video games history essay

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Video Game History

By: History.com Editors

Updated: October 17, 2022 | Original: September 1, 2017

Nintendo game consoles In Japan circa 1992

Today, video games make up a $100 billion global industry, and nearly two-thirds of American homes have household members who play video games regularly. And it’s really no wonder: Video games have been around for decades and span the gamut of platforms, from arcade systems, to home consoles, to handheld consoles and mobile devices. They’re also often at the forefront of computer technology.

The Early Days

Though video games are found today in homes worldwide, they actually got their start in the research labs of scientists.

In 1952, for instance, British professor A.S. Douglas created OXO , also known as noughts and crosses or a tic-tac-toe, as part of his doctoral dissertation at the University of Cambridge. And in 1958, William Higinbotham created Tennis for Two  on a large analog computer and connected oscilloscope screen for the annual visitor’s day at the Brookhaven National Laboratory in Upton, New York .

In 1962, Steve Russell at the Massachusetts Institute of Technology invented Spacewar! , a computer-based space combat video game for the PDP-1 (Programmed Data Processor-1), then a cutting-edge computer mostly found at universities. It was the first video game that could be played on multiple computer installations.

video games history essay

HISTORY Vault: Game Changers: Inside the Video Game Wars

Brought to life by Academy Award-winning director Daniel Junge, this is the untold story of the personal battles that gave rise to the multibillion-dollar video game industry.

Dawn of the Home Console

In 1967, developers at Sanders Associates, Inc., led by Ralph Baer, invented a prototype multiplayer, multi-program video game system that could be played on a television. It was known as “The Brown Box.”

Baer, who’s sometimes referred to as Father of Video Games, licensed his device to Magnavox, which sold the system to consumers as the Odyssey, the first video game home console, in 1972. Over the next few years, the primitive Odyssey console would commercially fizzle and die out.

Yet, one of the Odyssey’s 28 games was the inspiration for Atari’s Pong , the first arcade video game, which the company released in 1972. In 1975, Atari released a home version of Pong , which was as successful as its arcade counterpart.

Magnavox, along with Sanders Associates, would eventually sue Atari for copyright infringement. Atari settled and became an Odyssey licensee; over the next 20 years, Magnavox went on to win more than $100 million in copyright lawsuits related to the Odyssey and its video game patents.

In 1977, Atari released the Atari 2600 (also known as the Video Computer System), a home console that featured joysticks and interchangeable game cartridges that played multi-colored games, effectively kicking off the second generation of the video game consoles.

The video game industry had a few notable milestones in the late 1970s and early 1980s, including:

  • The release of the Space Invaders arcade game in 1978
  • The launch of Activision, the first third-party game developer (which develops software without making consoles or arcade cabinets), in 1979
  • The introduction to the United States of Japan’s hugely popular Pac-Man
  • Nintendo’s creation of Donkey Kong , which introduced the world to the character Mario
  • Microsoft’s release of its first Flight Simulator game

The Video Game Crash

In 1983, the North American video game industry experienced a major “crash” due to a number of factors, including an oversaturated game console market, competition from computer gaming, and a surplus of over-hyped, low-quality games, such as the infamous E.T. , an Atari game based on the eponymous movie and often considered the worst game ever created.

Lasting a couple of years, the crash led to the bankruptcy of several home computer and video game console companies.

The video game home industry began to recover in 1985 when the Nintendo Entertainment System (NES), called Famicom in Japan, came to the United States. The NES had improved 8-bit graphics, colors, sound and gameplay over previous consoles.

Nintendo, a Japanese company that began as a playing card manufacturer in 1889, released a number of important video game franchises still around today, such as Super Mario Bros. , The Legend of Zelda , and Metroid .

Additionally, Nintendo imposed various regulations on third-party games developed for its system, helping to combat rushed, low-quality software. Third-party developers released many other long-lasting franchises, such as Capcom’s Mega Man , Konami’s Castlevania , Square’s Final Fantasy, and Enix’s Dragon Quest (Square and Enix would later merge to form Square Enix in 2003).

In 1989, Nintendo made waves again by popularizing handheld gaming with the release of its 8-bit Game Boy video game device and the often-bundled game Tetris . Over the next 25 years, Nintendo would release a number of successful successors to the Game Boy, including the Game Boy color in 1998, Nintendo DS in 2004, and Nintendo 3DS in 2011.

The First Console War

Also in 1989, Sega released its 16-bit Genesis console in North America as a successor to its 1986 Sega Master System, which failed to adequately compete against the NES.

With its technological superiority to the NES, clever marketing, and the 1991 release of the Sonic the Hedgehog game, the Genesis made significant headway against its older rival. In 1991, Nintendo released its 16-bit Super NES console in North America, launching the first real “console war.”

The early- to mid-1990s saw the release of a wealth of popular games on both consoles, including new franchises such as Street Fighter II and Mortal Kombat , a fighting game that depicted blood and gore on the Genesis version of the game.

In response to the violent game (as well as congressional hearings about violent video games), Sega created the Videogame Rating Council in 1993 to provide descriptive labeling for every game sold on a Sega home console. The council later gives rise to the industry-wide Entertainment Software Rating Board, which is still used today to rate video games based on content.

In the mid-1990s, video games leaped to the Big Screen with the release of the Super Mario Bros. live-action movie in 1993, followed by Street Fighter and Mortal Kombat over the next two years. Numerous movies based on video games have been released since.

With a much larger library of games, lower price point, and successful marketing, the Genesis had leapfrogged ahead of the SNES in North America by this time. But Sega was unable to find similar success in Japan.

The Rise of 3D Gaming

With a leap in computer technology, the fifth generation of video games ushered in the three-dimensional era of gaming.

In 1995, Sega released in North America its Saturn system, the first 32-bit console that played games on CDs rather than cartridges, five months ahead of schedule. This move was to beat Sony’s first foray into video games, the Playstation, which sold for $100 less than the Saturn when it launched later that year. The following year, Nintendo released its cartridge-based 64-bit system, the Nintendo 64.

Though Sega and Nintendo each released their fair share of highly-rated, on-brand 3D titles, such as Virtua Fighter on the Saturn and Super Mario 64 on the Nintendo 64, the established video game companies couldn’t compete with Sony’s strong third-party support, which helped the Playstation secure numerous exclusive titles.

Simply put: Sony dominated the video game market and would continue to do so into the next generation. In fact, the Playstation 2, released in 2000 and able to play original Playstation games, would become the best-selling game console of all time.

The Playstation 2, which was the first console that used DVDs, went up against the Sega Dreamcast (released in 1999), the Nintendo Gamecube (2001), and Microsoft’s Xbox (2001).

The Dreamcast—considered by many to be ahead of its time and one of the greatest consoles ever made for several reasons, including its capability for online gaming—was a commercial flop that ended Sega’s console efforts. Sega pulled the plug on the system in 2001, becoming a third-party software company henceforth.

Modern Age of Gaming

In 2005 and 2006, Microsoft’s Xbox 360, Sony’s Playstation 3, and Nintendo’s Wii kicked off the modern age of high-definition gaming. Though the Playstation 3—the only system at the time to play Blu-rays—was successful in its own right, Sony, for the first time, faced stiff competition from its rivals.

The Xbox 360, which had similar graphics capabilities to the Playstation 3, was lauded for its online gaming ecosystem and won far more Game Critics Awards than the other platforms in 2007; it also featured the Microsoft Kinect, a state-of-the-art motion capture system that offered a different way to play video games (though the Kinect never caught on with core gamers or game developers).

And despite being technologically inferior to the other two systems, the Wii trounced its competition in sales. Its motion-sensitive remotes made gaming more active than ever before, helping it appeal to a much larger slice of the general public, including people in retirement homes.

Towards the end of the decade and beginning of the next, video games spread to social media platforms like Facebook and mobile devices like the iPhone, reaching a more casual gaming audience. Rovio, the company behind the Angry Birds mobile device game (and, later Angry Birds animated movie), reportedly made a whopping $200 million in 2012.

In 2011, Skylanders: Spyro’s Adventure brought video games into the physical world. The game required players to place plastic toy figures (sold separately) onto an accessory, which reads the toys’ NFC tags to bring the characters into the game. The next few years would see several sequels and other toy-video game hybrids, such as Disney Infinity , which features Disney characters.

The 8th generation of video games began with the release of Nintendo’s Wii U in 2012, followed by the Playstation 4 and Xbox One in 2013. Despite featuring a touch screen remote control that allowed off-TV gaming and being able to play Wii games, the Wii U was a commercial failure—the opposite of its competition—and was discontinued in 2017.

In early 2017, Nintendo released its Wii U successor, the Nintendo Switch, the only system to allow both television-based and handheld gaming. Microsoft released its 4K-ready console, the Xbox One X, in late 2017, and followed up in 2020 with the Xbox Series X and Series S. In 2020, Sony released the Playstation 5, a successor to Playstation 4. 

With their new revamped consoles, both Sony and Microsoft currently have their sights set on virtual reality gaming, a technology that has the potential to change the way players experience video games.

