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  2. Narrative of video games - Wikipedia

    en.wikipedia.org/wiki/Narrative_of_video_games

    Video games were first popularized with Pong. Pong was a simple virtual game of tennis in which, developer Nolan Bushnell said, the primary goal was "fun." According to Bushnell, games in that era had been so technologically challenging to produce that "it was exhausting to get the game to play without worrying about story" and as such, story was not a concern for many developers. [7]

  3. Video essay - Wikipedia

    en.wikipedia.org/wiki/Video_essay

    A video essay is an essay presented in the format of a video recording or short film rather than a conventional piece of writing; the form often overlaps with other forms of video entertainment on online platforms such as YouTube.

  4. Video game - Wikipedia

    en.wikipedia.org/wiki/Video_game

    A video game, [a] sometimes further qualified as a computer game, is an electronic game that involves interaction with a user interface or input device (such as a joystick, controller, keyboard, or motion sensing device) to generate visual feedback from a display device, most commonly shown in a video format on a television set, computer monitor, flat-panel display or touchscreen on handheld ...

  5. Video game development - Wikipedia

    en.wikipedia.org/wiki/Video_game_development

    A video game publisher is a company that publishes video games that they have either developed internally or have had developed by an external video game developer. As with book publishers or publishers of DVD movies, video game publishers are responsible for their product's manufacturing and marketing, including market research and all aspects ...

  6. Gaming: Essays on Algorithmic Culture - Wikipedia

    en.wikipedia.org/wiki/Gaming:_Essays_on...

    Proceeding from the premise that "video games are actions", and that they are a collaboration between player and computer, Galloway offers two axes of analysis: operator (i.e., the player) <--> machine (i.e., the computer); and diegetic (i.e. "in-universe") <--> non-diegetic (i.e., "out of character"). For example, firing a weapon is a diegetic ...

  7. What Video Games Have to Teach Us About Learning and Literacy

    en.wikipedia.org/wiki/What_Video_Games_Have_to...

    Gee began playing video games when his (then) six-year-old son needed help playing the problem-solving game Pajama Sam.When he discovered how much enjoyment his son had and how much attention and time he spent solving the game's problems, Gee decided to start playing video games on his own and began to analyze what makes people spend time and money on video games.

  8. Games and learning - Wikipedia

    en.wikipedia.org/wiki/Games_and_learning

    Video games create new social and cultural worlds – worlds that help people learn by integrating thinking, social interaction, and technology, all in service of doing things they care about. [1] Computers and other technologies have already changed the way students learn.

  9. Game - Wikipedia

    en.wikipedia.org/wiki/Game

    In more open-ended video games, such as sandbox games, a virtual environment is provided in which the player may be free to do whatever they like within the confines of a particular game's universe. Sometimes, there is a lack of goals or opposition, which has stirred some debate on whether these should be considered "games" or "toys".