采购产品游戏I, II和III:街机,视频游戏系统,和现代游戏流媒体服务

IF 2.4 2区 文学 Q1 COMMUNICATION Games and Culture Pub Date : 2023-07-17 DOI:10.1177/15554120231186634
Ryan Banfi
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引用次数: 0

摘要

本文旨在为电子游戏的历史创造一个简写——从电子游戏的婴儿期到目前主导游戏的订阅模式。在这篇文章中,我将运用历史媒体学术的实践,帮助分析电视历史(例如,电视I,电视II,电视III和电视IV)和电影史(例如,电影1,2和3.0)来定义电子游戏历史的各种转变。游戏1代表了街机和家庭系统的繁荣,直到1983年的视频游戏崩溃,游戏2描述了崩溃后的主机时期,最后,游戏3由于现代视频游戏订阅的到来而实现。本文并不是要对电子游戏的历史进行详尽的描述,而是要在已有的关于视觉媒体的学术研究背景下,对电子游戏的历史进行更多的研究。
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Gaming I, II, and III: Arcades, Video Game Systems, and Modern Game Streaming Services
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.
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来源期刊
Games and Culture
Games and Culture Multiple-
CiteScore
7.20
自引率
7.10%
发文量
54
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.
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