How Games Predicted the Technology We Use Today
Look closely at older games and you find, scattered through their worlds, technologies that did not yet exist but now fill our lives, devices we carry, systems we rely on, interfaces we take for granted.

Look closely at older games and you find, scattered through their worlds, technologies that did not yet exist but now fill our lives, devices we carry, systems we rely on, interfaces we take for granted. Games have long imagined future technology, sometimes predicting it with startling accuracy and occasionally inspiring the people who built it. Here is how games predicted the technology we use today, and what that reveals about the relationship between imagination and invention.
Devices we now carry
Games imagined handheld, connected devices, personal gadgets that did everything, long before smartphones existed. The all-in-one personal device, communicating, informing, and controlling, appeared in game worlds decades before it sat in everyone's pocket. This prediction, a single connected device at the centre of daily life, was remarkably accurate, and games helped make the idea feel natural and inevitable long before the technology arrived to make it real.
Talking to machines
Games featured voice-controlled computers and talking assistants long before voice technology worked in reality. Players issued spoken commands to game systems and conversed with artificial helpers, imagining an interface that has only recently become real in our homes. This prediction, that we would one day simply speak to our technology, was a staple of game worlds, normalising the idea of the voice assistant years before it became an everyday device.
Screens everywhere
Games imagined worlds saturated with screens and displays, information surfaces on every wall and device, long before our own world filled with them. The vision of ubiquitous screens, dynamic and connected, was common in game futures. This prediction, of a world mediated by screens everywhere, has largely come true, and games rendered that future vividly, imagining the screen-filled environments we now actually inhabit before they existed outside the game.
The connected everything
Games imagined a world where everything was connected and controllable, devices, environments, systems all networked and responsive, anticipating the connected technology spreading through homes today. The vision of a fully networked environment, everything talking to everything, appeared in games long before it became a real ambition. This prediction, of pervasive connectivity, was prescient, and games explored both its appeal and its risks before the technology arrived to raise them for real.
Interfaces we now use
Games imagined interfaces, gestures, touchscreens, augmented displays, that have since become real ways we interact with technology. The intuitive, physical interfaces of game futures anticipated how we would come to control our devices. This prediction, of natural and gestural interfaces replacing buttons and keys, has substantially come true, and games helped imagine and popularise ways of interacting with technology that later became the real interfaces we use every day.
Games as inspiration
Beyond predicting, games sometimes inspired the technology that followed, as people who grew up imagining these futures in games went on to build them. The engineers and designers who create real technology were often shaped by the visions games gave them. This influence, games as inspiration for real invention, means the prediction was sometimes self-fulfilling, as a generation raised on game futures set about making those futures real in the technology they built.
Imagining the downsides too
Games predicted not just the technology but its downsides, imagining the surveillance, dependence, and loss of privacy that pervasive technology might bring. The cautionary visions of game futures anticipated real concerns we now grapple with. This prediction, of technology's darker consequences, was valuable foresight, and games explored the risks of the connected future, the costs alongside the conveniences, before the real technology forced those questions upon us.
Making the future feel normal
Perhaps games' greatest role was normalising future technology, letting people experience and grow comfortable with ideas before they became real, so that the actual arrival felt natural. By letting players live with imagined future technology, games prepared the ground for its real adoption. This function, making the future familiar before it arrived, smoothed the path for real technology, as people embraced devices and interfaces they had already come to understand through games.
Why games see ahead
Games predict technology well because they are spaces of imagination unconstrained by present limits, free to explore what might be before it is possible. This freedom to imagine lets games run ahead of reality, envisioning futures that invention later catches up to. The reason games so often see ahead is that they are, by nature, laboratories of the possible, where the technology of tomorrow can be imagined, explored, and normalised long before it can be built.
Imagination becoming reality
Games predicted the technology we use today, the connected devices, the voice assistants, the ubiquitous screens, the networked environments, through their freedom to imagine the future and their power to make it feel real. Sometimes they merely anticipated invention and sometimes they inspired it, but always they helped us imagine and prepare for the technology to come. That so much game imagination became reality reveals the deep link between envisioning a future and building it.
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