Video Game History
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Recent papers in Video Game History
Artykuł jest poświęcony polemice z duńskim badaczem gier Jesperem Juulem w kontekście zjawiska porażki w grach cyfrowych. Analizując dwie różne wersje francuskiej gry Infernal Runner (stworzone w 1985 roku zarówno przez Yves'a Kortę i... more
Extensive literature underlines the importance to critically examine the phenomenon of game classification. In computer games magazines of the 1980 decade, the combination of "action", "arcade," or "real-time" with "strategy" is quite... more
This article highlights some of the challenges one has to face when promoting video games in multiple countries. Those issues were divided in three basic groups: language challenges, cultural differences and legal aspects. Each group is... more
Despite numerous publications about the history of digital games in the United States and Japan, there are few studies which aim to explore the past European trends in game design. For example, the French gaming industry remains unknown... more
Negli ultimi cinquant’anni il videogame ha ridefinito il concetto di intrattenimento nella nostra società e il suo mercato è diventato uno dei più creativi e importanti del mondo, ma per molti aspetti è un mondo ancora sommerso. Questo... more
https://www.editorialreus.es/libros/los-e-sports-como-deporte/9788429020526/ Extracto del libro "Los e-Sports como ¿deporte? Análisis jurídico y técnico-deportivo de su naturaleza y los requisitos legales exigidos", de Javier Rodríguez... more
This book is about the three identities of the videogame, the gamer, and Game Studies. I write that there are no definitive truths but rather discourses and constructions; ideas, actions, beliefs, and practices related to videogames are... more
Nowadays, that videogames are an Art, a cultural production and conjunction of several Art forms, is just considered fact by many authors. But, what I try to achieve through this article, which is directly linked to my research project... more
Questo libro ha due obiettivi correlati: individuare, dagli anni Settanta fino ai giorni nostri, alcuni aspetti della serialità narrativa all’interno dei videogiochi destinati alle piattaforme casalinghe, e parallelamente individuare quei... more
An examination of Davey Wreden's video games, The Stanley Parable (2013) and The Beginner's Guide (2015) and how they challenge the idea of free will in the medium.
My doctoral thesis on video games and Fine Arts. You can read the rest of my doctoral thesis through here: http://digibug.ugr.es/handle/10481/49414#.Wp_aFHyCFle It is in Spanish though, accessible where the .pdf file is hosted (down in... more
This paper addresses the lack of solid historical information concerning early computer game sales and preferences. Two consistent data series from the magazines Softalk and Computer Gaming World (CGW) are analyzed to give an overview of... more
Chapter 5 begins the second part of the book, “Scary Monsters (and Super Creeps).” Whereas the first part focused on the sensational address and direct stimulation of the horror viewer, gamer, and browser, the second half focuses on... more
Johnson examines “bullet hell” or “danmaku” games, and unpicks their relationships to Eastern and Western gaming cultures, and competitive and non-competitive gamers. He first traces the genre’s history and its subsequent spread from... more
Se la storiografia del videogioco sta transitando dai circoli di appassionati e collezionisti all'accademia, perdendo forse il fascino da camera delle meraviglie, ma acquistando rigore scientifico e attendibilità storica, le molte storie... more
This essay describes two different phenomena: action games, understood as a genre of games in which the player’s sensori-motor skills prevail over his cognitive activity, and a general theory of action-taking in context of the... more
Videogames were once made with a vast range of tools and technologies, but in recent years a small number of commercially available 'game engines' have reached an unprecedented level of dominance in the global videogame industry. In... more
En los 90 se escriben las primeras historias del videojuego. Allí se estabilizan una serie de determinismos que reducen la producción discursiva del videojuego a un mero efecto de un estado tecnológico y, en menor medida, socioeconómico.... more
Following the Great Exhibition at the Crystal Palace in 1851, the V&A created a space for applied arts centered on industry and design, a space that serves as a conscious foil to traditional fine arts museums. Curators Marie Foulston and... more
Videogame history is not just a history of one successful technology replacing the next. It is also a history of platforms and communities that never quite made it; that struggled to make their voices heard; that aggravated against the... more
Abstract—For over three decades, the public has been led to believe that one video game’s popularity nearly crippled a nation’s supply of coinage. As intriguing, amazing, and unbelievable as this story might seem, the facts simply do not... more
