In the first part we saw the beginnings of video games in the 50s and 60s and the 70s and early 80s which were characterised by the arcade machines and games. On 1983 an important crisis appears and marks the video games market in the USA. We enter the third stage of this video games history with the apparition of the personal computers. On 1981, IBM PC appears and marks an important point, as computers appear at homes and so everyone can have a certain capacity of calculation for some things, such as video games. On 1982, COMMODORE 64 appears with great quality-price possibilities regarding other computers that begin to appear at the time such as Apple. This computer had a great success in the USA. Some companies appear and start to develope software and video games thanks to the appearance of those computers, such as Electronic Arts, which starts to develop computer video games on 1983. On 1984 the IBM/AT computer appears, with the advanced 16-bit processor, CGA screen 320x200 and some sound limits, which makes its video games sounds simple and repetitive. Some examples of those video games are Sokoban or Tetris. Sokoban is a game which consists on pushing hay bales to the correct warehouse, and Tetris, which we will , talk on later is a puzzle. 1985 is an important year for Nintendo as they release Super Mario Bros, a platform game designed by Shigeru Miyamoto which will have a huge success. At first it is released for the Famicom consola, but later it will be released in many other consolas and devices. On the right-side figure we can see the character's evolution, going from the first pixellated character to the most detailed graphics in the end, very close to the computers' evolution. On the left side, we can see a screenshot from one of the first Mario games. 1988 defines a 4th consola generation, the 16-bit: Super Nintendo Entertainment System or SEGA Megadrive, this Nintendo consola used cartridges as well and the commandments have a better design on the buttons as well as some joystick pads. We can see that on the Super Nintendo Entertainment System there is the pad at the left which is the predecessor for the joystick pad. On 1989 the first portable consoles appear, which makes playing possible not only at home but anywhere out. Nintendo appears, launching products such as Game Boy, and Atari presents the consola Lynx, which has little success. On 1984 Tetris appears. It is a very particular game created in the 80s by Aleksei Pajtinov in the Sciences Academy of Moscow, and it is developed both for arcade machines and consolas and personal computers. On the right side we have a picture of its creator in a conference he gave at the Autonomous University of Barcelona two years ago. The early 90s are characterised by the appearance of 3D graphics with a good resolution and the CD devices. Se empiezan a generar géneros diferentes de videojuegos, and some graphic adventures appear, as well as strategy games such as Lemmings or Dune, and the first shooters like Doom, which is the image on the left side. The CD appears as an important format, and many platforms use this method for their games, such as Sega Mega CD. 1994 is the fifth consola generation, which goes from 2D graphics to 3D graphics and as important consolas there are Sega Saturn, Sony Playstation o Nintendo 64. Sega Saturn had an important success in Japan but it had a small number of games. Sony PlayStation is a strong bet from Sony in the video games market and it has a very important technologic power. It is presented as a multimedia center, as it can play films only with a CD and it's easy to program, which leads to a lot of piracy on its games. Nintendo 64 is a cartridge consola which updates all the famous Nintendo sagas in all platforms, incorporating all them in this new platform, and it is the second best consola after Sony Playstation. The sixth generation is characterised by the three consolas we have here: Sony PlayStation 2, Nintendo Gamecube and Microsoft Xbox. Sony PlayStation 2 incorporates the DVD technology with cinema graphics, it is a multimedia center and it has retrocompatibility with PSOne games. It is also an important step in a technological level, as it is a very powerful consola. Nintendo Gamecube has its own mini DVD format, which prevents its games from being pirated, but this small device carries less capacity and so less complexity in its games. Microsoft makes an important deal on the video games market presenting Microsoft Xbox. It has a very powerful hardware to try to compete with Sony's capacity. Enterprises such as Sega and Ubisoft take part on the design and creation of online games and in Europe and the USA it's the second most sold consola after PlayStation 2. The seventh consola generation appears during 2005, 2006 and 2007. On 2005 the first consolas of this generation starts with Sony PlayStation 3, Microsoft Xbox 360 and Nintendo Wii. Sony keeps betting for an important calculation power as it is a very powerful hardware and it includes HD graphics and Blu-Ray technology with a great capacity, which provides a great storage capacity in games. It incorporates online contents to make online games possible. Microsoft Xbox 360 also includes high definition graphics and online games through its platform Xbox Live, and it is the number two on sales in the USA and Europe. Nintendo introduces its Nintendo Wii as an important innovation due to its wireless commandment Wii remote and has a great quantity of social games but the graphic quality is lower than the one from Microsoft and Sony. It's a best seller mainly because of its wireless controller. On 2010 Microsoft bets on its integration presenting its device Kinect, which is an infrared camera which obtains depth information and allows the user to be able to interact without a commandment using only the own body through the