Alternative Digital Literacy: The paths through which young people develop technological fluency would have been dramatically different. Programming, digital content creation, and online collaboration skills might have been acquired through more formal educational channels rather than through gaming communities.

  • Medical and Therapeutic Applications: Video games have found applications in physical therapy, cognitive rehabilitation, and pain management. Without these tools, medical therapies would have developed alternative approaches, perhaps relying more heavily on specialized medical devices rather than adapted entertainment technologies.

Social Structures and Communities

  • Different Online Social Spaces: Without multiplayer games creating shared virtual worlds, online social interaction might have remained more text-based for longer, with social media potentially developing along different lines.

  • Esports Non-Existence: The billion-dollar esports industry and its associated ecosystem of professional players, coaches, commentators, venues, and streaming platforms would never have materialized. Traditional sports would likely maintain even greater cultural dominance, potentially developing more technologically enhanced viewing experiences to engage younger audiences.

  • Gaming Culture Absence: The distinctive cultural elements associated with gaming—conventions, cosplay, game-inspired music, gaming YouTube channels and streaming—would be absent, leaving these creative energies to express themselves through different channels.

Global Economic Impact

By 2025, the absence of the gaming industry would have significantly reshaped the global economy:

  • Employment Shifts: The millions of jobs directly created by the gaming industry—developers, publishers, hardware manufacturers, retailers, esports professionals, content creators—would not exist. These talented individuals would be distributed across other technological and creative industries.

  • Different Regional Tech Hubs: Regions with strong gaming industry presence, like Montreal, Tokyo, Seoul, and parts of Northern California, would have developed different economic profiles. Countries like Poland and Ukraine, which established significant game development sectors in the 2010s, would have pursued different paths to technology sector growth.

  • Redirected Technology Investment: The billions of dollars invested annually in game development and gaming technology would have flowed to other sectors. Enterprise software, business applications, and specialized industrial technologies might have received greater investment and talent focus.

Expert Opinions

Dr. Henry Patterson, Professor of Digital Media History at Stanford University, offers this perspective: "The absence of video games would have created a profound 'imagination gap' in computing history. Games were the first way many people experienced computers as something other than business tools—they humanized the digital experience. Without games driving home computing adoption and pushing graphics capabilities forward, we might have seen computing remain a more specialized, less ubiquitous technology. The personal computing revolution might have still happened, but it would have been more gradual and possibly less transformative for everyday life."

Professor Mei Zhang, Chair of Technological Economics at MIT, theorizes: "Video games have served as a crucial technological accelerant in our timeline, creating mass markets for advanced graphics processing, complex simulation algorithms, and networked interactive experiences years before these technologies would otherwise have found commercial applications. Without games, technologies like virtual reality, real-time graphics rendering, and even aspects of artificial intelligence would likely be decades behind their current state. The economic impact would extend far beyond entertainment—everything from architectural visualization to self-driving cars relies on simulation technologies that were refined through gaming applications."

Dr. Carlos Ramirez, Cultural Anthropologist specializing in digital communities at the University of California, Berkeley, suggests: "The communal aspects of gaming have provided crucial templates for online social interaction that shaped the internet as we know it. Without MMORPGs and other online games creating virtual 'third places' where people could gather, collaborate, and develop complex social norms in digital spaces, our conception of online community might be radically different. Social media might have evolved as more utilitarian platforms rather than immersive social spaces. The absence of gaming might have resulted in a digital landscape with fewer participatory elements and more passive consumption patterns, similar to how we experienced pre-internet broadcast media."

Further Reading