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9 - Computer games

Published online by Cambridge University Press:  05 December 2014

Tony Hey
Affiliation:
Microsoft Research, Washington
Gyuri Pápay
Affiliation:
University of Southampton
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Summary

Video games are bad for you? That’s what they said about rock and roll.

Shigeru Miyamoto

The first computer games

Since the earliest days, computers have been used for serious purposes and for fun. When computing resources were scarce and expensive, using computers for games was frowned upon and was typically an illicit occupation of graduate students late at night. Yet from these first clandestine experiments, computer video games are now big business. In 2012, global video game sales grew by more than 10 percent to more than $65 billion. In the United States, a 2011 survey found that more than 90 percent of children aged between two and seventeen played video games. In addition, the Entertainment Software Association in the United States estimated that 40 percent of all game players are now women and that women over the age of eighteen make up a third of the total game-playing population. In this chapter we take a look at how this multibillion-dollar industry began and how video games have evolved from male-dominated “shoot ’em up” arcade games to more family-friendly casual games on smart phones and tablets.

One of the first computer games was written for the EDSAC computer at Cambridge University in 1952. Graduate student Alexander Douglas used a computer game as an illustration for his PhD dissertation on human-computer interaction. The game was based on the game called tic-tac-toe in the United States and noughts and crosses in the United Kingdom. Although Douglas did not name his game, computer historian Martin Campbell-Kelly saved the game in a file called OXO for his simulator program, and this name now seems to have escaped into the wild. The player competed against the computer, and output was programmed to appear on the computer’s cathode ray tube (CRT) as a display screen. The source code was short and, predictably, the computer could play a perfect game of tic-tac-toe (Fig. 9.1).

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The Computing Universe
A Journey through a Revolution
, pp. 174 - 191
Publisher: Cambridge University Press
Print publication year: 2014

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  • Computer games
  • Tony Hey, Gyuri Pápay, University of Southampton
  • Book: The Computing Universe
  • Online publication: 05 December 2014
  • Chapter DOI: https://doi.org/10.1017/CBO9781139032643.012
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To save content items to your account, please confirm that you agree to abide by our usage policies. If this is the first time you use this feature, you will be asked to authorise Cambridge Core to connect with your account. Find out more about saving content to Dropbox.

  • Computer games
  • Tony Hey, Gyuri Pápay, University of Southampton
  • Book: The Computing Universe
  • Online publication: 05 December 2014
  • Chapter DOI: https://doi.org/10.1017/CBO9781139032643.012
Available formats
×

Save book to Google Drive

To save content items to your account, please confirm that you agree to abide by our usage policies. If this is the first time you use this feature, you will be asked to authorise Cambridge Core to connect with your account. Find out more about saving content to Google Drive.

  • Computer games
  • Tony Hey, Gyuri Pápay, University of Southampton
  • Book: The Computing Universe
  • Online publication: 05 December 2014
  • Chapter DOI: https://doi.org/10.1017/CBO9781139032643.012
Available formats
×