{"title":"Gaming I, II, and III: Arcades, Video Game Systems, and Modern Game Streaming Services","authors":"Ryan Banfi","doi":"10.1177/15554120231186634","DOIUrl":null,"url":null,"abstract":"This paper aims to create a shorthand for video game history – from video games’ infancy to the current subscription model that is dominating gaming. In this essay, I will apply the practices of historical media scholarship that have helped parse out television history (e.g., TV I, TV II, TV III, and TV IV) and film history (e.g., Cinema 1, 2, and 3.0) to define the various shifts in video game history. Gaming I represents the arcade and home system boom up until the 1983 video game Crash, Gaming II describes the post-Crash console period, and finally, Gaming III materializes due to the arrival of modern video game subscriptions. Rather than constructing an exhaustive account of video game history, this essay means to generate more studies on what video game history can mean in the context of the established academic studies on visual media.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":"13 1","pages":""},"PeriodicalIF":2.4000,"publicationDate":"2023-07-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Games and Culture","FirstCategoryId":"98","ListUrlMain":"https://doi.org/10.1177/15554120231186634","RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMMUNICATION","Score":null,"Total":0}
引用次数: 0
Abstract
This paper aims to create a shorthand for video game history – from video games’ infancy to the current subscription model that is dominating gaming. In this essay, I will apply the practices of historical media scholarship that have helped parse out television history (e.g., TV I, TV II, TV III, and TV IV) and film history (e.g., Cinema 1, 2, and 3.0) to define the various shifts in video game history. Gaming I represents the arcade and home system boom up until the 1983 video game Crash, Gaming II describes the post-Crash console period, and finally, Gaming III materializes due to the arrival of modern video game subscriptions. Rather than constructing an exhaustive account of video game history, this essay means to generate more studies on what video game history can mean in the context of the established academic studies on visual media.
期刊介绍:
Games and Culture publishes innovative theoretical and empirical research about games and culture within the context of interactive media. The journal serves as a premiere outlet for groundbreaking and germinal work in the field of game studies. The journal"s scope includes the sociocultural, political, and economic dimensions of gaming from a wide variety of perspectives, including textual analysis, political economy, cultural studies, ethnography, critical race studies, gender studies, media studies, public policy, international relations, and communication studies.