Academic literature on the topic 'Video games history'

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Journal articles on the topic "Video games history"

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Lawler, Jeffrey, and Sean Smith. "Reprogramming the History of Video Games: A Historian’s Approach to Video Games and Their History." International Public History 4, no. 1 (June 1, 2021): 47–54. http://dx.doi.org/10.1515/iph-2021-2018.

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Abstract This paper explores the need and opportunities for historians to recognize the importance of video games to their research in modern American history. While this paper is rooted in examples specific to United States history, the call for historians to examine video games, engage with the rich field of games studies, and explore video games as sources in historical scholarship is a universal one, applicable to all fields of history. In this paper we argue that digital games are an essential part of media and cultural history and while media scholars and others interested in game studies have taken up the mantel of video games history, historians have been slow to respond to the medium and even slower to engage with video games as historical sources.
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Olsson, Tore. "Teaching History with Video Games." American Historical Review 128, no. 4 (December 1, 2023): 1755–75. http://dx.doi.org/10.1093/ahr/rhad488.

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Arditya Prayogi. "Application of Video Games as Part of Learning Islamic History." EDUTREND: Journal of Emerging Issues and Trends in Education 1, no. 1 (January 20, 2024): 20–27. http://dx.doi.org/10.59110/edutrend.300.

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Teaching Islamic history is generally considered boring because most of the learning methods focus on storytelling. For this reason, other creative efforts are needed to make learning history enjoyable. One way is to apply video games in learning Islamic history. This is especially considering that video games apparently have a participatory dimension in learning Islamic history. This article then aims to present how video games are applied in learning Islamic history, especially conceptually considering that not many practices have been carried out systematically. This article was prepared using a qualitative approach supported by data collection methods in the form of literature studies. From the results of this study, it was found that video games can be applied in learning Islamic history if seen from their role as a medium for transferring information and values. Substantially, the form of application can be by choosing a video game as well as the game's tools and themes and then involving a mentor who directs and accompanies students to learn Islamic history well.
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Filipović, Aleksandar. "ERGODIC VIDEO GAMES AS AGONIST OF MASOCHISM IN GAMERS." KULTURA POLISA 21, no. 1 (April 24, 2024): 63–81. http://dx.doi.org/10.51738/kpolisa2024.21.1r.63f.

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Throughout their history, even though their purpose and function have essentially remained unchanged, video games have repeatedly changed their essence, from pioneering technical endeavors, through arcade machines, to thoroughly complex modern video games. At a certain stage of their development, video games were very difficult to complete, with one of the main reasons being that for many years games were primarily played on coin-operated arcade machines, so it was in developers' interest for the games to be challenging. However, there is a crucial difference between difficult video games and video games that we call ergodic video games. The essential difference is that ergodic video games (or video games with ergodic elements) require players to adopt a non-trivial approach, i.e., additional effort, skill, and dedication, and since ergodicity drastically changes the difficulty level of the game, it also requires certain character traits from players, in terms of readiness to respond to frustration with persistence rather than giving up, which often borders on a specific type of masochism. Therefore, ergodic video games are colloquially called masocore games, which is a portmanteau of the words "masochism" and "hardcore". This paper aims to explore the causality between ergodic video games and the existence of masochistic character traits in players who play them, as well as how such games, by combining pain and frustration on one side with pleasure and a sense of accomplishment on the other side, provide a gaming experience that is almost impossible to experience by playing classic, non-ergodic video games.
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Ciszek, Przemysław. "Polish Thematic Media on Video Games 1990–2020." Media Biznes Kultura, no. 1 (10) (2021): 103–14. http://dx.doi.org/10.4467/25442554.mbk.21.006.13972.

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This article presents the history and contemporary state of Polish media on the theme of video games. Media about video games emerged on the Polish market after the country’s political transformation of 1989 and quickly became very popular. The ever increasing multitude of players led to demand for information and reviews on games. During 1990’s there were many more or less significant magazines about video games in Poland. Almost all of them perished. Currently, there are only three of them on the Polish market. TV programmes about video games appeared during the 90s which effectively showcased them in action. The media landscape has changed as the internet has become widely available and largely overtaken the information and entertainment function of the press and television in regards to video games. Today thematic websites about games are still important but youtubers and Twitch streamers are taking advantage. Their broadcast is especially important for younger generation of gamers. Presenting video games in action and live commentary is a very popular way of communication. Many online content creators have built great audience and income doing so.
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Bass, Ian. "The Potential of Video Games for Enhancing Teaching History." International Journal of Management and Applied Research 7, no. 3 (September 4, 2020): 308–18. http://dx.doi.org/10.18646/2056.73.20-022.