‘Spacewar!’ The story of the world’s first digital video game. The Verge . The First Video Game? BNL . The Brown Box, 1967–68. Smithsonian . Inventor Ralph Baer, The ‘Father Of Video Games,’ Dies At 92. NPR . The Video Game Revolution. PBS . Video Game History Timeline. Museum of Play . The Surprisingly Long History of Nintendo. Gizmodo . How Tetris Helped Game Boy Take Over the World. Gizmodo . How Sonic Helped Sega Win the Early 90s Console Wars. Kotaku . Sega and Nintendo Console War: Greatest Moments. Prima Games . Angry Birds Maker Rovio Reports $200 Million In Revenue, $71 Million In Profit For 2012. Business Insider . Here’s who won each console war. Venturebeat . The History Of Gaming: An Evolving Community. TechCrunch . The History of Video Game Consoles. TIME .

video games history essay

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Open Access Te Herenga Waka-Victoria University of Wellington

A History of Video Games

This research begins with the premise that while video-games have become a pervasive cultural force over the last four decades, there is still a dearth of educational and historical material regarding the emergence of video game home consoles and their content. Games have an extensive history, dating back to early radar displays and oscilloscopes of the 1960s (Tennis for Two, 1958) and early home video game consoles of the 1970s (Magnavox Odyssey, 1972). From the JAMMA (Japanese Amusement Machine and Marketing Association) arcade standard of the 80s to the high powered processors of Sonys PS4, video games have come a long way and left a wealth of audio-visual material in their wake. Much of this material, however, is archived and engaged within a traditional manner: through text books or museum exhibitions (Games Master, ACMI 2015). Through interactive design however, this data can be made easily comprehensible and accessible as interactive data-visualisation content. This design research project explores processes of data visualization, interactive design and video game production to open up video game history and communicate its developmental stages in a universally accessible manner. Though there has been research conducted utilising game engines for visualizations in other fields (from landscape architecture to bio-medical science) it has rarely been used to visualize the history of gaming itself. This visualization (utilising the Unreal Engine and incorporating historical video content) creates an accessible preservation and catalogue of video game history, and an interactive graphical interface that allows users to easily learn and understand the history of console development and the processes that lead video games to their current state.

Copyright Date

Date of award, rights license, degree discipline, degree grantor, degree level, degree name, anzsrc type of activity code, victoria university of wellington item type, victoria university of wellington school, usage metrics.

Theses

  • Computer gaming and animation

CC BY-NC-ND 4.0

Video Game History: Overview From the 1990s to Nowadays Essay

The 1990s in the gaming genre in general can be characterized by the introduction of several home consoles, which gradually transferred games from sprite-based to polygon –based graphics. In the racing genre it can be stated that the major hits in this decade, with a few exception were ports from the arcades. A few notes can be stated regarding the racing games in this decade. Many of the genre-changing games were introduced simultaneously in one year, while there are years that lacked exceptional titles. Thus, the list will not be on a game per year basis, rather than notable games in general in the period from 1990 to 1999.

Stunts (also known as 4D Sports Driving) – 1991

 Stunts

Usually referred to as Stunts, this game was published by Brøderbund/Mindscape and was first released on personal computers in 1990. The game was rereleased on other platforms such as NEC and Amiga. As the title implies, Stunts is a racing games that focuses on performing stunts. Being an unusual aspect for the racing genre, it nevertheless was not its main characteristic. The game was characterized by polygon graphics, great controls, a variety of customization options, and what is most important a map editor that allowed players to make their own tracks (“4D Sports Stunt Driving Review,” 2010).

Virtua Racing (1992)

Virtua Racing

Virtua Racing by Sega can be seen as an important turning point for the racing genre, specifically in terms of 3 dimensional graphical concepts. The game was first released on arcade machines, and it took almost 3 years for the title to be transferred on home consoles. The game was a formula 1 racing game, and was fully polygonal at the time. The game was introduced as a simulator of driving experience, which also brought a multiplayer experience, allowing players to compete within the location in which the machines were placed.

Ridge Racer (1993-1994)

Ridge Racer

Ridge Racer by Namco was a racing game which was famous for its arcade controls, rather than realistic driving experience. The twin date in the title refers to the date the game was introduced to arcade machines as well as the date it was transferred to consoles which popularized the game (IGN Staff, 1995). In addition to arcade car behavior, the game was also famous for its beautiful graphics at the time, with each game in the series being a launch title showing the capabilities of the console. It should be noted that promoting the graphical excellence of the game the arcade version is implied. Generally, the main aspect of the game is its focus on enjoying driving cars, rather than transferring realistic driving experience.

The Need for Speed (1994)

The Need for Speed

The significance of a game can be seen when it is a pilot of a long lasting series. The Need for Speed (the article was removed in subsequent titles) is an exemplary case in that matter. The game was developed by Electronic Arts Canada, and was first introduced on the console 3DO, although the popularity came when the game was released on personal computers a year later. The main genre changing attribute in this game can be seen through the introduction of real driving characteristics of cars, which made each one distinguishable from the other. A characteristic important for the series in general is the selection of real top luxury cars to drive. Another important characteristic is the inclusion of exotic locations in the game.

Daytona USA (1993-1994)

Daytona USA Arcade

Daytona USA was a NASCAR like racing game developed by Sega and released on arcade machines in 1993 and 1994 in Japan and North America respectively. The features exclusive to the arcade versions which made the game popular include fast speeds, realistic racing perspective with arcade behavior, and powerful force feedback that allowed players to feel the road with their cars (Sega, 2009).

Sega Rally Championship (1995)

Sega Rally Championship

Sega Rally Championship is a racing game developed by Sega for arcade machines, which was later ported to their console Sega Saturn. The game, in addition to being the first rally game by Sega, can be distinguished by the main characteristic of allowing players to feel different surfaces. Such differences could be felt by the player through the way the car was controlled, as well as physically in the arcade version (RadioSEGA, 2010).

TOCA Championship Racing (1997)

TOCA Championship Racing

Toca Touring Car Championship is a game developed by Codemasters for Playstation and personal computers. The game can be seen as the leader in the racing genre until Gran Turismo came up. The main characteristic of the game defining characteristic of the game is a large number of licensed cars with real physics as well as a close to real representation of cars’ destruction (Ryan Mac Donald, 1998).

Need for Speed III (1998)

Need for Speed III: Hot Pursuit

The third installment of the Need for Speed Series is a game of the racing genre which was developed by Electronic Arts Canada. The game was released on two platforms, Playstation and personal computers. All the characteristic elements of the genre were present, such as exotic cars, arcade controls, and great music. The genre changing element that popularized the game was the introduction of the pursuit mode, as it can be implied from the title. Such mode allows players to race with police cars while avoid being caught by them.

Gran Turismo (1997-1998)

Gran Turismo

Gran Turismo is a racing game by Polyphony Digital which was released in 1997 and 1998 in Japan and North American respectively. The main characteristics of the game were genre defining at the time. Additionally the following games in the series are still considered influential. The characteristics include high levels of realism, real life tracks, a large selection of licensed real life cars, and enormous tuning options (Gamespot Staff, 1998).

Gran Turismo 2 (1999)

 Gran Turismo 2

Gran Turismo 2 (1999) by Polyphony Digital might not a genre changing game like its predecessor; it nevertheless, started a trend witnessed in all the following games in the series, which is more of everything. The number of vehicles included in the game was record breaking, reaching more than 400 cars.

4D Sports Stunt Driving Review. (2010). Gamershell.com . Web.

Car Games Reviews. (2010). Ridge Racer. Car Games Reviews . Web.

Gamespot Staff. (1998). Gran Turismo . Gamespot .

IGN Staff. (1995). Ridge Race (Playstation). IGN . Web.

Leadbetter, D. (1994). STUNTS from Broderbund / 4D SPORTS DRIVING from Mindscape . Ibiblio .

RadioSEGA. (2010). Sega Rally Championship. Radio Sega . Web.

Ryan Mac Donald. (1998). TOCA Championship Racing. GameSpot . Web.

Sega. (2009). Daytona USA. Sega Amusement USA . Web.

SEGA F1 Virtua Racing arcade game . (2009).

Taruc, N. (1999). Gran Turismo 2 . Gamespot .

Varner, J. (2996). Need for Speed. Game Spot .

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IvyPanda. (2022, July 28). Video Game History: Overview From the 1990s to Nowadays. https://ivypanda.com/essays/video-game-history-overview/

"Video Game History: Overview From the 1990s to Nowadays." IvyPanda , 28 July 2022, ivypanda.com/essays/video-game-history-overview/.

IvyPanda . (2022) 'Video Game History: Overview From the 1990s to Nowadays'. 28 July.

IvyPanda . 2022. "Video Game History: Overview From the 1990s to Nowadays." July 28, 2022. https://ivypanda.com/essays/video-game-history-overview/.

1. IvyPanda . "Video Game History: Overview From the 1990s to Nowadays." July 28, 2022. https://ivypanda.com/essays/video-game-history-overview/.

Bibliography

IvyPanda . "Video Game History: Overview From the 1990s to Nowadays." July 28, 2022. https://ivypanda.com/essays/video-game-history-overview/.

