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The earliest digital games emerged out of laboratories and research centers in the 1960s and 1970s. The intertwined histories of Nolan Bushnell's Computer Space and Pong illustrate the transition from these "university games" to accessible entertainment and educational games as well as the complicated historical relationship among the arcade, computer, and… (More)
War games are simulations combining game, experiment and performance. The U.S. Department of Defense (DoD) has been the primary proponent of war game design since the 1950s. Yet, commercial game designers produced many of the ideas shaping the design of military simulations, both before and after the advent of computer-based games. By the 1980s, the seeds… (More)
The Importance of the Topic Now that the Pong and Pac-Man generations have aged and few Stanford undergraduates can remember a world without Mario, computer games have suddenly grown up. It is a good time to think about the place of games among media and how we can preserve their history. Many would argue that the " medium of the video game " (the title of… (More)
Let me say right off that I have no problem with critical attention to game design. It's just that I find the creativity of players more interesting, how they use computer games as platforms for creating their own games, narratives, texts and performances. So what I would like to do today is talk about why some players of computer games play for other… (More)
The collection of articles in this volume takes the history of computer games seriously. The topics run the gamut from early computer games to recent game platforms.
Over the last four decades, electronic games have profoundly changed the way people play, learn, and connect with each other. Despite the tremendous impact of electronic games, however, until recently, relatively few programs existed to preserve them for future generations of players and researchers. Recognizing the need to save the original content and… (More)