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This paper reflects on the potential of using video games as a medium to teach medieval history. Building on feedback from students and research around the topic of using video games to teach medieval history, this paper explores how video games can be used to create counterfactual simulations and their potential use as an academic teaching tool.
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Belov, Sergey. "Japanese experience of using video games with a historical plot as tools of memory politics." OOO "Zhurnal "Voprosy Istorii" 2022, no. 3-1 (March 1, 2022): 175–85. http://dx.doi.org/10.31166/voprosyistorii202203statyi31.

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The presented research is devoted to the study of the Japanese experience in the implementation of memory policy tasks through video games. The methodology of the work is built through a combination of comparative and structural analysis. The author concludes that video games can effectively popularize basic symbols related to key events in national history, while increasing the motivation of some gamers to in-depth study of the memorial narrative.
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Somoza Medina, Xosé, and Marta Somoza Medina. "Video Games and the COVID-19 Pandemic: Virtual Worlds as New Playgrounds and Training Spaces." COVID 4, no. 1 (December 19, 2023): 1–12. http://dx.doi.org/10.3390/covid4010001.

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The COVID-19 pandemic forced the authorities to take an unprecedented measure in history: the house confinement of millions of people worldwide. Video games, especially open-world video games (OWVGs), became meeting spaces, a digital places to play, chat, learn and socialize due to the context of the health crisis, respecting the rules of social distancing. This article analyses the role of video games and, more specifically, OWVGs, as playgrounds and training spaces during the pandemic. Statistical data and analyses carried out by consulting companies and civil associations show the definitive insertion of these video games in our routine and social relations. The challenge is to take advantage of the skills and abilities that these video games develop within a new framework of individual and community learning. The conclusions of the research show that the virtual worlds of video games are for the new digital society, safe and comfortable meeting spaces, and that since the confinement, these digital places have greatly expanded their reach, previously only limited to the gamer community.
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Belyaev, Dmitriy A., and Ulyana P. Belyaeva. "Video games as a screen-interactive platform of historical media education: educational potential and risks of politicization." Perspectives of Science and Education 52, no. 4 (September 1, 2021): 478–91. http://dx.doi.org/10.32744/pse.2021.4.32.

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Screen culture today, absorbing verbal-narrative and written culture, is the dominant memorial-representative format for the reproduction, preservation and broadcast of cultural information. Among the varieties of screen culture, since the beginning of the 21st century, video games have become especially popular and widespread. They possess unique interactive-procedural qualities, which, together with the traditional grammar of screen narrative, create an original complex of rhetorical techniques that effectively influence the mass public consciousness. In turn, the plot and visual design of video games is often based on historical narratives, becoming a platform for virtual interactive reconstruction of history. The study is devoted to the up-to-date topic of analyzing the on-screen phenomenon of video games as an innovative platform for historical media education, identifying its educational potential and the risks of political distortion of history. The methodological basis of the study is cultural-civilizational, dialectical and historical approaches, as well as structural-functional analysis, comparative-political science approach and systemic method. The study made it possible to identify a wide range of historical video games and classify the modalities of the implementation of historical topics in them with its general educational potential. In addition, the fundamental deconstructive nature of the actualization of the historical metanarrative in the procedural-interactive architectonics of video games has been determined. Finally, three main strategies for distorting and falsifying history in video games have been revealed. According to the results of the study, it was revealed that almost every significant cultural and historical era, with an emphasis on military battle plots, is reflected in the video game format. These game projects have serious educational potential, procedurally immersing the gamer in the context of the main historical facts, cultural aesthetics of the era and internal determinants of historical dynamics. At the same time, the postmodern essence of video games has been established, which poses a threat to the invariance of the perception of history, latently encouraging the intentions to rewrite it. Other risks are contained in the identified examples of politicization of the historical narrative of video games, which are concretized in the tendency to belittle the role of Russia in the international arena and the Eurocentric value accentuation.
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Kolkunova, Ksenia. "Religiosity and videogames." St. Tikhons' University Review 111 (February 29, 2024): 110–25. http://dx.doi.org/10.15382/sturi2024111.110-125.