Early citation version "Homo Ludens", rok 2013 http://ptbg.org.pl/HomoLudens/ Niniejszy plik zawiera tekst przyjęty do publikacji w piśmie "Homo Ludens" (po recenzjach i pracy redakcyjnej), w wersji do wczesnego cytowania. W ostatecznej... more
The purpose of this research is to demonstrate how the pattern of play technologies follows the patterns of play types in developmental psychology. This research provides an overview of dominant theories in developmental psychology and... more
By any benchmark-economic, mind-share, cultural impact, etc.-video games are now a ubiquitous and important element of modern culture. Aft er decades in the social and commercial wilderness, games are taken as seriously as anything "fun"... more
The article examines three tools used for hobbyist game development in 1990s Japan: the Dezaemon series of user-customizable shoot 'em up games, the RPG Tsukūru (RPG Maker) series of tools for creating Japanese-style role-playing games... more
Though they have often been marginal, female video game characters have been present, even playable, from the early days of the industry. From Metroid’s Samus Aran (1986) to Lara Croft (1996) to Aloy from Horizon Zero Dawn (2017), this... more
Published by the MIT Press in the "Platform Studies" series, this is a book about the Super Nintendo Entertainment System that is not celebratory or self-congratulatory. Most other accounts declare the Super NES the undisputed victor of... more
Much of the research and literature about the still young history of video games has been conducted following a cult of celebrity mostly concerned with highlighting American and Japanese perspectives. Considering that technological... more
By the end of the 1980s, Nintendo was broadly synonymous with video games, and Nintendo’s default mascot, Mario, was the prototypical video game character—essentially the face of console gaming at a time in which video games were surging... more
Lien de ma chaîne YouTube : https://www.youtube.com/channel/UCbVubs_4mYkf09LJUHcMLIA Mémoire de recherche de Master. L'étude porte sur l'évolution de la représentation de la figure chevaleresque dans le jeu vidéo, avec une mise en... more
There can be few other words in the English language that inspire such scepticism as “interactivity.” However, this article starts from a qualitatively different perspective reasserting interactivity as a useful concept with specific... more
In this chapter I look over the many different futuristic economies that games have portrayed, the structures and architectures that emerged from them and what they show us about the potential of the computer game – as opposed to the... more
A Multimethod Approach to Creating a Game-Design Framework Pertaining to Players' Mental Health
Forfatteren af dette speciale har foretaget en kvalitativ undersøgelse, hvor 9 spillere af gamle spil, også kaldet retrogamere, er blevet interviewet om deres motivationer for at spille gamle spil, hvordan de spiller dem og hvor laenge.... more
From gaming consoles to smartphones, video games are everywhere today, including those set in historical times and particularly in the ancient world. With successful series such as “Assassin’s Creed” or “Civilization” selling millions of... more
Video games are increasingly becoming an important media today, despite the light connota-tion of its initial categorization. Today they are an industry that produces billions of dollars and employs engineers and artists alike in an art... more
The goal of this article is to provide a conceptual framework to better understand digital games in learning and creative contexts through the dimensions of play, design, and participation. This framework can be used as a guiding tool for... more
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this... more
The first case study compares contemporary indie game scene and the shareware game scene of the 1990’s. This two moments in video game history share interesting institutional resemblance: (1) willingness to bypass intermediaries, (2)... more
ii genre vidéoludique : le survival horror. Cette étude de cas témoigne de l'applicabilité plus large de la pragmatique des effets génériques, et de la récursivité des questions de genre entre le jeu vidéo, la littérature et le cinéma.
While the world of casual gaming currently revolves largely around smart phones and social networks the marked start of this phenomenon is often perceived to have been signaled with Nintendo’s introduction of its motion controlled Wii... more
This paper reveals an affective and nostalgic foundational component of the “Japanese Role-Playing-Game (JRPG)” video game genre through an investigation of its history and use as seen on gaming blogs, forums, and videos. As a result of... more
This paper proposes to examine in particular the use of games in the teaching of History, featuring both analog when digital games. To this end, we start from a theoretical and conceptual approach to the games in education and culture.... more