{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2025,6,19]],"date-time":"2025-06-19T04:35:56Z","timestamp":1750307756173,"version":"3.41.0"},"reference-count":7,"publisher":"Association for Computing Machinery (ACM)","issue":"6","license":[{"start":{"date-parts":[[2007,11,1]],"date-time":"2007-11-01T00:00:00Z","timestamp":1193875200000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/www.acm.org\/publications\/policies\/copyright_policy#Background"}],"content-domain":{"domain":["dl.acm.org"],"crossmark-restriction":true},"short-container-title":["interactions"],"published-print":{"date-parts":[[2007,11]]},"abstract":"<jats:p>\n            This column on computer game history, from the perspective of the gaming industry, complements the column from the last issue on the history of virtual worlds. I met Daniel Pargman, then a graduate student studying multiplayer games, exactly ten years ago. He told me that one day there would be a research field dedicated to online games, and he planned to be there. The field is indeed emerging, with Daniel as a major contributor.---\n            <jats:italic>Jonathan Grudin, column editor<\/jats:italic>\n          <\/jats:p>","DOI":"10.1145\/1300655.1300674","type":"journal-article","created":{"date-parts":[[2007,11,15]],"date-time":"2007-11-15T14:26:02Z","timestamp":1195136762000},"page":"26-29","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":4,"title":["Five perspectives on computer game history"],"prefix":"10.1145","volume":"14","author":[{"given":"Daniel","family":"Pargman","sequence":"first","affiliation":[{"name":"Royal Institute of Technology"}]},{"given":"Peter","family":"Jakobsson","sequence":"additional","affiliation":[{"name":"S\u00f6dert\u00f6rn University"}]}],"member":"320","published-online":{"date-parts":[[2007,11]]},"reference":[{"key":"e_1_2_1_1_1","volume-title":"High Score!: The Illustrated History of Electronic Games","author":"DeMaria R.","year":"2003","unstructured":"DeMaria , R. and J. Wilson . High Score!: The Illustrated History of Electronic Games , 2 nd ed. New York : McGraw-Hill , 2003 ; Kent, S. The Ultimate History of Video Games: From Pong to Pokemon-The Story Behind the Craze That Touched Our Lives and Changed the World. New York: Three Rivers Press, 2001; Kline, S., Dyer-Witheford, N., and G. de Peuter. Digital Play: The Interaction of Technology, Culture, and Marketing, Montreal: McGill-Queen's University Press, 2003; Huhtamo, E. \"Slots of Fun, Slots of Trouble: An archeology of arcade gaming.\" In Handbook of Computer Game Studies, edited by J. Raessens and J. Goldstein. Cambridge, Mass.: MIT Press, 2005; Levy, S. Hackers: Heroes of the Computer Revolution. New York: Penguin Books, 1984; Cohen, S. Zap: The Rise and Fall of Atari. New York: McGraw-Hill, 1984; Takahashi, D. Opening the Xbox: Inside Microsoft's Plan to Unleash an Entertainment Revolution. Roseville, Calif.: Prima Lifestyles, 2002. DeMaria, R. and J. Wilson. High Score!: The Illustrated History of Electronic Games, 2nd ed. New York: McGraw-Hill, 2003; Kent, S. The Ultimate History of Video Games: From Pong to Pokemon-The Story Behind the Craze That Touched Our Lives and Changed the World. New York: Three Rivers Press, 2001; Kline, S., Dyer-Witheford, N., and G. de Peuter. Digital Play: The Interaction of Technology, Culture, and Marketing, Montreal: McGill-Queen's University Press, 2003; Huhtamo, E. \"Slots of Fun, Slots of Trouble: An archeology of arcade gaming.\" In Handbook of Computer Game Studies, edited by J. Raessens and J. Goldstein. Cambridge, Mass.: MIT Press, 2005; Levy, S. Hackers: Heroes of the Computer Revolution. New York: Penguin Books, 1984; Cohen, S. Zap: The Rise and Fall of Atari. New York: McGraw-Hill, 1984; Takahashi, D. Opening the Xbox: Inside Microsoft's Plan to Unleash an Entertainment Revolution. Roseville, Calif.: Prima Lifestyles, 2002.","edition":"2"},{"key":"e_1_2_1_2_1","unstructured":"We cover the history of computer games from a games industry perspective. We don't cover parallel activities in the non-commercial arena. Despite their impact and mindshare we skip text-based or ASCII graphics games played on mainframe or UNIX systems and typically distributed over the Internet (e.g. Adventure and Rogue). These games had different characteristics and limitations and were played by far fewer people than games played in arcades and later on home and personal computers. In mid-1984 when game manufacturers were on the way to selling over 100 million Atari cartridges for games such as \"Space Invaders\" and \"Pac-Man\" there were fewer than 1000 computers on the Internet.  