Summary
Contents
Subject index
The aim of this book is to satisfy the need for a single accessible textbook which offers a broad introduction to the range of literatures and approaches currently contributing to digital game research. Each of the chapters outline key theoretical perspectives, theorists, and literatures to demonstrate their relevance to, and use in, the study of digital games.
A History of Digital Games
A History of Digital Games
Introduction
The history of digital games is filled with experimentation and innovation. As each new electronic device, such as the valve, silicon circuit, television, radio and so forth was invented, so the inclination of many researchers and users was to seek out whatever entertainment value could be had from the new technology. Thankfully, many older video games are playable today either through purchase on online auction houses or retro gaming companies, on updated versions on contemporary machines or through emulation software or websites. Video games have been available for (depending on where you take the starting point) between 35 and 50 years and so a rich and often subjective history has accumulated.
This chapter weaves a course through ...
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