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The study of video games in the context of religious studies of popular culture is one of the fastest growing fields. Here the interests of researchers of games, media, modern religious processes, youth and many other fields of research intersect. In this article we will turn to how the “effects” paradigm manifests itself in the field of video games, an approach to the study of popular culture through the prism of its influence on a person or society as a whole. Here the tradition of phenomenological and structuralist research turns out to be important, and the main conclusion is the danger, some destructive potential of games. The strong influence of video games on the minds is noted not only by researchers, but also by representatives of religious organizations that specifically create computer games for educational, missionary and, generally speaking, entertainment purposes.An alternative to such a focus is being sought and found by researchers from the interdisciplinary field of studying video games and religion, which is already developing in the 21st century. There is a study of communities of gamers, the narratives they create, and research from the field of social psychology and even aesthetics. Video games are no longer perceived only as a carrier of an idea that is potentially dangerous and has a one-sided impact on the consumer, but rather as a space of co-creation, interaction and active participation of all involved - the players, their environment, those who create the games. This field can be a source for new research in the field of contemporary religious processes.
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Dissertations / Theses on the topic "Video games history"

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Sandqvist, Ulf. "Digitala drömmar : en studie av den svenska dator- och tv-spelsbranschen 1980-2005." Licentiate thesis, Umeå University, Department of Economic History, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-1470.

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This licentiate thesis describes the development of the Swedish computer and video game industry. The main focus is on the Swedish game development industry. Little research on the industry has been done and the purpose is to define the companies involved and to create an initial overview of the development of the industry. This overview will later be used as a platform for the doctorial thesis.

Games are a growing culture form and today a lot of people are playing different types of computer and video games. Internationally the industry has expanded and some of the successful games have generated spectacular revenues. In Sweden the industry has received attention from different actors like universities, government bodies and media. There are today educations that are focused on game development and there are programs which allocates grants towards game companies. The rapid development in the computers technology has had a great impact on the game industry, which is dependent on hardware development to create games.

The first computer games were made for some of the very first computers in the 1940´s and 1950´s. In the 1970´s a market for games was created when arcade machines and somewhat later home consoles were introduced. The industry has grown and includes today some of the largest companies in the world.

The Swedish industry follows the international pattern but developed a bit later and the first Swedish game companies were founded in the late 1980´s. The industry has expanded, especially between 1998 and 2002. In 2005 the number of people employed in the industry had increased to over 600. During the period under study the industry seems to have had a constant problem with making a profit. Especially in 2002 and 2003 the industry has had economic problems and some of the lager companies were bankrupt.

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Du, Plessis Corné. "Video games as “play assemblages”: applying philosophical concepts from deleuze and guattari to create a novel approach to video games." Thesis, Nelson Mandela Metropolitan University, 2017. http://hdl.handle.net/10948/16119.

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The phenomena that we collectively refer to as “play” form a significant part of life at numerous levels. According to the play scholar, Johan Huizinga, play has not only been part of all human societies, it is also at the root of the development of numerous cultural activities, including structured games and sports, certain judicial and legal activities, war, and numerous forms of art. Despite its importance, play, with its various manifestations, is often relegated to being a children’s activity or an occasion of pure waste, and is a surprisingly marginalized topic in academic scholarship. In part to remedy this deficit, my aim in this thesis is to explore the comparatively new phenomenon of video games as a particular form of play. While there are undoubtedly many philosophical approaches that can respond to different aspects of the “problem” of video games, I propose that Gilles Deleuze and Felix Guattari’s philosophy of “difference” and “becoming” is particularly useful. On the one hand, Deleuze and Guattari’s philosophy provides a viable framework through which to determine the limitations of the current prominent theories in the field of video game studies, which include “narratology”, “ludology”, and the more recent “hybrid approach”. On the other hand, their philosophy enables one to extend the creative and transformative potential that is inherent to a philosophical “problem”, in this case the “problem” of video games. By adapting selected Deleuzian and Deleuzoguattarian philosophical concepts, including “assemblage”, “percept”, “affect”, “transversal becoming”, and “becoming-imperceptible”, I aim to establish a philosophical framework through which different forms of play, and different video games, can be analyzed in terms of their capacity to generate “difference” and “becoming”. More specifically, I argue that video games can be understood as particular kinds of “play assemblages” that can potentially open the player to “transversal becomings”. The video games that I analyze as play assemblages that can generate “transversal becomings” are Thatgamecompany’s Flower (2009) and Journey (2012). Importantly, “transversal becomings”, understood in this instance as the “becoming-other” of human individuals, have the potential to contribute to the individual’s capacity for creative thought and action. Therefore, I argue that video games, far from being activities of pure waste, can potentially open the player to various forms of “becoming-other”, which can, in turn, increase the player’s capacity to think differently, to become different and to create differences. Ultimately, I aim to promote the value of play and video games on the one hand, and the value of Deleuze and Guattari’s philosophy on the other hand, for the aim of extending the questioning power of life, and increasing our capacity to effectively respond to a continuously changing world of problems.
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Răzman, Diana Cristina. "Replaying history : Accuracy and authenticity in historical video game narratives." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18962.