We cover the history of computer games from a games industry perspective. We don't cover parallel activities in the non-commercial arena. Despite their impact and mindshare we skip text-based or ASCII graphics games played on mainframe or UNIX systems and typically distributed over the Internet (e.g. Adventure and Rogue). These games had different characteristics and limitations and were played by far fewer people than games played in arcades and later on home and personal computers. In mid-1984 when game manufacturers were on the way to selling over 100 million Atari cartridges for games such as \"Space Invaders\" and \"Pac-Man\" there were fewer than 1000 computers on the Internet."},{"key":"e_1_2_1_3_1","first-page":"62","article-title":"The business and culture of online games. Chicago: University of Chicago Press, 2005; Simon, B. and E. Castronova. \"Beyond Cyberspatial Flaneurie: On the analytic potential of living with digital games","volume":"1","author":"Castronova E.","year":"2006","unstructured":"Castronova , E. Synthetic Worlds : The business and culture of online games. Chicago: University of Chicago Press, 2005; Simon, B. and E. Castronova. \"Beyond Cyberspatial Flaneurie: On the analytic potential of living with digital games .\" Games and Culture, no . 1 ( 2006 ): 62 - 67 . Castronova, E. Synthetic Worlds: The business and culture of online games. Chicago: University of Chicago Press, 2005; Simon, B. and E. Castronova. \"Beyond Cyberspatial Flaneurie: On the analytic potential of living with digital games.\" Games and Culture, no.1 (2006): 62-67.","journal-title":"Games and Culture, no"},{"key":"e_1_2_1_4_1","doi-asserted-by":"crossref","unstructured":"Wilson J. \"'Participation TV': Early games video art abstraction and the problem of attention.\" Convergence: the journal of research into new media technologies 10 no. 3 (2004):  83-100.  Wilson J. \"'Participation TV': Early games video art abstraction and the problem of attention.\" Convergence: the journal of research into new media technologies 10 no. 3 (2004): 83-100.","DOI":"10.1177\/135485650401000306"},{"key":"e_1_2_1_5_1","doi-asserted-by":"publisher","DOI":"10.1177\/146144480200400305"},{"key":"e_1_2_1_6_1","unstructured":"For example http:\/\/www.seriousgamessummit.com\/ or http:\/\/www.persuasivegames.com\/games\/.  For example http:\/\/www.seriousgamessummit.com\/ or http:\/\/www.persuasivegames.com\/games\/."},{"volume-title":"p. 68","author":"No","key":"e_1_2_1_7_1","unstructured":"EDGE No .175 (May 2007) : p. 68 EDGE No.175 (May 2007): p. 68"}],"container-title":["Interactions"],"original-title":[],"language":"en","link":[{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/1300655.1300674","content-type":"unspecified","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/dl.acm.org\/doi\/pdf\/10.1145\/1300655.1300674","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,6,18]],"date-time":"2025-06-18T13:39:21Z","timestamp":1750253961000},"score":1,"resource":{"primary":{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/1300655.1300674"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2007,11]]},"references-count":7,"journal-issue":{"issue":"6","published-print":{"date-parts":[[2007,11]]}},"alternative-id":["10.1145\/1300655.1300674"],"URL":"https:\/\/doi.org\/10.1145\/1300655.1300674","relation":{},"ISSN":["1072-5520","1558-3449"],"issn-type":[{"type":"print","value":"1072-5520"},{"type":"electronic","value":"1558-3449"}],"subject":[],"published":{"date-parts":[[2007,11]]},"assertion":[{"value":"2007-11-01","order":2,"name":"published","label":"Published","group":{"name":"publication_history","label":"Publication History"}}]}}