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When Playing Video Games Becomes a History Lesson

On campuses across the country, professors are putting historically based games into the classroom

Ted Scheinman

Senior Editor

A scene from Assassins Creed

“Okay, class, for tonight’s history homework you’ll be playing ‘Assassin’s Creed.’” What might sound like a slacker’s dream assignment is finding new respect in academia, spurred on by a University of Kansas historian who says video games are crucial to the “creation of public knowledge of the past” and belong in the classroom.

Andrew Denning, an associate professor, notes that the increasing sophistication of history-based titles and the growing number of scholars who grew up on video games (Denning, 38, is one) are softening higher education’s distrust of the activity; a University of Tennessee course centers on the “Red Dead Redemption” series, wherein players explore turn-of-the-century America. The level of detail relayed by a game “far outstrips that of a historical monograph,” Denning argues in a recent paper published in the American Historical Review.

Some game companies are now striving for maximal accuracy, even hiring historian consultants. “The new edition of Oregon Trail has referred to scholars of Native America,” Denning tells me. Here are six other games that may find their way onto a syllabus.

Assassin’s Creed, Ubisoft

None

Attentat 1942, Charles Games

None

Crusader Kings, Paradox Development Studio

None

Battlefield, EA DICE

None

1979 Revolution: Black Friday, iNK Stories

None

Brothers in Arms, Gearbox Software

None

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Ted Scheinman is a senior editor for Smithsonian magazine. He is the author of Camp Austen: My Life as an Accidental Jane Austen Superfan .

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Video games could be serious tools for historical research

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One of the extraordinary consequences of computer modeling techniques is that they make it possible to simulate various real-world phenomena in fantastic detail.

Computer fluid dynamics, for example, has largely replaced the use of wind tunnels in many applications. Social-network simulations have changed the way we understand traffic jams and crowd control as well as the spread of fake news and infectious diseases. And many games, such as the Grand Theft Auto series, Second Life, and many others, re-create the real world in ways that allow players to experiment with alternate realities.

But while this phenomenon has had a huge influence on science, its impact on the humanities—and in particular on the study of history—has been less marked. Which creates something of an opportunity for enterprising historians. Various computer games simulate past events in ever-increasing detail, allowing players to better understand the forces at work and explore alternative histories.

video games history essay

Could this kind of computational history change the way we understand the past and the lessons it holds for us today?

Today we get an answer thanks to the work of Mehmet Sükrü Kuran at Abdullah Gul University in Turkey and a couple of colleagues. These guys have developed an undergraduate history course in which students use historical computer games to better understand their subject.

The process is straightforward. Over the last four years, Kuran and co have incorporated a variety of computer games into their history course to determine which best stimulate discussion and improve student understanding.

The course covers three ages in history: the Middle Ages, focusing on the Great Schism in the Christian world and the Sunni-Shia split in the Islamic world; the early modern age, including the Industrial Revolution; and the modern age, essentially the two 20th-century world wars.

Kuran and co experimented with a number of games, including  Sid Meier’s Civilization series by Firaxis games, the Total War series by the Creative Assembly, and the Grand Strategy games such as Crusader Kings II, Europa Universalis IV, and Hearts of Iron IV by Paradox Interactive.

Each module in the course began with a learning and discussion session, followed by an introduction to the chosen game. Students were given certain goals to achieve in the game on their own and then asked to write about their experience by comparing it with other sources of historical information.

After two years, Kuran and co decided that one game series was clearly better for learning purposes. “The games from Grand Strategy series provided the most comprehensive experience due to their level of detail, high historical accuracy, and versatility on modeling different cultures and nations,” they say.

So they continued their course using the Crusader Kings II game to help study the medieval period, Europa Universalis IV to help study the early modern to industrial ages, and Hearts of Iron IV to study the early to mid 20th century.

After each session, the students had to write a 500-word blog post about their experience. Then they chose one era to specialize in and wrote a 3,000-word essay on the research they undertook.

Kuran and co list a wide range of advantages for the students in this form of teaching. For example, the game play gave students a much better understanding of global geography and its political and economic implications for trade routes and military supply chains.

The games also taught students about the complex interactions between economic, religious, technological, political, and cultural forces, which play a crucial role in all societies. In particular, the students learned how societies were different in the past and how this affected outcomes. That change from viewing events from a modern point of view to viewing them from a historical point of view is crucial. “This change of perspective greatly increases their understanding of certain historical key events,” say Kuran and co.

The games also gave students a better experience. “Most of the students report that learning history through a video game has a critical immersive component,” say the team. That leads to better recollection and analysis of events.

Kuran and co are clearly convinced that games can play an important role in understanding history. “Although it requires some effort to set up such a blended world history course, we observe the gains outweigh the challenges and allow for a more deep and immersive learning experience,” they say.

It's not hard to see why students might enjoy and benefit from such an approach. But this is clearly just the start. The ability to simulate the past with increasing detail could be of huge value to historians themselves. Data points in history are often sparse and inaccurate, so historians have to fill in the gaps. Computer models are ideal for testing hypotheses and assessing whether they fit with known data points.

Of course, there is a huge difference between game series like Civilization and Grand Strategy and proper scientific simulations. Not least of these is that games are black-box systems affording little or no insight into how they work or how they model events. That makes them hard to assess from an evidence-based point of view.

A good model must allow researchers to control the parameters behind the simulation so that it can be fine-tuned and so that researchers have a clear view of how the input data is processed.

But with such an approach, good models have huge potential. In the same way that climate models allow scientists to explore different ways we can influence the climate, good models of history could help historians study alternative outcomes.

One interesting idea is that there are certain points in history when circumstances ensured that there could be only one outcome, regardless of how the relevant actors behaved. For example, in 1914 the world is widely thought to have been on the precipice of war; so much so that the supposed trigger for the conflict—the assassination of Archduke Ferdinand in Sarajevo in 1914—was inconsequential. Almost any act of international significance could have pushed Europe into war at that time.

But is that true? Computer models ought to be able to test this idea. And if it is true, how often throughout history have circumstances been such that no alternative outcomes were possible? How can we use this knowledge to prevent similar circumstances?

Readers of this blog will have been following the emergence of computational history as a discipline . Students are beginning to benefit. And a new breed of computational historian is surely set to emerge as well. The question now is how this new discipline will change the way we understand our past and use this newfound knowledge to benefit our future.

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Historians and Video Games: How the Profession Can Better Engage in Play

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James Coltrain, Historians and Video Games: How the Profession Can Better Engage in Play, Journal of American History , Volume 109, Issue 2, September 2022, Pages 494–502, https://doi.org/10.1093/jahist/jaac342

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The Journal of American History publishes regular reviews of digital history projects. The digital history reviews are edited by Jeffrey McClurken. Please contact him at [email protected] if you would like to suggest a digital history project for review or write a review. We also welcome comments on our review guidelines, which are available at http://jah.oah.org/submit/digital-history-reviews/. While this section of the Journal normally features 3–5 reviews of digital history projects, this issue contains just one extended review of a field. James Coltrain's essay serves as an introduction to video games, a genre of digital projects with massive audiences and significant potential impact on the ways that the public sees, understands, and even interacts with history. — Jeffrey McClurken, Contributing Editor

Whether the profession notices or not, video games annually account for a greater share of the history Americans consume. For years the video game industry has out-earned Hollywood, and e-sports now command audiences that rival the numbers who watch physical athletics. History-themed titles often top industry charts, with sales in the tens of millions, and even the modest number of units moved by small, independent (“indie”) releases are sometimes equivalent to a week's worth of book sales on the New York Times best-seller list. With those numbers, some games might be the most publicly consumed histories in any medium. Over ten thousand games are released each year on the personal computer platform Steam alone, and that store currently lists over 2,600 titles with the tag “historical.” It is no wonder many historians are interested in video games or are at least a little curious about them. This essay will consider the current state of video games for historians; examine what games with American settings have accomplished and what they might do in the future; and propose a set of guiding principles for teaching, researching, and even designing historical games. 1

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Essay on Video Games

Students are often asked to write an essay on Video Games in their schools and colleges. And if you’re also looking for the same, we have created 100-word, 250-word, and 500-word essays on the topic.

Let’s take a look…

100 Words Essay on Video Games

Introduction.

Video games are interactive digital entertainment platforms. They are played on devices like computers, consoles, or mobiles.

Types of Video Games

There are many types of video games. Some are educational, others are adventure-based or sports-themed.

Benefits of Video Games

Video games can improve hand-eye coordination, problem-solving skills, and strategic thinking. They can also be a fun way to relax.

Drawbacks of Video Games

Excessive gaming can lead to health issues like eye strain and lack of physical activity. It can also impact social skills if not balanced with real-world interactions.

Video games can be both beneficial and harmful. It’s important to play responsibly and maintain a healthy balance.

Also check:

  • 10 Lines on Video Games

250 Words Essay on Video Games

Video games, a form of interactive entertainment, have evolved dramatically from their rudimentary origins in the 1970s. They have penetrated almost every aspect of modern society, becoming a significant part of our culture and a powerful force in the entertainment industry.

