Archives de catégorie : Articles / Papers

Introduction: Geemu, media mix, and the state of Japanese video game studies

Volume 5, Issue 1, December 2015 PDF Version Martin Picard & Jérémie Pelletier-Gagnon Université de Montréal / University of Alberta It is safe and true to say that Japan’s contribution to the development of the video game industry is undeniable. Nevertheless, despite the impact of games and franchises such as Super Mario Bros. (Nintendo, 1985-), […]

Space Odyssey: The Long Journey of Spacewar! from MIT to Computer Labs Around the World

Devin Monnens, Martin Goldberg Abstract Although Spacewar! is credited with inspiring the arcade videogame industry, little is recorded about the game outside its origins. It has been assumed that Spacewar! spread rapidly between computer labs and across computer platforms, but no systematic survey of its actual distribution and use has ever been attempted. Based on […]

Reconstructing WARRIOR: Vectorbeams, Natural Magick & Business Intrigue

Thomas H. Rousse Abstract Warrior, a two-player fighting game released by Vectorbeam/Cinematronics in 1979, represents an early pinnacle of integration between analog and digital displays in the history of arcade gaming and a terminal point for vector monitor technology.  This article examines the business intrigue around Warrior, its adaptation of the “Pepper’s Ghost” optical illusion, […]

Remembering Repton: an alternative history of co-creativity in 1980s Britain

Alison Gazzard Abstract This article explores some of the histories of player creativity in the 1980s through the inclusion of early level editors in games. Drawing on Huhtamo’s (2011) media archaeological framework of tracing “alternative histories” the article will trace the histories of level editors in games created for the BBC Micro through the case […]

From Importers to Designers and Publishers: How Distributors and Computer Stores Helped Shape the French Video Game Industry

Colin Sidre Abstract The birth of the French videogame industry, focused on microcomputers, is generally considered to have taken place in 1983, when France shifted from an import industry – importing mainly from the United States – to a creative industry. Distributors and particularly microcomputer retailers, as the first companies established in France, played a […]

Du rôle des sociétés de distribution et des boutiques de micro-informatique dans la naissance de l’industrie vidéoludique française

Colin Sidre Résumé L’année 1983 est généralement considérée comme celle de la naissance de l’industrie vidéoludique française, autour de la micro-informatique. Elle sanctionne le passage d’une industrie d’importation, essentiellement depuis les États-Unis, à une industrie de création. Les distributeurs et surtout les boutiques de micro-informatique, en tant que premières structures implantées sur le territoire, sont […]

History of Japanese Video Games

John Szczepaniak Abstract The history of Japanese video games is poorly documented outside of Japan. Writings in English often focus exclusively on console history, specifically with a preference for Nintendo. Despite the Japanese game culture being highly influential on games around the world (and vice versa), there is a scarcity of English-language interviews with Japanese […]

Introduction : For a cultural history of video games

Jonathan Lessard, Martin Picard, Carl Therrien   In spite of preservation and accessibility issues, the history of video games has become a topic of interest for a growing community of scholars and museum curators around the world. In Digital Play (2003), Stephen Kline, Greig de Peuter and Nick Dyer-Witheford invited us to understand video games […]

Introduction : Pour une histoire culturelle du jeu vidéo

Jonathan Lessard, Martin Picard, Carl Therrien   Malgré les problèmes d’accessibilité et de préservation, l’histoire du jeu vidéo est devenue un intérêt de recherche pour une communauté grandissante de chercheur(e)s universitaires et de commissaires à travers le monde. Dans Digital Play (2003), Stephen Kline, Greig de Peuter et Nick Dyer-Witheford nous proposaient de comprendre le […]

The Ends of History and the Tyranny of the Algorithm

Stephen Kline Simon Fraser University             Section 1: On Writing Video Game History In his sequel to the hitchhikers guide to the galaxy, Douglas Adams (1980) described the ideal place where media historians can go for a night out on the town. It is called Milliway’s, the Restaurant at the […]

The Construction of Civilization

Eric Kaltman University of California, Santa Cruz   Introduction The approach here is not a comprehensive history of Sid Meier’s Civilization series. I have little interest in reciting a general account of the series’ development or the early history of its developer Microprose, the company founded by Bill Steele and Sid Meier. My purpose is […]

Unrepresented and Under-represented Video Game History

Mark J. P. Wolf Concordia University, Wisconsin   We present history as narrative to examine cause and effect, action and consequence, and the way these shape the subject of that history.  Without these, what is the point of history? The desire for narrative structure influences research; one looks for connections between events, influences, motivations, shared […]

Interview with Warren Spector

Conducted by Carl Therrien Carl Therrien: In 2007, the Library of Congress made a significant move to integrate video games in their collection. Through a project set forth by Henry Lowood, ten video games were selected to be part of the “game canon.” New games are now added to the collection more systematically; game publishers […]

Arcade-Style Game Design – Pinball’s Connections to Coin-Op Videogames

Christopher Lee DeLeon Georgia Institute of Technology (1) One of the three main traditions applied to the study videogames within the humanities is the history and analysis of board games, card games, or games like Dungeons & Dragons. While by no means representing the totality of the authors’ research and methods, books including this angle […]

Looking at the history of video games through the prism of ludicisation processes

Sébastien Genvo Université de Lorraine   Serious games, news games and persuasive games show that games today permeate numerous other spheres of activity previously considered as separate from the gaming sphere, thus reciprocally blurring the definition of what a game actually is. It seems clear that the characteristics and dichotomies which are habitually used to […]

The Casual Revolution of… 1987: Making adventure games accessible to the masses

Jonathan Lessard Concordia University   1. Talkin’ about a revolution At the turn of the 21st century, the video game industry became increasingly interested in catering to so-called « casual gamers”—that is players interested in easily accessible games requiring limited time, effort and expertise. In his book on the phenomenon, Jesper Juul (2010) has termed “Casual […]