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In this research paper, I develop a conceptual framework through which I identify two ways in which historical practices, events, and spaces are represented and engaged with in video games. The concepts I propose are historical accuracy to reflect well-established narratives and a high fidelity to factual data, and historical authenticity to reflect lesser known narratives and a more complex and sometimes abstract interpretation of history. The research concentrates on the modalities in which history is represented in mainstream video games, what similarities or dissimilarities can be drawn from the analysis of various historical digital games, and how can these games be designed to foster diversity and fair representation.
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Hagström, Anders. "Poetically Man Dwells in Game Space : A Phenomenological Investigation of Video Games as Art." Thesis, Uppsala universitet, Institutionen för speldesign, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-326132.

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The studies of digital games is a young scientific field notable for its interdisciplinary nature that seeks to unite several epistemological positions in order to properly encompass the wide array of questions raised by the subject matter. During the last two decades strides have been made towards the introduction of a unified game theory, with several of the more recently suggested methods coalescing towards a similar end. This paper posits a phenomenological game theory which circumvents the usual aesthetic arguments for a focus on game as space, and analyses what it means to be in that space. The result of the initial reading of mainly three well-known and critically acclaimed digital games strongly indicates that using Heideggerian phenomenological thought reveals things about games as art that a) reinforces the validity of commonly held beliefs in current game theory, and b) suggests new ways forward for game design to improve games through enhancing the player’s comportment into their spaces by means of phenomenological game theory.
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Hess, Taryn. "COMPARISON OF LEARNING EXPERIENCES AND OUTCOMES BETWEEN A SERIOUS GAME-BASED AND NON-GAME-BASED ONLINE AMERICAN HISTORY COURSE." Doctoral diss., University of Central Florida, 2010. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2108.

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The use of online courses continues to increase despite the small amount of research that exists on the effectiveness of online educational environments. The little research that has been conducted has focused on evaluating factors taken into consideration during the adoption of online learning environments. One notable benefit often cited is the ability to incorporate multimedia such as video games. Although game researchers and developers are pushing for the use of video games for educational purposes, there is a lack of research on the effectiveness of serious video games. When paring the increasing use of online educational environments, the push to use serious video games, and the lack of research on the effectiveness of online learning environments and video games, there is a clear need for further investigation into the use of serious video games in an online format. Based on current literature, no other known study has conducted an analysis comparing a serious game-based and non-game based online course; making this a unique study. The purpose of this study was to compare student learning experiences and outcomes between a serious game-based and non-game based online American History course. The data sources were data provided from Florida Virtual School (FLVS) and student and teacher interviews. Random samples of 92 students were statistically analyzed. A group of 8 students and 4 teachers were interviewed. FLVS data provided were analyzed using an independent t-test and the Mann-Whitney test and the student and teacher interview were analyzed using thematic analysis. Results of an independent t-test revealed that there was a significant (p < .01) difference in the mean number of days necessary to complete the course (MGB = 145.80, SDGB = 50.64, MNGB = 112.63, SDNGB = 49.60). The Mann-Whitney results indicated a significant difference between course performance and the type of American history course (Z = -5.066, p < .01); students in the serious game-based online course had an A average whereas students in the non-game-based online course had a B average. The thematic analysis of the relationship between student performance and motivation in both courses indicated that students and teachers of the game-based online course provided more reasons for student motivation than the students and teachers in the non-game-based online course. The thematic analysis of what aspects do students perceive as helpful and/or hindering to their learning indicated that students and teachers of the game-based online course provided more desirable, more helpful, less undesirable, and less hindering aspects for their course than the students and teachers in the non-game-based online course. As a result of the unique nature of this study, the findings provide new information for the fields of research on online learning, serious video gaming, and instructional design as well as inform instructional-designers, teachers, education stakeholders, serious video game designers, and education researchers.
Ph.D.
Other
Education
Education PhD
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Grabner, Sarah M. "Art Games: Performativity and Interactivity." Ohio University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1523973549005374.

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Sandqvist, Ulf. "Digitala drömmar och industriell utveckling : en studie av den svenska dator- och tv-spelsindustrin 1980-2010." Doctoral thesis, Umeå universitet, Institutionen för ekonomisk historia, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-33912.

