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The literary critic and professor N. Katherine Hayles defines electronic literature as "'digital born' (..) and (usually) meant to be read on a computer", [2] clarifying that this does not include e-books and digitised print literature. A definition offered by the Electronic Literature Organization (ELO) states that electronic literature ...
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]
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 ...
Video games. The definition of "video games" encompasses not only the game object itself but also implicit beliefs about what constitutes a legitimate gaming experience. Video games are designed, interactive experiences primarily mediated through digital interfaces, encompassing a diverse range of genres, platforms, and production theories.
A personal computer video game (also known as a computer game or simply PC game) is a video game played on a personal computer. This is opposed to video game consoles or arcade machines, which are not considered personal computers. Computer games became a form of video games, and since the earliest days of the medium, visual displays such as ...
Playing video games can be for both entertainment and competition, as the trend known as electronic sports or esports has become more widely accepted. Video game-focused gaming conventions such as PAX and MAGFest which have become popular social-gathering events among computer enthusiasts since early 21st century.
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Casual games also entered into more mainstream computer games with numerous simulation games. The biggest hit was The Sims by Maxis, which went on to become the best selling computer game of all time, surpassing Myst. [150] As social media sites started to grow, the first social network games emerged on social platforms. These games, often ...