
This chapter covers the evolution of video games from their origins to the present day. It explores key milestones in video game history, such as the creation of the first interactive electronic games in the 1940s, the introduction of consoles like the Atari and the Nintendo Entertainment System (NES), and the rise of 3D gaming and massively multiplayer online games (MMOGs). Additionally, it touches on the development of the Freemium business model, which allows players to access games for free but generates revenue through in-game purchases. The document also highlights the educational potential of serious games, emphasizing how games can be used to raise awareness about environmental conservation and other important issues.
Key sections include:
This unit aims to provide a foundational understanding of how video games have evolved and their impact on culture and business models, as well as their potential as tools for education and awareness.
Bibliography:
James D. Ivory (20159, A Brief History of Video Game . https://www.taylorfrancis.com/chapters/edit/10.4324/9781315736495-1/brief-history-video-games-james-ivory?context=ubx&refId=8534dfb0-aeec-4835-9485-6341408f7c17
Wilkinson, Phil. (2016). A Brief History of Serious Games. 10.1007/978-3-319-46152-6_2. https://www.researchgate.net/publication/308902377_A_Brief_History_of_Serious_Games
A History of Serious Games https://www.slideshare.net/roger.smith/a-history-of-serious-games
Wilkinson, P. (2016). A Brief History of Serious Games. In: Dörner, R., Göbel, S., Kickmeier-Rust, M., Masuch, M., Zweig, K. (eds) Entertainment Computing and Serious Games. Lecture Notes in Computer Science(), vol 9970. Springer, Cham. https://doi.org/10.1007/978-3-319-46152-6_2
“The Video Game Explosion: A History from PONG to PlayStation and Beyond” by Mark J. P. Wolf1.
The importance of play as a key element:
“Video Games for Well-Being: A Systematic Review on the Application of Computer Games for Cognitive and Emotional Training in the Adult Population” by Federica Pallavicini, Ambra Ferrari, Fabrizia Mantovani, Riccardo Massa2.
Milestones in the history of video games and the five eras of video games:
“An Annotated Bibliography For Video Game Studies” by an unknown author1.
“List of books about video games” at Wikipedia3.
“Books on Video Game History” at Goodreads4.
Massively Multiplayer Online Games (MMOGs):
“History of massively multiplayer online games” at Wikipedia5.
“Massively Multiplayer Online Games.” by Federica Pallavicini, Ambra Ferrari, Fabrizia Mantovani, Riccardo Massa6.
“Massively-Multiplayer Online Bibliography” at Wikimedia7.
“History of Massively Multiplayer Online Games” at bücher.de8.
Evolution towards the Freemium business model:
“Paid and Free Digital Business Models Innovations in the Video Game Industry” by Myriam Davidovici-Nora9.
“The use of serious games in science education: a review of selected empirical research” by an unknown author10.
Overview of the video game industry and the importance of training for the video game industry:
“THE CREATIVE INDUSTRIES: THE VIDEO GAME INDUSTRY AND ITS INFLUENCE ON SOCIETY” by Isabel Martínez Oñate11.
“An Annotated Bibliography For Video Game Studies” by an unknown author1.
“Dissertations / Theses: ‘Video games industry'” in Grafiati12.
“The Video Games Textbook | History • Business • Technology” by Brian J. Wardyga13.
The Educational Power of Serious Games:
“Game design elements of serious games in the education of medical and healthcare professions: a mixed-methods systematic review of underlying theories and teaching effectiveness” by Alexandra Aster, Matthias Carl Laupichler, Saskia Zimmer, Tobias Raupach14.
“Serious Games and Game-Based Learning” at SpringerLink15.
“Universidade do Minho: Exploring the educational power of serious games” in Universidade do Minho16.
“The use of serious games in science education: a review of selected empirical research” by an unknown author10.
“A Systematic Review of the Use of Serious Games in Science Education” by an unknown author17.