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The aim of this thesis is to explore and analyse the development of the Swedish video and computer game industry. The main focus is on the Swedish game development industry. The research was conducted with two different methods. First with a macro approach where all Swedish game developers were identified and general data from the annual reports was collected. The second part is a case study with three Swedish game developing companies focusing on the production and development of the firms. The game industry has expanded and some of the successful games have generated spectacular revenues. In Sweden the industry has received attention from different actors like universities, government bodies and media. Yet little research has been done about the Swedish game industry. In general the game industry outside the larger videogame producing countries USA, Japan and the UK has been ignored to a large part in academic research. The first computer games were made for some of the very first computers in the 1940’s and 1950’s. In the 1970’s, a market for games was created when arcade machines and somewhat later home consoles were introduced. The industry has grown and today it includes some of the largest companies in the world. The Swedish industry follows the international pattern. Evidence suggests that the first Swedish games were created in the 1950’s at the large university computers. But a game developing industry seems to have developed a bit later than internationally when the first Swedish game companies were founded in the late 1980’s and early 1990’s. The Swedish industry entered an introduction phase from the middle of 1980’s, a couple of years after the introduction of personal computers, until the end of the 1990’s. An expansion phase started in 1998. The expansion was strong between 1998 to 2002 and 2006 to 2008. In 2008 the number of people employed in the industry had increased to over 1300. During the studied period the industry seems to have had constant problems making a profit. Especially in 2002 and 2003 the industry had economic problems and some of the larger companies went bankrupt. The distribution among the companies shows that the concentration within the industry is growing. A few companies have expanded rapidly and have well over a hundred employees. The industry is very gender segregated and the number of women working in the industry is under ten percent. To study the development on a micro level, three Swedish game developing companies were selected. The focus was the development and change in production and organisation. The structure of the industry seems to have been changing with the fast technical development. A more modular structure seems to be emerging within the industry. In a number of areas a modular system has emerged. It is possible to buy more parts and productions capacity on the market. It is possible to buy game engines and outsource motions-capture work to other specialized companies. The relation to game publishers seems to influence the companies and create uncertainty for the game developers when they do not own the rights to the intellectual properties. The three game developers also have a similar development being founded by computer interested young men wanting to pursuit their interest as a job. The Swedish subculture around the so called “demoscene” seems to have been a factor in the early development of the industry and a recruitment base for the early developers.
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Nordqvist, Adam. "LÄRANDEPOTENTIAL & HISTORIEBRUK I DATORSPEL : En kvalitativ analys av Crusader Kings 2 möjligheter för lärande och historia ämnet." Thesis, Högskolan i Halmstad, Akademin för lärande, humaniora och samhälle, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-33324.

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Denna studie undersöker hur ett videospel som heter Crusader Kings 2 använder historia. Studien kommer också att titta på den potential videospel kan ge som pedagogiskt verktyg för lärande. Detta har analyserats i nära relation till den svenska läroplanen för ämnet historia på gymnasiet. För att upptäcka hur detta spel använder historia har spelet bryts ner i sina spelmekanismer, genre och faktorer och analyserats med hjälp av Klas-Göran Karlsson teori om de olika historiebruken för historia. För att hitta och analysera potentialen för lärande i spelet som har valts för denna studie har Young m fl teori om videospel och dess potential använts i nära relation till tidigare forskning, samt läroplanen för att analysera spelet. Denna teori om denna potential har baserats på artiklar och studier om videospels potential för lärande efter K-12 läroplanen. Resultatet är att Crusader Kings 2 potential för lärande i historia ämnet är mycket relevant till läroplanen och visar sig vara ett sätt uppfylla vad som förväntas av målen i ämnet. Det visade sig att spelet identifierades med hjälp av användningen av historia på många nivåer med hjälp av Karlssons teori om användningen av historia. Här har följande användningar identifierades: Existentiellt, moraliskt, ideologiskt, icke-bruk och kommersiellt bruk.
This study looks at the way a video game called Crusader Kings 2 uses history. The study will also look at the potential videogames can bring as pedagogical tool for learning. This have been analyzed in close relation to the Swedish curriculum for the subject history in the upper secondary school. To discover the way this video game uses history the game has been be broken down into its game mechanisms, genre and factors and analyzed using Klas-Göran Karlsson theory about the different uses of history. To find and analyze the potential for learning in the game, that have been chosen for this study Young et als theory about video games and its potential have been used in close relationship to previous research and the curriculum to analyze the game. This theory about this potential have been based on 300+ articles and studies about video games potential for learning following the K-12 curriculum. The result is that Crusader Kings 2 potential for learning in the history subject is very related to the curriculum and shows to provide a way fulfill what is expected to be learned from the goals of the subject. It was shown that the game was identified using the uses of history on many levels using Karlssons theory of the uses of history. Here the following uses was identified: Existentially, moralist, ideologist-none-use and commercial uses.
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9

Greenwood-Ericksen, Adams. "LEARNING AFRICAN-AMERICAN HISTORY IN A SYNTHETIC LEARNING ENVIRONMENT." Doctoral diss., University of Central Florida, 2008. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3350.