The Evolution of Video Games

In their inception, video games were straightforward, consisting of basic graphics and gameplay. However, as technology advanced, so did the complexity and visual appeal of these games. Today, video games are immersive experiences, boasting high-definition graphics, complex narratives, and intricate gameplay mechanics.

The Impact on Society

Video games have a profound impact on society. They have transformed how we spend our leisure time, and have even created new professions, such as professional e-sports players and game developers. In addition, video games have educational potential, as they can develop problem-solving and strategic thinking skills.

Controversies and Criticisms

Despite their popularity, video games have attracted controversy. Critics argue that they promote violence, addiction, and social isolation. However, research on these issues remains inconclusive, and many argue that the benefits of video games outweigh potential negatives.

In conclusion, video games are a multifaceted phenomenon that has significantly influenced our culture and society. Despite criticisms, their popularity continues to rise, indicating their enduring appeal and potential for future growth. As technology continues to evolve, so too will video games, promising exciting developments for this dynamic medium.

500 Words Essay on Video Games

Video games, a form of digital entertainment that has dramatically evolved over the past few decades, have become a significant part of contemporary culture. They offer a unique blend of interactive storytelling, art, and technology, engaging players in a way that no other medium can. Video games are more than just a pastime; they are a platform for expression, learning, and innovation.

The history of video games is a testament to the incredible technological advancements of the late 20th and early 21st centuries. From the rudimentary pixel graphics of the 1970s to today’s immersive virtual reality experiences, video games have continuously pushed the boundaries of what is technologically possible. They have transformed from simple, solitary experiences into complex, social phenomena, connecting people from all walks of life.

The Impact of Video Games

Video games have a significant impact on society, influencing various aspects of our lives. They have revolutionized the entertainment industry, becoming a multi-billion dollar sector that rivals and often surpasses traditional media like film and music. Beyond entertainment, video games have found applications in education, healthcare, and even military training, demonstrating their versatility and potential.

The Benefits and Concerns

Despite the criticisms often associated with video gaming, such as addiction and violence, numerous studies have highlighted the potential benefits. Video games can improve cognitive skills, such as problem-solving and spatial awareness, and can also foster social interaction and cooperation when played in groups. They can serve as therapeutic tools, helping to manage conditions like anxiety and depression. However, it is essential to maintain a balanced perspective, acknowledging the potential risks and promoting responsible gaming.

The Future of Video Games

The future of video games is as exciting as it is unpredictable. With emerging technologies like virtual and augmented reality, artificial intelligence, and cloud gaming, the possibilities for innovation are limitless. Video games are poised to become even more immersive, interactive, and personalized, offering experiences that were once the stuff of science fiction.

In conclusion, video games are a dynamic and influential part of modern society, reflecting our culture, advancing technology, and impacting various aspects of our lives. They are a testament to human creativity and innovation, offering unique experiences that entertain, educate, and inspire. As we move forward, it is crucial to continue exploring the potential of video games, addressing the challenges they present, and harnessing their power for positive change.

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Video artwork of samurais

How student-designed video games made me rethink how I teach history

video games history essay

Professor of History, The University of Texas at Austin

Disclosure statement

Adam Clulow does not work for, consult, own shares in or receive funding from any company or organisation that would benefit from this article, and has disclosed no relevant affiliations beyond their academic appointment.

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Imagine you’re a young samurai in Japan in 1701. You have to make a difficult choice between an impoverished life in exile, or the prospect of almost certain death while trying to avenge the death of your dishonored lord. Which do you choose?

“ Ako: A Tale of Loyalty ,” a video game built in 2020, takes players along a difficult journey through early modern Japan filled with decisions like this one. It’s become an essential component of my classes on Japanese history, but it wasn’t developed by a professional game studio. Instead, it was created by a team of four undergraduate history majors with no specialized training.

Loading screen for black-and-white video game

Designing a video game may seem like a strange assignment for a humanities classroom, but as a professor who teaches a range of courses in East Asian history I have found that such exercises provide an engaging learning experience for students while also generating new educational content that can be widely shared.

The gaming revolution

Nearly two-thirds of American adults play video games, and that figure rises steadily each year. Fueled by stay-at-home orders and social distancing during the COVID-19 pandemic, global gaming sales rose to nearly US$180 billion in 2020.

Among university students, video games are utterly pervasive . When I ask my classes who consumes video game content, either as a player or via streaming services like Twitch , it’s rare that a single student’s hand is not raised.

Schools and colleges have rushed to respond to these trends. Programs like Gamestar Mechanic or Scratch help K-12 students learn basic coding skills, while many universities, including my own, have introduced game design majors to train the next generation of developers.

History professors, however, have been slower to embrace video games as teaching tools. Part of the problem is that the historical content contained within games is often, with some exceptions , repetitive and superficial.

Artwork from video game

While there are many games focused on Japanese history, for example, the majority reinforce the same tired image of the heroic warrior bound by the rigid code of “bushidō,” a code that scholars have shown had very little to do with the daily life or conduct of most samurai.

Designing humanities games

In 2020, I asked four undergraduate history majors to design a fully functional video game with a clear educational payoff built around a controversial episode in Japanese history.

I was motivated by two ideas. First, I wanted to move beyond a standard reliance on academic essays. While I still assign essays, many students find them fairly passive exercises which don’t stimulate deep engagement with a topic.

Second, I was convinced that university professors need to get into the business of producing games content. To be clear, we’re not going to design anything even close to what comes out of professional studios. But we can produce compelling games that are ready to be used both in colleges and – equally important – K-12 classrooms, where teachers are always looking for vetted scholarly content. A conventional academic essay is intended for just one person, the professor. But a video game produced by a group of committed undergraduates can be played by thousands of students at different institutions.

Video game artwork of two Japanese women

At first, I worried the task I had set was too big and the technological barriers too high. None of the four team members was enrolled in a video game design program or had specialized training. It quickly became clear that such fears were overblown.

The team decided to work on a visual novel game, a genre that originated in Japan and can best be described as interactive stories. The design process for such games is facilitated by programs such as Ren’Py , which streamline development.

Learning by design

The team’s first task was to design a believable central character. Successful games push players to emotionally invest in their characters and the choices they make. In the case of “Ako,” the design team created a young samurai named Kanpei Hashimoto who was grounded in the period but also easy to relate to as a young person struggling to find his way in a complex world.

From there, the team created branching storylines punctuated by clear decisions. In total, “Ako” has five possible outcomes depending on the choices a player makes. Numerous smaller decisions along the way open up additional ways to navigate the game.

The next step was dialogue. A typical academic essay is around 2,500 words, and students often complain about how difficult it is to fill the required pages. In contrast, the “Ako” team wrote over 30,000 words of dialogue. It required extensive research. What would a samurai family have eaten for breakfast? How much did it cost to buy a “kaimyō,” or posthumous Buddhist name, for a deceased parent? How long did it take to make the oiled paper umbrellas , called “wagasa,” that many poor samurai sold to survive?

Video artwork of monk

Finally, the students developed historically accurate artwork. The game has four chapters with 30 background images and 13 characters. Making sure everything was consistent with this period in Japanese history was a huge undertaking that stretched both me and the students.

Ultimately, the team learned more about samurai life and early modern Japan than any group of students I had worked with across a single semester. They read a dizzying array of books and articles while working and reworking the overall design, dialogue and artwork. And they succeeded in developing a fully functional video game that has already been used in other classrooms across the country.

Most importantly, I believe their experience provides a template for how student-designed video games can transform the humanities classroom.

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Essays About Video Games: Top 12 Examples and Prompts

Video games have revolutionized the way we have fun today. If you are writing essays about video games, check out our guide to inspire your writing.  

Few can contest the fact that video games have taken over the world. From the basic, almost “primitive” games of the 1970s like Pong to the mind-bending virtual reality games of the 2020s, they have been a source of entertainment for all. Moreover, they have proven quite profitable; countries like Japan and the United States have made tens of billions of dollars solely from the video game market.

Despite their popularity, much has been debated over the potentially harmful side effects that video games may have, particularly on children. One side argues that playing certain video games can lead to people exhibiting violence in the future, while others believe that video games teach players essential life skills. Regardless, they will continue to be a part of our lives for the foreseeable future. 

For engaging essays about video games, read the essay examples featured below for inspiration.

1. What electronic games can teach us by Kendall Powell

2. designers are imagining video games without guns by keith stuart, 3. playing video games all summer won’t make you feel worse by nicole wetsman, 4.  violent video games bad by andrea newman.

  • 5. ​​The health effects of too much gaming by Peter Grinspoon

Writing Prompts For Essays About Video Games

1. video games: good or bad, 2. the benefits of video games, 3. what is your favorite video game, 4. do video games cause people to become violent, 5. video games in your life, 6. video games vs. traditional games, 7. is the video game rating system enough.

“In other studies, researchers found that gamers who trained on Tetris were better at mentally rotating two-dimensional shapes than those who played a control game. Students who played two hours of All You Can E.T., an educational game designed to enhance the executive function of switching between tasks, improved their focus-shifting skills compared with students who played a word search game.”