arms and legs, and with this depth camera it can detect the different body components so that the system can understand what kind of interaction the user wants through those positions. At first it has a lot of success in the Xbox 360 platform, however the device has been used mostly for educative video games or some other uses such as investigation in PC platforms and its use and purchase by the Microsoft platforms users has decreased, but it is a very important device as it is one of the first to use a technology which later will be used in other ambits. On 2004 the portable consolas appear inside the 7th generation where Nintendo and Sony compete for this market. Nintendo presents a device with two screens, one of them tactile and this touch screen characteristic presents a new way to interact with the video games through a light pen or even with the fingers. The games it presents have a wide age range from kids to adults. This device sells much more units than its rival Sony PSP. Sony PSP, as many Sony devices has a big multimedia capacity but it is a device focused to a more adult public and so are its video games. On 2007 the appearance of platforms such as iTouch, iPhone or iPad makes a significant change in all the calculus, the information processment and the software market in general. Those devices allow us to have a calculus capacity in our pockets, not only home but anywhere. They are tactile devices, which brings them to a new use, a new public. The first games to appear in those devices are simple games, as the technology is new and not very powerful. Those games have a new kind of player, casual and unexperienced, and the games are downloaded from the internet, which creates a new way of making business from video games: the coin business model appears, so that the game can be bought at a low price or even for free, and the users have to buy the accessories or expansions after they get the game. Those devices allow their games to be less complex than the platform games, so the developing groups are smaller, more reduced, with much shorter developing times and little costs. 2013 is the beggining of our current consolas generation, the 8th, which basically consist on Microsoft Xbox One and its device Kinect 2, Sony PlayStation 4 and Nintendo Wii U. Both Xbox One and PlayStation 4 are in the powerful devices race for experimented and demanding users and they have a great catalogue full of high-quality productions. Big companies such as Ubisoft, Electronic Arts, etc. develop very realistic products on those platforms. They still keep potentiating the online and social community games to play in those consolas. Nintendo offers another type of consola more according to its precedents: a less powerful one -so that it has a lower cost- incorporating a second screen apart from the main one integrated in the controller. In this slide we show a comparison between the two platforms more powerful currently which are Xbox One and PlayStation 4. Here we can see the comparison between characteristics such as processing cores, operations per second in teraFLOPS, millions of operations per second, and the storage capacity. In this Youtube link you can find an interesting video we have found which is a comparison between the graphic levels of four video game platforms, two from Sony and two from Microsoft which are the most powerful currently, tested through the game Grand Theft Auto V. Let's look at the quality of the lights and details some platforms can offer us. We see the future in three different aspects, which are the devices evolve which provide the player a better immersion in the game, either in a sensorial way such as Oculus Rift glasses, either by technologies such as virtual reality and augmented reality which help to this immersion. In this case, in the image at the right we can see an application of an object in augmented reality in the game Invizimals based on default cards in which some graphic elements are superposed to the real image. Technology has evolved really fast and surprising the player with new aspects of the technology gets harder and harder, as technology advances. However, we think that design, gameplay, the game idea will be the innovation nowadays in the industry as the current technology offers us this capacity of surprising the player, which also gets harder and harder. The appearance of different devices, consolas and computers has opened the chance of new video games business models, such as the Free-to-play, the Premium, etcetera. So, to sum up, the video games history is relatively short, since it is recent, and it has been really close to the computers' evolution. This evolution, this difusion of the video games industry and this media impact it has had has made people talk about the video games as the 10th Art of the humanity, along with the sculpture, the painting, the cinema, which is the 7th art, and the comics, which are the 9th art, immediately before video games. The spread of tablets and mobile phones has opened a video game market composed by smaller developing groups with simpler controls and smaller deadlines and costs. We think that the video games future will bring a bigger sensorial inversion in which the surprise should be because of the concept, not the video game, and that there are other aspects to explore in a sensorial level, such as the touch or the smell, and in these last slides you can see the references of the different products shown in this third module of the course, both from products and links. And here we have the bibliographic references we have used to show you this history. As you can see we have given a lot of details because we think that they are very important to mark the different goals achieved in the video games history. We hope you liked it and that you will go deep into the ideas we have shown to you.