There is no single "first" — the definition of "video game" (electronic, display, interaction, program) evolved. Here are the milestone candidates:
Cathode-Ray Tube Amusement Device (Thomas T. Goldsmith Jr. & Estle Ray Mann, Patent US 2,455,992). Analog circuits, CRT beam, overlay targets. Knobs control "missile." Not a computer program.
Tennis for Two (William Higinbotham, Brookhaven National Lab). Oscilloscope (analog computer). Side-view tennis, gravity, wind. Public demo. First action game, first physics, first controller (knob+button).
Spacewar! (Steve Russell et al., MIT, PDP-1). Two ships, gravity star, hyperspace, multiplayer. Distributed via DECUS. First influential, portable, hackable game.
Computer Space (Nolan Bushnell / Ted Dabney, Nutting Associates). Spacewar clone, fiberglass cabinet, TV monitor. Commercial failure (too complex).
Pong (Atari, Allan Alcorn). Simple, fun, profitable. Launched industry.
Magnavox Odyssey (Ralph Baer). Analog, overlays, cartridges = jumper boards. No CPU. 350k sold.
| Milestone | Title | Year | Key Fact |
|---|---|---|---|
| Electronic Patent | CRT Amusement Device | 1947 | Analog, not programmed |
| Computer Game | Bertie / OXO | 1950/52 | Vacuum tube / Stored program |
| Video Game (Raster) | Tennis for Two | 1958 | Oscilloscope, physics, controller |
| Digital Computer Game | Spacewar! | 1962 | PDP-1, multiplayer, modding |
| Commercial Arcade | Computer Space | 1971 | First sold |
| Hit Arcade | Pong | 1972 | Industry birth |
| Home Console | Magnavox Odyssey | 1972 | First home |
Consensus: Tennis for Two (1958) = First "video game" (raster, real-time, physical interaction). Spacewar! (1962) = First *digital* video game culture.