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Synthetic Learning Environments (SLEs) represent a hybrid of simulations and games, and in addition to their pedagogical content, rely on elements of story and interactivity to drive engagement with the learning material. The present work examined the differential impact of varying levels of story and interactivity on learning. The 2x2 between subjects design tested learning and retention among 4 different groups of participants, each receiving one of the 4 possible combinations of low and high levels of story and interactivity. Objective assessments of participant performance yielded the unexpected finding that learners using the SLE performed more poorly than any other learning group, including the gold-standard baseline. This result is made even more surprising by the finding that participants rated their enjoyment of and performance in that condition highest among the four conditions in the experiment. This apparent example of metacognitive bias has important implications for understanding how affect, narrative structure, and interactivity impact learning tasks, particularly in synthetic learning environments.
Ph.D.
Department of Psychology
Sciences
Psychology PhD
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McDivitt, Anne. "I Play to Beat the Machine: Masculinity and the Video Game Industry in the United States." Master's thesis, University of Central Florida, 2013. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/5817.

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This thesis examines the video game industry within the United States from the first game that was created in 1958 until the shift to Japanese dominance of the industry in 1985, and how white, middle class masculinity was reflected through the sphere of video gaming. The first section examines the projections of white, middle class masculinity in U.S. culture and how that affected the types of video games that the developers created. The second section examines reflections of this masculine culture that surrounded video gaming in the 1970s and 1980s in the developers, gamers, and the media, while demonstrating how the masculine realm of video gaming was constructed. Lastly, a shift occurred after the 1980 release of Pac-Man, which led to a larger number of women gamers and developers, as well as an industry that embraced a broader audience. It concludes with the crash of the video game industry within the United States in 1983, which allowed Japanese video game companies to gain dominance in video gaming worldwide instead of the U.S. companies, such as Atari.
M.A.
Masters
History
Arts and Humanities
History; Public History
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Books on the topic "Video games history"

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Hile, Kevin. Video games. Farmington Hills, MI: Lucent Books, 2009.

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Tringham, Neal. Science fiction video games. Boca Raton: CRC Press, 2015.

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Matt, Barton, ed. Vintage games: An insider look at the history of Grand Theft Auto, Super Mario, and the most influential games of all time. Boston: Focal Press/Elsevier, 2009.

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Powell, Marie. Asking questions about video games. Ann Arbor, Michigan: Cherry Lake Publishing, 2016.

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Fox, Matt. The Video Games Guide. London, United Kingdom: Boxtree Ltd, 2006.

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Bissell, Tom. Extra lives: Why video games matter. New York: Pantheon Books, 2010.

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Bissell, Tom. Extra lives: Why video games matter. New York: Pantheon Books, 2010.

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Bissell, Tom. Extra lives: Why video games matter. New York: Pantheon Books, 2010.

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Cunningham, Kevin. Video games: From concept to consumer. New York: Children's Press, 2014.

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Kent, Steven L. The First Quarter: A 25-Year History of Video Games. Bothell, USA: BWD Press, 2001.

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Book chapters on the topic "Video games history"

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Mandiberg, Stephen. "Video Games Have Never Been Global: Resituating Video Game Localization History." In Game History and the Local, 177–98. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-66422-0_10.

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Koyama, Yuhsuke. "Arcade Games (1): From Elemecha to Video Games." In History of the Japanese Video Game Industry, 15–25. Singapore: Springer Nature Singapore, 2023. http://dx.doi.org/10.1007/978-981-99-1342-8_2.

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McCall, Jeremiah. "Video Games as Participatory Public History." In A Companion to Public History, 405–16. Chichester, UK: John Wiley & Sons, Ltd, 2018. http://dx.doi.org/10.1002/9781118508930.ch29.

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Koyama, Yuhsuke. "PC Games (3) Retreat of Domestic PC Game Manufacturers and Emergence of Online Games." In History of the Japanese Video Game Industry, 139–56. Singapore: Springer Nature Singapore, 2023. http://dx.doi.org/10.1007/978-981-99-1342-8_10.

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Koyama, Yuhsuke. "Console Games (4) Market Reversal by Handheld Game Consoles." In History of the Japanese Video Game Industry, 205–21. Singapore: Springer Nature Singapore, 2023. http://dx.doi.org/10.1007/978-981-99-1342-8_13.

