A Brief Social History of Game Play
Keywords:
video game, social history, diffusion, technologyAbstract
Who has played video games? Where have they played them? And how have games helped or hindered social networks and communities? This article answers these historical questions for the birthplace of commercial video games—the United States. Moving from the descriptive to the analytical, it begins with the basic trends and figures: who played, when, where and why, and how changes in technology have impacted the social side of gaming. An immediate pattern appears—for both industrial and political reasons, the early 1980s were a crucial turning point in the social history of video game play. What began as an open and free space for cultural and social mixing was quickly transformed through social constructions that had little to do with content, the goals of the producers, or even demand. The legacy of that era persists today, influencing who plays, how we view games, and even how we investigate their uses and effects.Downloads
Published
2005-01-01
Bibtex
@Conference{digra190, title ="A Brief Social History of Game Play", year = "2005", author = "Williams, Dmitri", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/190}", booktitle = "Proceedings of DiGRA 2005 Conference: Changing Views: Worlds in Play"}
Proceedings
Section
Papers
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© Authors & Digital Games Research Association DiGRA. Personal and educational classroom use of this paper is
allowed, commercial use requires specific permission from the author.