History of Video Games
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There are 9 modules in this course
This course introduces students to the history of video gaming. Topics include the technical and cultural history of the video games, the diverse contexts in which video games are produced, and pre-digital influences on video games.
Video games emerge from a number of existing historical factors and cultural practices. In this module, we will explore how global gaming cultures, coin-operated amusements, and technical experimentation with computers helped make video games possible.
What's included
9 videos5 readings4 assignments1 discussion prompt
9 videos•Total 50 minutes
- Course Overview•3 minutes
- Instructor Introduction•2 minutes
- Module 1 Introduction•2 minutes
- Before Video Games: Global Gaming Cultures •8 minutes
- Before Video Games: Computer Experiments •7 minutes
- Coin-Operated Amusements •8 minutes
- Pinball History•7 minutes
- A Brief History of War Games•5 minutes
- Dungeons & Dragons and Tabletop Role Playing •8 minutes
5 readings•Total 280 minutes
- Syllabus•10 minutes
- Pre-History of Video games•120 minutes
- Pinball and Coin-Op•60 minutes
- War Games to Tabletop•80 minutes
- Module 1 Summary•10 minutes
4 assignments•Total 165 minutes
- Pre-History of Video games Quiz•15 minutes
- Pinball and Coin-Op Quiz•15 minutes
- War Games to Tabletop Quiz•15 minutes
- Module 1 Summative Assessment•120 minutes
1 discussion prompt•Total 10 minutes
- Meet and Greet Discussion•10 minutes
In the United States, in particular, the arcade game was one of the earliest forms of computer culture average people had access to. Arcade games played a critical role in the development of video games and remain a key area of game design internationally.
What's included
7 videos4 readings4 assignments
7 videos•Total 48 minutes
- Module 2 Introduction•1 minute
- Pong to Space Invaders - Pt.1•8 minutes
- Pong to Space Invaders - Pt.2•6 minutes
- Home Pong and the 1977 Crash•7 minutes
- Space Invaders and the Killer App•7 minutes
- Video Games as Pop Culture•7 minutes
- The Crash•11 minutes
4 readings•Total 290 minutes
- Making Arcades•80 minutes
- Bringing the Arcade Home•60 minutes
- Pac-Man Fever•140 minutes
- Module 2 Summary•10 minutes
4 assignments•Total 165 minutes
- Making Arcades Quiz•15 minutes
- Bringing the Arcade Home Quiz•15 minutes
- Pac-Man Fever Quiz•15 minutes
- Module 2 Summative Assessment•120 minutes
Some of the earliest popular computer games relied on text, rather than graphics. Companies like Infocom focused on the possibilities of interactive text games and other important titles, like Colossal Cave Adventure, helped shape early game design.
What's included
7 videos4 readings4 assignments
7 videos•Total 45 minutes
- Module 3 Introduction•2 minutes
- From Cave to Console•5 minutes
- Cave as metaphor and historical touchpoint in game history •6 minutes
- Infocom History•8 minutes
- Feelies at Infocom and Elsewhere•9 minutes
- Are there still text adventures?•7 minutes
- Game books•9 minutes
4 readings•Total 540 minutes
- Colossal Cave Adventure•130 minutes
- Infocom Case Study•260 minutes
- Text Adventures•140 minutes
- Module 3 Summary•10 minutes
4 assignments•Total 165 minutes
- Colossal Cave Adventure Quiz•15 minutes
- Infocom Case Study Quiz•15 minutes
- Text Adventures Quiz•15 minutes
- Module 3 Summative Assessment•120 minutes
Computer game genres developed alongside technology while adapting genres, mechanics, and conventions from earlier, even analog games. In this module, we consider the case of the British computer industry’s relationship with games and trace the rise of graphical adventure games and the eventual development of massively multiplayer online role playing games (MMORPGs).
What's included
7 videos4 readings4 assignments
7 videos•Total 56 minutes
- Module 4 Introduction•2 minutes
- Lecture: Graphic Adventures, Sierra On-Line, Origin Systems•12 minutes
- Authorship and game-making in early video games •6 minutes
- British Computing to British Gaming•7 minutes
- Experimental Gamemaking in Britain •11 minutes
- Ultima IV and in-game morality•8 minutes
- A prehistory of MMORPGs •11 minutes
4 readings•Total 270 minutes
- Sierra On-Line and the Adventure Game•60 minutes
- Meanwhile in Britain•140 minutes
- Computer Role Playing•60 minutes
- Module 4 Summary•10 minutes
4 assignments•Total 165 minutes
- Sierra On-Line and the Adventure Game Quiz•15 minutes
- Meanwhile in Britain Quiz•15 minutes
- Computer Role Playing Quiz•15 minutes
- Module 4 Summative Assessment•120 minutes
In the U.S., the decline of Atari helped lay the ground for the console wars, a period during which competitors (primarily Sega and Nintendo) fought for U.S. market share. This unit considers the console wars and the post-crash arcade market.