Powell explains a few possibilities of applying video games to education. As it turns out, certain video games can improve players’ skills, depending on the mechanics. Researchers are inspired by this and hope to take advantage of the competitive, motivational nature of gaming to encourage children to learn. New games are designed to help kids improve their focus, coordination, and resilience, and game designers hope they will succeed. 

“Imagine a game where you’re a war reporter seeking to capture the most iconic, representative images in a battle environment: You’d still get the sense of peril that audiences expect from action adventures, but your relationship with the environment would be more profound. It would be Call of Duty from the perspective of a creative participant rather than a violent interloper.”

The graphic nature of some video games is said to make kids violent, so it is only natural that some creators try to change this. Stuart writes that it is possible to maintain the fun that shooter-type games induce without using guns. He gives examples of games where you do not kill your enemy, simply stunning or capturing them instead. He also suggests photography as an alternative to killing in a “shooting” game. Finally, he suggests basing video games around helping others, making friends, and doing more peaceful, creative tasks.

“Any role video games play in skewing well-being that did pop up in the study was too small to have a real-world impact on how people feel, the authors said. People would have to play games for 10 more hours per day than their baseline to notice changes in their well-being, the study found.”

Wetsman counters the widespread belief that video games “destroy your brain.” Research done with a sample of 39,000 players over six weeks has shown that whether one plays video games for long or short periods, their mental health is not impacted much. There are some exceptions; however, there are not enough to conclude that video games are, in fact, harmful.

“Some people believe that the connection between violent games, and real violence is also fairly intuitive. In playing the games kids are likely to become desensitized to gory images;which could make them less disturbing, and perhaps easier to deal with in real life. While video games aren’t about violence their capacity to teach can be a good thing.”

In her essay, Newman writes about the supposed promotion of violence in some video games. However, she believes this violence does not cause people to be more aggressive later. Instead, she believes these games expose children to certain atrocities so they will not be traumatized if they see them in real life. In addition, these games supposedly promote connections and friendships. Finally, Newman believes that these “harmful” can make you a better person.

5. ​​ The health effects of too much gaming by Peter Grinspoon

“Gamers need to be educated on how to protect their thumbs, wrists, and elbows, their waistlines, their emotional state, their sleep, and their eyes. Simple education around taking breaks, stretching, eating healthy snacks, and resting and icing your thumb, wrist, or elbow when it starts hurting can address injuries early, before they become significant. For the eyes, gamers can try the 20-20-20 rule: every 20 minutes, try to look at something 20 feet away for 20 seconds.”

Grinspoon discusses both the benefits and the health risks of gaming. Video games allow people to interact with each other remotely and bond over specific missions or tasks, and some research shows that they have cognitive benefits. However, some gamers may develop vision problems and hand and wrist injuries. Gaming and “staring in front of a screen the whole day” is also associated with obesity. Overall, Grinspoon believes that gaming is best done in moderation.

Looking for more? Check out these essays about hobbies .

Many parents believe that their children’s “bad behavior” is because of video games. Based on your experience and others, decide: are video games good or bad for you? Make sure to read viewpoints from both sides and write an essay based on your position. Would you encourage others to play video games? Discuss these pros and cons for an interesting argumentative essay.

Like anything else, video games have both positive and negative aspects. Explain the good that video games can do for you: the skills they can equip you with, the lessons they can teach, and anything else. Also, include whether you believe their benefits outweigh the disadvantages they may pose. 

For your essay, write about your favorite video game and why you chose it. What is its meaning to you, and how has it affected your life? Describe the gameplay mechanics, characters, storyline, and general impact on the gaming community or society. You can write about any game you want, even if you have not played it; just ensure the content is sufficient.

Many claim that playing violent video games can make you violent in the future. Research this phenomenon and conclude whether it is true or not. Is the evidence sufficient? There are many resources on this topic; support your argument by citing credible sources, such as news articles, statistics, and scientific research.

Video games have been a part of almost all our lives. Recall a treasured experience with video games and explain why it is significant. How old were you? Why do you remember it fondly? How did this experience make you feel? Answer these questions in your own words for an exciting essay.

Essays About Video Games: Video games vs. Traditional games

There are stark differences between video and traditional games, such as board games and card games. For an engaging essay, compare and contrast them and write about which is more entertaining, in your opinion. Be creative; this should be based on your own opinions and ideas.

The video game content rating system is used to classify video games based on their appropriateness for specific ages. However, parents complain that they are not strict enough and allow the display of violent content to children. Explore the criteria behind the rating system, decide whether it needs to be changed or not, and give examples to support your argument.

If you are interested in learning more, check out our essay writing tips !

Tip: If writing an essay sounds like a lot of work, simplify it. Write a simple 5 paragraph essay instead.

video games history essay

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Video Game Addiction: History and Future Implications

Introduction.

Video games are arguably the most popular form of entertainment among the youth today. Generally, males play more than females, although this trend has been shifting in the last decade (Lopez-Fernandez et al., 2019). The video game industry is an interesting topic to study since it is filled with extensive inventions and changes. However, the main reason why I am interested in the field of video game addiction is because of the huge knowledge gap that exits between what is known and what should be known. Today many stakeholders have contradictory opinions about the future of video games and their impacts on those already addicted. Literature shows that a few minorities of the players are negatively impacted by prolonged play. Studies are yet to be done on the effects of the game played, the future of video gaming addiction, and the best prescriptions for those affected. This study will describe the history of video games and video game addiction, including the current state, use that knowledge to predict the future of the problem, and prescribe the best way to handle the issue.

Literature Review

Video game addiction has become a common topic of discussion in popular culture and has drawn the attention of many researchers. Over the last two decades, there have been a lot of empirical studies comparing gaming addiction and overall habits of people compared to preceding decades, i.e. (Lopez-Fernandez et al., 2019). This has resulted in many books, articles, and scholarly research articles being written about the topic. Some significant fields on video game addiction that scholars have had a deep interest in are as to if video game addiction is a disorder, treatment of video game addiction, and differences between online video games and regular games. The association between video game addiction and other forms of addiction, such as pornography and drug use, has also been studied widely. Some authors have also been critical of using the term addiction when describing the excessive consumption of video games.

History of Video Games and Video Games Addiction

Before the 1970s.

Video games have a short history, from the early 1950s when computer scientists began to write simple codes to do simple simulations. One of the earliest video games to be created were Bertie the Brain, Nimrod, and Tennis for two (Carpenter, 2022). Spacewar, the first video game to gain a worldwide audience, was created by the Massachusetts Institute of Technology (MIT) in the early 1960s. Video games failed to achieve the desired popularity in the 1960s because of the inadequacy of programmers and mainly scarcity of computer resources. However, in the following decade of the 1970s, the situation changed drastically with the development of high-level programming languages such as BASIC and C (Chatley et al., 2019). A look at the history of programming reveals that students could also share their programs with other students and developers because of the availability of a standard programming environment developed by Bell Labs. This resulted in video games being available and developed in a manner that could attract clients.

During the 1970s

Video game popularity and addiction were not the only factors in improved tools development in the 1970s. IT had evolved, and more people had access to computers people used to play games. Indeed, studies reveal that computers were ten times better in features, speed, complexity, and design at the beginning of 1970 than at the beginning of the 1960s, i.e. (Staff, 2020). This made them attract a wide usage among video gamers who spend much time using them for entertainment. The development of two popular gaming consoles, Atari and Pong, was a significant defining moment for video games. The consoles were the first to raise an alarm that some people were spending too much time gaming. This opened up an extensive market for video games, and the number of companies producing video game consoles increased from 5 to 77 between 1975 and 1977 (Wills, 2019). These manufacturers marketed and advertised themselves by promising to transport the gamers into a new world, a promise they seemed to have achieved as more people continued to be hooked.

During the 1980s

Video games continued to grow in the 1980s and have surpassed pop music as the preferred form of entertainment in the country. According to “Gaming Alexandria” (2021), the game’s revenues from video game sales tippled from $ 300 million to $900 between 1979 and 1980. Therefore, it is no surprise that the first video game case appeared in psychological and psychiatric literature in this decade. Early scholars like Soper and Miller noted that video game addiction was like any other addiction since it exhibited the same behavioral characteristics. The cognitive behavior theory treatment was advocated for treating those affected with symptoms like lack of sleep, lack of interest in activities, and low social association with peers due to video games (Curwen et al., 2018). Studies done in the 1980s have a weakness since the focus is mainly on a narrow demographic of teenage boys at the time.

During the 1990s

The ’90s saw the transition of video games from two-dimensional raster graphics to 3D graphics, thanks to continuous innovation in graphics design. This shift led to the decline of gaming arcades which were popular before, with computer games and fifth-generation gaming consoles taking over. Software applications that could handle game programming were also manufactured during this period, including DirectX, which was later integrated into Microsoft windows. Researchers in this decade studied addictive behaviors by issuing self-reported studies, and the conclusions were weak since they used the same criteria used to analyze gambling for video games. Later studies have concluded that studies carried out during this period could have analyzed video game preoccupation rather than addiction.