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Koyama, Yuhsuke. "Mobile Phone Games: Prosperity of Social Games and Rapid Market Maturation." In History of the Japanese Video Game Industry, 223–43. Singapore: Springer Nature Singapore, 2023. http://dx.doi.org/10.1007/978-981-99-1342-8_14.

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Koyama, Yuhsuke. "Console Games (3) Japan’s Declining Position." In History of the Japanese Video Game Industry, 181–203. Singapore: Springer Nature Singapore, 2023. http://dx.doi.org/10.1007/978-981-99-1342-8_12.

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Garrelts, Nate. "The Pencil-Shaped Joystick: A Synoptic History of Text in Digital Games." In Rhetoric/Composition/Play through Video Games, 25–32. New York: Palgrave Macmillan US, 2013. http://dx.doi.org/10.1057/9781137307675_3.

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Okunev, Rhoda. "History of Smart Devices, Video Games, and Videoconferencing." In The Psychology of Evolving Technology, 17–23. Berkeley, CA: Apress, 2022. http://dx.doi.org/10.1007/978-1-4842-8686-9_3.

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Johnson, Mark R. "The History of Cyberspace Aesthetics in Video Games." In Cyberpunk and Visual Culture, 139–54. New York: Routledge, 2018.: Routledge, 2017. http://dx.doi.org/10.4324/9781315161372-10.

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Conference papers on the topic "Video games history"

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Hui, Jason K., and Mark W. Baer. "Interactive Video Games." In 2017 IEEE HISTory of ELectrotechnolgy CONference (HISTELCON). IEEE, 2017. http://dx.doi.org/10.1109/histelcon.2017.8535654.

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Moshirnia, Andrew. "The Educational Potential of Modified Video Games." In InSITE 2007: Informing Science + IT Education Conference. Informing Science Institute, 2007. http://dx.doi.org/10.28945/3130.

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As the popularity of video game playing has increased, educators have sought to co-opt video games as an instructional tool. However, educational games have made little impact in either the commercial market place or the average game player’s home library. The modification, or modding, of video games using in-game editors may be used by instructors to introduce educational content to professionally designed video games. This paper examines the effectiveness of a modified video game, Civilization IV, in improving the comprehension and retention of historical knowledge of 10th, 11th, and 12th grade students. Students exposed to the modified video game significantly improved their immediate recall of knowledge level history items. Students expressed interest in future educational game playing and felt that they had a better understanding of application level history items. While these results are encouraging, the small sample size of this experiment prevents generalization and necessitates further study.
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Redder, Benjamin Dorrington. "Revitalising of History through Historical Games in the Digital Era: An opening provocation into teaching history through multimodality." In Te Puna Aurei LearnFest 2022. Cardiff University Press, 2024. http://dx.doi.org/10.18573/conf2.i.

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This chapter advances multimodality in expanding historical game education research and application of historical video games for the teaching of history within secondary schools and tertiary institutions. A multimodal focus on historical representations encased in historical gameplay sequences and game developer integrations of digital and non-digital historical research methods and sources informing game design in development of a game’s historical world comprise some of the innovative areas within this contribution in exploring the possibilities of history teachers using historical games as critical sources for their students learning of both history and historical gaming.
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Manyakhin, Petr B. "Election’s media reality construction in modern video games." In Communication and Cultural Studies: History and Modernity. Novosibirsk State University, 2021. http://dx.doi.org/10.25205/978-5-4437-1258-1-168-171.

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Gaitanaru, Andrei. "VIDEO GAMES IN THE XXIST CENTURY." In eLSE 2017. Carol I National Defence University Publishing House, 2017. http://dx.doi.org/10.12753/2066-026x-17-043.

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It may be said that the video games are a topical form of socio-cultural manifestation, because they make available to its public the means necessary for the inter-cultural and international communication (efficient communication channels and favorable social context), which then facilitate the appearance of new communities. These elements are worthy of being considered by the social sciences and also by the communication sciences, because communities of this kind are more numerous and more complex. They evolve along with the Internet as well as other types of modern media depending on the technological progress. Video games (the games developed for desktop systems and portable devices such as laptops, tablets and smartphones) have become a significant industry for the XXIst century due to the fact that in time they have constantly evolved and have managed to impose in the present time dominant media cultures. Along with their appearance numerous questions have surfaced regarding the impact of games on society, on the social environment, and also questions regarding the interactive processes and active audiences. Same as all the other new media, the video games, in their evolution, have borrowed elements and have adapted to the socio-cultural variety. The gaming industry was mainly shaped around the techno culture, our contemporary society being saturated by technology . Just like all the other histories, the video games history has been challenged in its turn by the specialists in the field. Seen in the most general way, the history is created and transmitted by people, who are being subjective most of the times. Considering these factors, it's clear that the history of video games is also comprised of a variety of fragmented information, which was and is being challenged to some extent. However, it is certain that the history of the Internet as well as the history of video games, are complex histories, that have developed depending on the technological context and evolution
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Baer, Mark W., and Jason K. Hui. "How Interactive Video Games Helped Shape the Modern Computer World." In 2019 6th IEEE History of Electrotechnology Conference (HISTELCON). IEEE, 2019. http://dx.doi.org/10.1109/histelcon47851.2019.9040031.