What's included
7 videos4 readings4 assignments
7 videos•Total 47 minutes
- Module 5 Introduction•1 minute
- Sega and Nintendo on a global stage•6 minutes
- Mario the Mascot •7 minutes
- Lecture: Bigger, Louder, Faster Arcade Games•8 minutes
- Lecture: Fighting Game Cultures •8 minutes
- Games Outside Capital•9 minutes
- Hegemony and Game Making•9 minutes
4 readings•Total 280 minutes
- Sega and Nintendo•60 minutes
- Fighting Games•120 minutes
- Video Games in a Command Economy•90 minutes
- Module 5 Summary•10 minutes
4 assignments•Total 165 minutes
- Sega and Nintendo Quiz•15 minutes
- Fighting Games Quiz•15 minutes
- Video Games in a Command Economy Quiz•15 minutes
- Module 5 Summative Assessment•120 minutes
The 1990s saw rapid change in consumer gaming technologies including both consoles and computers. Improved graphical capabilities helped sow the seeds of increased scrutiny from policy makers and moral guardians while CD-ROM opened opportunities to reach new audiences.
What's included
7 videos4 readings4 assignments
7 videos•Total 58 minutes
- Module 6 Introduction•1 minute
- The First Person Shooter Genre•10 minutes
- Night Trap, Mortal Kombat, Doom and U.S. Congress•11 minutes
- Barbie Fashion Designer as Watershed•10 minutes
- Structural and Market Challenges to Games for Girls•9 minutes
- CD-ROM Takes Over•9 minutes
- But is it a game? •7 minutes
4 readings•Total 235 minutes
- Video Game Violence and the First Person Shooter•60 minutes
- Games for Girls•90 minutes
- CD-ROM as New Media•75 minutes
- Module 6 Summary•10 minutes
4 assignments•Total 165 minutes
- Video Game Violence and the First Person Shooter Quiz•15 minutes
- Games for Girls Quiz•15 minutes
- CD-ROM as New Media Quiz•15 minutes
- Module 6 Summative Assessment•120 minutes
As video games have become part of daily life, both games and the people who play them have become more diverse. Players turn to video games for a variety of reasons, and, increasingly, game companies consider not just an audience, but many audiences.
What's included
7 videos4 readings4 assignments
7 videos•Total 54 minutes
- Module 7 Introduction•1 minute
- Publics and Counterpublics•7 minutes
- Who is a Game Designer?•8 minutes
- From Social Media Games to Mobile•9 minutes
- Mobile Game Markets•9 minutes
- Before esports•11 minutes
- Play, Work, Labor•9 minutes
4 readings•Total 305 minutes
- Counterpublics and Publics•60 minutes
- Casual Revolutions•100 minutes
- Professionalizing Play•135 minutes
- Module 7 Summary•10 minutes
4 assignments•Total 165 minutes
- Counterpublics and Publics Quiz•15 minutes
- Casual Revolutions Quiz•15 minutes
- Professionalizing Play Quiz•15 minutes
- Module 7 Summative Assessment•120 minutes
Increased access to tools for game making have led to a large number of independent and experimental game makers. As independent game development has grown, so, too, has the infrastructure through which these games circulate—festivals, online marketplaces, and other venues have helped expand access to a broader variety of games.
What's included
7 videos4 readings4 assignments
7 videos•Total 53 minutes
- Module 8 Introduction•1 minute
- What Makes a Game Independent?•9 minutes
- The Proliferation of Gamemaking Tools•10 minutes
- Games In Galleries•8 minutes
- The Expressive Potential of Games•8 minutes
- Making Twine•8 minutes
- Go Make a Game•9 minutes
4 readings•Total 220 minutes
- An Indie Game Primer•60 minutes
- Games As Art•90 minutes
- The Future Isn’t Written Yet•60 minutes
- Module 8 Summary•10 minutes
4 assignments•Total 165 minutes
- An Indie Game Primer Quiz•15 minutes
- Games As Art Quiz•15 minutes
- The Future Isn’t Written Yet Quiz•15 minutes
- Module 8 Summative Assessment•120 minutes
This module contains the summative course assessment that has been designed to evaluate your understanding of the course material and assess your ability to apply the knowledge you have acquired throughout the course.
What's included
1 assignment
1 assignment•Total 180 minutes
- Summative Course Assessment•180 minutes
Build toward a degree
This course is part of the following degree program(s) offered by Illinois Tech. If you are admitted and enroll, your completed coursework may count toward your degree learning and your progress can transfer with you.¹
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