The 2000s witnessed increased competition for dominance in the gaming industry, with Sonny’s PlayStation 2 being the market leader. Other competitors tried to push Sony out of the industry but, to date, remains the biggest seller of gaming consoles, with over 155 million consoles sold worldwide. A reason for the dominance was the PlayStation captivating games put in their system, including Grand Theft Auto and Fantasy X. Nintendo dominated handheld games before falling out after mobile game applications started to gain popularity in the mid-2000s. In this decade, studies revealed that video gaming addiction was not limited to male teenage boys alone, as games to fit other age groups and females were designed (Lopez-Fernandez et al., 2019). Given the weaknesses of studies done prior to 2000, it is hard to compare the effects of video game addiction before and after; therefore, only articles published in this decade and after could be used.

Many studies on the effects of video games were conducted in the period between 2010 and 2020. Irrespective of whether the person is addicted to the video games or not, studies in this period reveal that for a tiny minority who are hooked to video games, there are inevitable negative consequences, i.e. (Mathews et al., 2019; Nielsen & Kardefelt-Winther 2018). Stockdale and Coyne (2018) discovered common side effects of excessive video game addiction as suicidal thoughts, sexual idealization, rape mentality, anti-social behavior, poor overall health, and pornography addiction. Over 50 studies done during the 2010s found a likelihood for a person who is a game addict to have an anxiety disorder, panic attacks, dementia, school disorder, and attention deficit disorder. The clinical intervention was found to have a mitigating effect on the negative impacts caused by video game addiction (Stockdale & Coyne, 2018). However, going into 2020, the studies had not yet revealed the percentage of regular video game players who exhibited negative symptoms.

Present State of Video Game Addiction

Recent technological advancement has made video games the most preferred leisure activity, especially among teens. Farchakh et al. (2020), in their study, concluded that children spend an average of eight hours playing video games. One main reason why video games have become very popular is that, like drugs, they release dopamine, the feel-good hormone, when a person beats a particular level. Mathews et al. (2019) compare video game addiction to gambling addiction, saying that the two bring the same behavioral effects to the person addicted. Despite the topic attracting massive attention from both popular culture and scholars, many are still yet to agree whether video gaming addiction can be classified as a disorder or not. Indeed, two central bodies entrusted with doing such classification, the American Psychiatric Association (APA) and the World Health Organization, disagree on the issue. The World Health Organization intended to add video gaming disorder to its list of diseases (Mylona et al., 2020). However, APA is yet to classify video game addiction as a disorder, issuing a guideline that the field requires further study.

This Studies Original Contribution

Prediction of the future state of video game addiction.

The history and current state of video game addiction gives a clear idea where things will be in the coming years. The video game industry is expected to grow and become more sophisticated in the coming years. Newzoo’s Global Market Report (2021) predicts that the video gaming industry revenue is likely to hit $ 218.7 billion by 2024, with a sustained annual increase of 8%. If this projection is true, then the number of people addicted to video games will be higher. This will open up opportunities for data-driven studies as the data to choose from will be adequate. It will also offer scholars a chance to conduct more detailed studies to confirm if there is true video game addiction or if people are just addicted. If there is addiction, research will also have to be done to find the causes of this addiction. Psychiatrists will also have to be trained to handle people experiencing unique challenges associated with video game addiction. This study predicts that more scholars will discover video game addiction as a disorder and propose a mitigation procedure for those affected.

Prescription for Video Game Addiction

The literature and history of video games could be used to derive actual set of actions for stakeholders to use which is the main purpose of this study. A look at the history, current, and future state of video game addiction brings several insights that the stakeholders must know and apply. First, data has revealed that record keeping is essential in knowing and understanding the problem. As part of an ethical community, manufacturers of video games should be encouraged to monitor the number of hours a user spends playing, have a daily time limit and share the anonymous data of the players. Secondly, clinical experts must do robust, honest assessments of those affected and not confuse Video Game addiction with gambling or drug addiction. Third, relevant stakeholders should focus on lay emphasis on prevention and prevention treatment research. The responsibility for preventing video game addiction should not be left to manufacturers alone but should also include researchers and clinicians (Griffiths & Pontes, 2019). More studies on how to prevent video game addiction must be conducted to help the manufacturers.

The demographic most affected by video games are male children between 8 and 14 years. However, improvement to video game graphics and overall experience has made people of different ages and genders a part of the gaming community (Lopez-Fernandez et al., 2019). Initially, the parent’s role was mitigation measures toward controlling video game addiction. This method is now outdated, and scholars should seek to devise new mitigation measures to control addicts who are adults. Other effects associated with video game addiction are the objectification of people and increased violence displayed in the scenes. In the past, various regulative and legislative authorities have been keen to ensure these scenes are removed. However, popular games today still depict these scenes. Therefore, all people who game should be warned about not replicating the things they see in video games in their real lives. Lastly, video games, addicted or not, need to be informed that too much time on the gaming screens is harmful to their eyes, and this information should be made available to all.

Based on the history of video games and addiction in the past, one can conclude that video games continue to get better and more addictive to people, and thus mitigation measures are necessary. While many scholars have differing opinions as to what the effects of excessive video games are, it is clear that mitigations must be done even with limited knowledge. As literature has revealed, all gamers should be warned about the effects of gaming addiction. It is important for further study to be done to see if excessive video gaming could bring a positive impact on a person’s life.

Carpenter, J. S. (2022). Narrative games through the ages. IEEE Potentials , 41 (2), 39–43.

Chatley, R., Donaldson, A., & Mycroft, A. (2019). The next 7000 programming languages. In Computing and Software Science (pp. 250–282). Springer, Cham.

Curwen, B., Palmer, S., & Ruddell, P. (2018). Brief cognitive behavior therapy . Sage.

Farchakh, Y., Haddad, C., Sacre, H., Obeid, S., Salameh, P., & Hallit, S. (2020). Video gaming addiction and its association with memory, attention, and learning skills in Lebanese children. Child and Adolescent Psychiatry and Mental Health , 14 (1).

Griffiths, M. D., & Pontes, H. M. (2019). The future of gaming disorder research and player protection: What role should the video gaming industry and researchers play? International Journal of Mental Health and Addiction . Web.

Lopez-Fernandez, O., Williams, A. J., Griffiths, M. D., & Kuss, D. J. (2019). Female gaming, gaming addiction, and the role of women within gaming culture: A narrative literature review. Frontiers in Psychiatry , p. 10 . Web.

Mathews, C. L., Morrell, H. E. R., & Molle, J. E. (2019). Video game addiction, ADHD symptomatology, and video game reinforcement. The American Journal of Drug and Alcohol Abuse , 45 (1), 67–76. Web.

Mylona, I., Deres, E. S., Dere, G. D. S., Tsinopoulos, I., & Glynatsis, M. (2020). The impact of internet and videogaming addiction on adolescent vision: A review of the literature. Frontiers in Public Health , pp. 8 , 63.

Newzoo global games market report 2022 | Free Version . [online] Web.

Nielsen, R. K. L., & Kardefelt-Winther, D. (2018). Helping parents make sense of video game addiction. Video Game Influences on Aggression, Cognition, and Attention , 59–69. Web.

Staff, H. C. (2022). Computers in the 1970s . History-Computer. Web.

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Wills, J. (2019). Gamer nation: Video games and American culture . Johns Hopkins University Press.

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StudyCorgi. (2023, August 14). Video Game Addiction: History and Future Implications. https://studycorgi.com/video-game-addiction-history-and-future-implications/

"Video Game Addiction: History and Future Implications." StudyCorgi , 14 Aug. 2023, studycorgi.com/video-game-addiction-history-and-future-implications/.

StudyCorgi . (2023) 'Video Game Addiction: History and Future Implications'. 14 August.

1. StudyCorgi . "Video Game Addiction: History and Future Implications." August 14, 2023. https://studycorgi.com/video-game-addiction-history-and-future-implications/.

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Home — Essay Samples — Social Issues — Violence in Video Games — Video Games Don’t Cause Violence: Dispelling the Myth

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Video Games Don't Cause Violence: Dispelling The Myth

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Published: Sep 7, 2023

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The research on video games and violence, the diversity of video games, parental supervision and education, potential benefits of video games, conclusion: a nuanced perspective.

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Title: a survey on large language model-based game agents.

Abstract: The development of game agents holds a critical role in advancing towards Artificial General Intelligence (AGI). The progress of LLMs and their multimodal counterparts (MLLMs) offers an unprecedented opportunity to evolve and empower game agents with human-like decision-making capabilities in complex computer game environments. This paper provides a comprehensive overview of LLM-based game agents from a holistic viewpoint. First, we introduce the conceptual architecture of LLM-based game agents, centered around six essential functional components: perception, memory, thinking, role-playing, action, and learning. Second, we survey existing representative LLM-based game agents documented in the literature with respect to methodologies and adaptation agility across six genres of games, including adventure, communication, competition, cooperation, simulation, and crafting & exploration games. Finally, we present an outlook of future research and development directions in this burgeoning field. A curated list of relevant papers is maintained and made accessible at: this https URL .