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Matei, Stefania. "Digital Cultures of Commemoration: Learning and Unlearning History through Video Games." In 2015 20th International Conference on Control Systems and Computer Science (CSCS). IEEE, 2015. http://dx.doi.org/10.1109/cscs.2015.128.

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Lima, Luciana, and Ana Teresa Mota. "Memory Void: Digital Games Preservation in Portugal." In Anais Estendidos do Simpósio Brasileiro de Jogos e Entretenimento Digital. Sociedade Brasileira de Computação, 2023. http://dx.doi.org/10.5753/sbgames_estendido.2023.235624.

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Some collective efforts to preserve and disseminate Portuguese digital games are led by retro gaming communities and have contributed to the emergence of other narratives about the history of video games in the last decade in Portugal. In this paper, we present two of these communities, namely Planeta Sinclair and RetroArquivo, and examine how their preservation activity can be a way to promote the recognition of the cultural, historical, and material values of old games. We conclude that digital game preservation is mostly contained in an informal and networked infrastructure, within which archival libraries of these same artifacts are developed.
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Daniela Gomez Rios, Monica, Kerlly Araujo, Felipe Castro, and Miguel Angel Quiroz Martinez. "Evolution in videogame graphics: an approach between reality approach and user perspective." In Intelligent Human Systems Integration (IHSI 2024) Integrating People and Intelligent Systems. AHFE International, 2024. http://dx.doi.org/10.54941/ahfe1004535.

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Technological progress in the video game industry has become increasingly visible at the time of consuming games, these tend to try to be more realistic either by the ambition of the developers or by request of the community of each video game; this approach to reality can be in various forms, the main one that we study in this work is in the graphic section, in-game mechanics, history and interaction with the game. Based on the existing intrigue of how video games today can be indistinguishable from life itself in their technical and graphical section, as well as being able to create emotional, immersive, and exciting stories; in this article, we analyze how these games can approach reality through everything they can offer us, analyzing the technologies that are currently used to make this possible and how we as users can perceive it as accurate. We use an analytical-descriptive methodology, using Scopus, IEEE, IGN, Google Scholar, and WoS databases. Thus, the purpose of this study is to review how video games increasingly come to resemble reality both in the technical/graphic section and in how users perceive that approach through the coherent narrative of the game. The results of this article show how the graphics engine has perfected the details such as particles, photo illumination, and environments; while artificial intelligence works with great support and improvement for greater power in the frames in addition to helping to refine the hyperrealism achieved by the graphics engine; for its part also the analysis of the behaviour of players when interacting with video games and that these transmit that immersive and authentic feeling at the time of consuming them. Concluding that the technologies of the games have had a significant advance in their graphical sections that now to see a scanned photo of nature is very complicated to differentiate it from an actual photo of some landscape.
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Breugelmans, Jeffrey, and Yingzi Lin. "Biosensor Based Video Game Control for Physically Disabled Gamers." In ASME 2011 Dynamic Systems and Control Conference and Bath/ASME Symposium on Fluid Power and Motion Control. ASMEDC, 2011. http://dx.doi.org/10.1115/dscc2011-6000.

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PC-based video games are commonly controlled through a combination of pointing device and keyboard input. Although this conventional type of interface has a long history of successful implementation, a small group of people remains excluded due to accessibility issues. This is unfortunate, because virtual environment immersion can provide great benefits to people suffering from temporary or permanent physical disabilities. This work describes the development of a novel human-computer interface system that incorporates biosensors in order to replace conventional input devices. It will engage this group of overlooked users by addressing and eliminating the previously mentioned accessibility issues. In this system, the input from an eye-tracking device will be used to replace on-screen pointing, and a data-glove will be used to replace keyboard input for in-game navigation and interaction. It is expected that previously limiting physical conditions will be eliminated by the system’s effective, effortless, and pleasant interaction control implications.
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