电子游戏
视频游戏文化
背景(考古学)
游戏开发者
奖学金
电影院
电子游戏设计
多媒体
计算机科学
博弈机制
繁荣
游戏研究
游戏设计
电子游戏开发
媒体研究
游戏中的回合、回合和计时系统
社会学
视觉艺术
艺术
历史
人工智能
法学
政治学
考古
工程类
环境工程
标识
DOI:10.1177/15554120231186634
摘要
This paper aims to create a shorthand for video game history – from video games’ infancy to the current subscription model that is dominating gaming. In this essay, I will apply the practices of historical media scholarship that have helped parse out television history (e.g., TV I, TV II, TV III, and TV IV) and film history (e.g., Cinema 1, 2, and 3.0) to define the various shifts in video game history. Gaming I represents the arcade and home system boom up until the 1983 video game Crash, Gaming II describes the post-Crash console period, and finally, Gaming III materializes due to the arrival of modern video game subscriptions. Rather than constructing an exhaustive account of video game history, this essay means to generate more studies on what video game history can mean in the context of the established academic studies on visual media.
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