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History of digital games : developments in art, design and interaction

Author: Andrew Williams
Publisher: Boca Raton, FL : CRC Press, Taylor & Francis Group, an A K Peters Book, [2017]
Edition/Format:   Print book : EnglishView all editions and formats
Summary:
The growth of videogame design programs in higher education and explosion of amateur game development has created a need for a deeper understanding of game history that addresses not only "when," but "how" and "why." Andrew Williams takes the first step in creating a comprehensive survey on the history of digital games as commercial products and artistic forms in a textbook appropriate for university instruction.  Read more...
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Genre/Form: Textbooks
Document Type: Book
All Authors / Contributors: Andrew Williams
ISBN: 9781138885554 113888555X 9781138885530 1138885533
OCLC Number: 969438692
Description: xv, 255 pages ; 26 cm
Contents: Introduction : the earliest games --
Mechanical and electro-mechanical arcade games (1870-1970) --
Games as experiments --
Early commercialized digital games (1970-1983) --
Golden age arcade --
2nd gen consoles --
Home computers --
Japan 2d game design rebirth of consoles --
Early 3d and multimedia boom --
Contemporary game design --
Independent games.
Responsibility: Andrew Williams.

Abstract:

The growth of videogame design programs in higher education and explosion of amateur game development has created a need for a deeper understanding of game history that addresses not only "when," but "how" and "why." Andrew Williams takes the first step in creating a comprehensive survey on the history of digital games as commercial products and artistic forms in a textbook appropriate for university instruction. History of Digital Games adopts a unique approach and scope that traces the interrelated concepts of game design, art and design of input devices from the beginnings of coin-operated amusement in the late 1800s to the independent games of unconventional creators in the present. Rooted in the concept of videogames as designed objects, Williams investigates the sources that inspired specific game developers as well as establishing the historical, cultural, economic and technological contexts that helped shape larger design trends.

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