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SAE Magazine 13-3

120 PRODUCTION & KNOW HOW // RE-DISCOVERING THE MACHINE T he history of games is a fascinating one. Breakthroughs include the Persians invent- ingcheckersandbackgammonaround5,000 years ago . Fast forward to 1769 there was another milestone in the shape of the Turk Chess Automaton a fake chess playing machine invented by Hungarian engineer, Baron Wolfgang von Kempelen. Used in Europe for decades it allowed people to pit their chess playing skills against a machine. It may have been later exposed as a hoax - the Turk was a puppet controlled by another human from a secret compartment - but this device was a seminal moment in gaming. Today we have taken the way we play against machines and interact with non-humans on to imaginative new levels. However we owe a lot to the likes of Spanish civil engineer Leonardo Torres y Quevedo, who in 1912 built a chess playing robot. An early example of Artificial Intelligence in the games sector. But an even more important breakthrough came in during the dawn of electronics in 1958 when physi- cist William Higinbotham created the videogame Tennis for Two. Just over a decade later console game Pong fromA was now a vogue, a produ Video games have conti embedded into our culture For many, having played hood, gaming represents than the joy of playing. Along with other life exp helped shape our identitie As adults, it is almost impo hood or adolescence witho old video games. Our friends played the sa circles where determined or arcade duels. People say that in this ge skills to interact with tech ship with technology is imp When we watch a mov fictional character is an ou Along with experiences, p helped shape o

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