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Purdue downs NC State to advance to national championship game

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March Madness

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🎉 Purdue will play for the national championship

THE BOILERS WILL PLAY FOR A NATIONAL CHAMPIONSHIP FOR THE FIRST TIME SINCE 1969 🚂 #MarchMadness @BoilerBall pic.twitter.com/VzC4FTZUkI — NCAA March Madness (@MarchMadnessMBB) April 7, 2024

The Boilermakers' dream season of redemption rolls on to Monday night after a 63-50 win over NC State in the Final Four.

This is the second national championship appearance in program history for Purdue, but the first since 1969.

Purdue's defense was the biggest reason it never trailed. NC State's DJ Burns scored just eight points on 4 of 10 shooting and just one rebound.

Offensively, the Boilers weren't as dominant as we've been accustomed to this season. But quietly, Zach Edey scored 20 points and grabbed 12 rebound to lead the game in both categories. Purdue also made 10 3-pointers, with Lance Jones making four of his nine attempts on 3-pointers.

🥵 It's crunch time in the Final Four

PURDUE IS ROLLING NOW 🚂 #MarchMadness @BoilerBall pic.twitter.com/ywD1XTVjvm — NCAA March Madness (@MarchMadnessMBB) April 6, 2024

NC State is on the ropes as Purdue is closing in on a trip to Monday night.

With under four minutes to go, Purdue leads 61-43

🔥 Purdue has its largest lead

Lance Jones hits AGAIN from deep 😳 #MarchMadness @BoilerBall pic.twitter.com/v5MnBiwo4w — NCAA March Madness (@MarchMadnessMBB) April 6, 2024

Lance Jones' wide-open 3 puts Purdue up 12 with 12:40 to go in the game at 45-33.

NC State is struggling big-time on offense, with just four points in more than seven minutes of play in the second half. The Boilers haven't been much better offensively in the second half, but 3-pointers by Jones and Mason Gillis have all the momentum on their side.

Zach Edey has five turnovers overall and has yet to score in the second half.

👀 Second half starts NOW

Zach Edey and DJ Horne were COOKING in the first 20 minutes ♨️ Lock in to TBS for the second half 🔒 pic.twitter.com/1nMPIjyxhL — NCAA March Madness (@MarchMadnessMBB) April 6, 2024

The second half is here: DJ Burns Jr. and NC State fought back late in the first to give themselves a chance to keep their dream season alive while Zach Edey and Purdue look to continue to dominate on both ends.

Tune in on TBS to see which team will advance to Monday night.

⏰ Halftime in game one

NC State used a late half run to crawl back into the game, but No. 1 Purdue leads, 35-29, at the break.

DJ Horne has been phenomenal for the Pack, his 13 points leading NC State.

Zach Edey has continued his dominant tournament with 14 points and six rebounds in the half. But he quieted down in the later stages of the half after NC State took DJ Burns out of the game due to foul trouble.

Burns, the primary catalyst of the Wolfpack's improbable run, has been limited to just four points through 20 minutes.

Here are stats for both teams after one half of basketball.

Purdue halftime stats against NC State

🚂 Purdue starting to take control

Powered by Zach Edey, No. 1 Purdue leads 26-16 with 6:30 remaining in the first half. Edey has 11 points and five rebounds.

A six-plus minute stretch without a whistle was headlined by NC State's inability to get a defensive rebound. Purdue has already managed to double NC State on the glass, leading the rebound margin 16-8.

DJ Burns has yet to find his scoring touch, but has spread the ball around nicely with four assists in just 11 minutes.

Notably, no one on Purdue has committed a foul almost 14 minutes into the game, while Burns has already picked up two for NC State.

🏀 The ball is tipped...

We are underway in the 2024 Final Four!

Zach Edey and No. 1 Purdue battle DJ Burns and No. 11 NC State from State Farm Stadium in Arizona. Here are the starting lineups for both teams:

  • Braden Smith
  • Lance Jones
  • Fletcher Loyer
  • Trey Kaufman-Renn
The Purdue redemption run has taken the Boilermakers to the valley for the #MFinalFour 🚂 #MarchMadness @BoilerBall pic.twitter.com/a1RgaWTP2n — NCAA March Madness (@MarchMadnessMBB) April 6, 2024
  • Michael O'Connell
  • Casey Morsell
  • Mohamed Diarra
  • DJ Burns Jr.
The Wolfpack are ready to show out once again in the #MFinalFour 😤 #MarchMadness @PackMensBball pic.twitter.com/FVXOPCAktA — NCAA March Madness (@MarchMadnessMBB) April 6, 2024

📺 How to watch Purdue vs. NC State

Purdue-NC State

Get ready for the Men's Final Four. It's (1) Purdue against (11) NC State, with the Boilermakers and Wolfpack kicking off the semifinals. Here's how you can watch:

  • Time : 6:09 p.m. ET
  • Date : Saturday, Apr. 6
  • TV channel : TBS/TNT/truTV
  • Streaming:  March Madness Live
  • Location : State Farm Stadium in Glendale, Arizona

📊 Purdue vs. NC State: How they stack up

burns

Purdue and NC State are a No. 1 and No. 11 seed in the 2024 men's NCAA tournament, respectively. Here's how they stack up based on this season's results and stats.

🐺 How they got here: NC State

video games history essay

NC State has won nine straight games entering the Final Four, dating back to a run to the ACC tournament title as a 10 seed . The Wolfpack then won four NCAA tournament games as an 11 seed, with three upsets in its national tournament run.

video games history essay

See every 2024 NCAA tournament result from NC State below:

video games history essay

🚂 How they got here: Purdue

video games history essay

Purdue bounced back from an overtime loss in the 2024 Big Ten tournament semifinals  to rattle off four straight NCAA tournament wins as the No. 3 overall seed entering March Madness. The Boilermakers are putting last year's second-ever 16-over-1 seed defeat behind them, back in the Final Four for the first time since 1980.

video games history essay

See every 2024 NCAA tournament result from Purdue below:

video games history essay

Purdue vs. NC State: Series history

edey

Purdue and NC State have met 6 times in the two storied programs' histories. NC State leads the all-time series 4-2, with the first meeting coming in 1971.

Here's a look at all of the prior meetings

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Enter the Regions Riding Forward Scholarship Contest by completing a Quarterly Contest application.  The second Quarterly Contest runs from April 1, 2024 through June 30, 2024. Complete and save all requested information. 

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For each Quarterly Contest, the topic of your Written Essay or Video Essay (your “Essay Topic”) must be an individual you know personally, who lives in your community. Your Written Essay or Video Essay must address how the individual you have selected as your Essay Topic has inspired you and helped you build the confidence you need to achieve your goals.

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Another angle of the controversial foul call on UConn’s Aaliyah Edwards in the final seconds of the Huskies’ Final Four loss to Iowa changed some people’s opinions to believing the whistle was deserved.

Edwards was called for a moving screen on Hawkeyes guard Gabbie Marshall with just 3.9 seconds remaining as UConn trailed Iowa, 70-69, and the team was attempting to set up a final shot for star guard Paige Bueckers.

Some viewers initially thought this was an atrocious call and thus a grave injustice for a UConn team that scratched and clawed to not only get onto the stage with Caitlin Clark but also was on the precipice of a March Madness championship matchup with Dawn Staley’s South Carolina team.

This is a textbook moving screen It just sucks cause it was 3 seconds left https://t.co/LZdZ5WI0Yc pic.twitter.com/GpQcSbFS1p — Future Of The Retro (@TraeK_) April 6, 2024

Iowa won, 71-69, to reach its second straight title game.

However, a new angle of the video made the rounds on social media late Friday night and the tide started to turn.

UConn's Aaliyah Edwards was called for a moving screen on Hawkeyes guard Gabbie Marshall with just 3.9 seconds

CBS college basketball analyst Seth Davis quote-tweeted a video on X with an emphatic defense of the foul call.

“Not just textbook. Obvious. Clear. Not even a question,” Davis wrote.

“And I was among those who initially thought it was a bad call because I only saw the close/upper body reply. This is not even a debate. It. Was. A. Foul.”

UConn's Aaliyah Edwards was called for a moving screen on Hawkeyes guard Gabbie Marshall with just 3.9 seconds.

Barstool founder Dave Portnoy also posted a GIF of this angle , and wrote, “Anybody who is saying this isn’t a foul doesn’t know ball.”

Marshall agreed with that assessment, telling reporters postgame she “knew it was a moving screen.”

UConn coach Geno Auriemma did believe a foul could have been called there.

“There’s probably an illegal screen call  that you could make on every single possession ,” Auriemma said after the game. “I just know that there were three or four of them called on us and I don’t think there were any called on them.”

Speaking with reporters after the game , Bueckers was not interested in using the call as an excuse.

“Everybody can make a big deal out of that one single play, but not one single play wins a basketball game, or loses a basketball game,” Bueckers said.

Caitlin Clark #22 of the Iowa Hawkeyes celebrates as Nika Muhl #10 and Aaliyah Edwards #3 of the UConn Huskies react after a foul called against UConn in the second half.

“There was a lot of mistakes that I made that could have prevented it from even being that big or causing the game.

You can look at one play and say, ‘That killed us’ or ‘That hurt us’ but we should’ve done a better job — I should’ve done a better job — of making sure we didn’t leave the game up to chance like that, and leave the game up to one bad call going our way and then deciding it. So, yeah, maybe that was a tough call for us, but I feel like I could’ve done a better job of even preventing that from happening.”

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UConn's Aaliyah Edwards was called for a moving screen on Hawkeyes guard Gabbie Marshall with just 3.9 seconds

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  1. Video Game History

    The video game industry had a few notable milestones in the late 1970s and early 1980s, including: The release of the Space Invaders arcade game in 1978. The launch of Activision, the first third ...

  2. The History of Video Games

    The 70s and the 80s are usually called the golden age of arcade games (Wolf, 2008). The legendary games like Space Invaders and Pac-Man and most of the video game genres (like RPG or horror survival) were developed during that period of time. In 1983, however, the video game crash took place and caused bankruptcy for several North American ...

  3. The Timeline & History of Video Games

    The Golden Age of Arcade Games. Speaking of arcade games, the late 1970s and early 1980s experienced an impressive boom in arcade video game popularity, bringing in serious commercial success. Specifically, the release of Space Invaders for arcade systems in 1978 marked a new dawn for games.

  4. History of video games

    The history of video games began in the 1950s and 1960s as computer scientists began designing simple games and simulations on minicomputers and mainframes. Spacewar! was developed by Massachusetts Institute of Technology (MIT) student hobbyists in 1962 as one of the first such games on a video display.The first consumer video game hardware was released in the early 1970s.

  5. The Amazing History of Video Games

    The video game business had exploded into an $8 billion industry—the equivalent of about $22 billion today. Little did anyone know that the world of video games was on the brink of disaster. ClassicStock/Alamy Stock Photo. A girl plays Ms. Pac-Man at an arcade in the 1980s.

  6. A History of Video Games

    This research begins with the premise that while video-games have become a pervasive cultural force over the last four decades, there is still a dearth of educational and historical material regarding the emergence of video game home consoles and their content. Games have an extensive history, dating back to early radar displays and oscilloscopes of the 1960s (Tennis for Two, 1958) and early ...

  7. Gaming history: computer and video games as historical scholarship

    The historical narrative and the video game both examine and form points of view about how cultures, economies, polities and societies function. The narrative presents arguments about how historical social and cultural systems work in the world as can the scholarly game (8). Video games represent 'the behavior of systems' (Fullerton and ...

  8. Video Game History: Overview

    Gran Turismo (1997-1998) Gran Turismo is a racing game by Polyphony Digital which was released in 1997 and 1998 in Japan and North American respectively. The main characteristics of the game were genre defining at the time. Additionally the following games in the series are still considered influential.

  9. Video Games as Public History: Archives, Empathy and Affinity

    Reservations about video games offering a glorified, selective or otherwise inaccurate representation of historical events and contexts have also been echoed by games scholars around industry mobilisation of discourses of authenticity (Chapman, 2016, p. 53; Salvati & Bullinger, 2013), and in exploration of games as public history (Wojdon, 2018).

  10. Gaming History: A Framework for What Video Games Teach About the Past

    Building on the literature of gaming, popular media, and history education, the authors theorize specifically about the interactions between game design, player response, historical thinking, and historical representations encountered in video games.

  11. Gaming history: computer and video games as historical scholarship

    historical scholarship. Computer and video games offer new ways to present findings from primary source research; explore new paths of inquiry; and enhance the fields of digital humanities, digital history, and virtual heritage. In short, the historian could become the producer of a scholarly game; a game based on original primary source ...

  12. History of Video Games

    The History of Video Games One of the youngest forms of entertainment to date, the path that led the video game industry to be the giant multibillion dollar industry that it is today is about as humbl. ... This essay will present a summary of the history of videogames, as it started in the mind of Ralph Baer, the 'Father of video games', to ...

  13. When Playing Video Games Becomes a History Lesson

    October 2021. The "Assasin's Creed" series, famous for using real historical events as a backdrop to the games, have gone through scenarios such as the Crusades, the American Revolution and ...

  14. Video games could be serious tools for historical research

    The games also gave students a better experience. "Most of the students report that learning history through a video game has a critical immersive component," say the team. That leads to ...

  15. Historians and Video Games: How the Profession Can Better Engage in

    James Coltrain's essay serves as an introduction to video games, a genre of digital projects with massive audiences and significant potential impact on the ways that the public sees, understands, and even interacts with history. ... com/how-student-designed-video-games-made-me-rethink-how-i-teach-history-159310; Luka Ivan Jukić, "Kids Are ...

  16. Essay on Video Games

    500 Words Essay on Video Games ... The history of video games is a testament to the incredible technological advancements of the late 20th and early 21st centuries. From the rudimentary pixel graphics of the 1970s to today's immersive virtual reality experiences, video games have continuously pushed the boundaries of what is technologically ...

  17. History Of Video Games Essay

    The main argument that was established since the "battle" began is the abundance of violence that takes place in the games. A research study published in 2000 "demonstrates that playing violent video games can increase a person's aggressive thoughts, feelings, and behavior" (Anderson). Researches like these have lead researchers and others to ...

  18. How student-designed video games made me rethink how I teach history

    Designing humanities games. In 2020, I asked four undergraduate history majors to design a fully functional video game with a clear educational payoff built around a controversial episode in ...

  19. The History of Video Games Free Essay Example

    NEW! smart matching with writer. (Anthes, 2009) The first games created. The first ever video game to be created was made by a man named William Higinbotham according to about.com investors. It was called Tennis for Two. It was played on a Brookhaven National Laboratory Oscilloscope.

  20. Essays About Video Games: Top 12 Examples And Prompts

    If you are writing essays about video games, check out our guide to inspire your writing. Few can contest the fact that video games have taken over the world. From the basic, almost "primitive" games of the 1970s like Pong to the mind-bending virtual reality games of the 2020s, they have been a source of entertainment for all. Moreover ...

  21. Video Game Addiction: History and Future Implications

    During the 1980s. Video games continued to grow in the 1980s and have surpassed pop music as the preferred form of entertainment in the country. According to "Gaming Alexandria" (2021), the game's revenues from video game sales tippled from $ 300 million to $900 between 1979 and 1980.

  22. PDF Digital Worlds The History of Video Game Music Capstone

    necessary before analyzing my own work. 1980s. While audio in video games was first introduced during the mid-1970s with Pong. (developed by Atari, 1972), the addition of musical audio and melody in games did not really. appear until the 1980s. Michael Sweet, a prominent game developer and music composer, states.

  23. Video Games Don't Cause Violence: Dispelling The Myth

    In conclusion, the belief that video games cause violence is a deeply ingrained myth that does not align with the current body of research. While some early studies suggested a potential link, more recent and comprehensive research has failed to establish a causal relationship between video game consumption and violent behavior.

  24. [2404.02039] A Survey on Large Language Model-Based Game Agents

    The development of game agents holds a critical role in advancing towards Artificial General Intelligence (AGI). The progress of LLMs and their multimodal counterparts (MLLMs) offers an unprecedented opportunity to evolve and empower game agents with human-like decision-making capabilities in complex computer game environments. This paper provides a comprehensive overview of LLM-based game ...

  25. Stephen Strasburg's retirement officially listed by MLB

    Published April 6, 2024, 10:00 p.m. ET. WASHINGTON — Stephen Strasburg, the 2019 World Series MVP whose career was derailed by injuries, officially was listed by Major League Baseball on ...

  26. Live updates: Purdue vs. NC State in the 2024 Final Four

    Get ready for the Men's Final Four. It's (1) Purdue against (11) NC State, with the Boilermakers and Wolfpack kicking off the semifinals. Here's how you can watch: Time: 6:09 p.m. ET. Date ...

  27. Burglars steal $30 million in cash from a Los Angeles money ...

    The FBI and Los Angeles Police Department are investigating one of the largest cash heists in the city's history after as much as $30 million was stolen from a San Fernando Valley money storage ...

  28. Riding Forward Scholarship Contest

    Video Essay submissions must be directly uploaded to the contest application site. Video Essays must be no more than 3 minutes in length and no larger than 1 GB. Only the following file formats are accepted: MP4, MPG, MOV, AVI, and WMV. Video Essays must not contain music of any kind nor display any illegal, explicit, or inappropriate material ...

  29. What a finish! RyMac hits walk-off slam to cap Rox home opener

    RyMac hits walk-off slam to cap Rox home opener. DENVER -- Rockies third baseman Ryan McMahon 's Friday morning disposition was as sunny as the day -- 75 degrees, the warmest normal (non-2020) home opener in Rockies history. The Rockies had won just once in a seven-game road trip to open the season. The last three were losses in wicked weather ...

  30. New video adds twist to controversial Iowa-UConn March Madness foul

    Edwards was called for a moving screen on Hawkeyes guard Gabbie Marshall with just 3.9 seconds remaining as UConn trailed Iowa 70-69 and the team was attempting to set up a final shot for star guar…