Gaming I, II, and III: Arcades, Video Game Systems, and Modern Game Streaming Services

Author:

Banfi Ryan1ORCID

Affiliation:

1. Cinema Studies, New York University, New York, NY, USA

Abstract

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.

Publisher

SAGE Publications

Subject

Human-Computer Interaction,Applied Psychology,Arts and Humanities (miscellaneous),Anthropology,Communication,Cultural Studies

Reference286 articles.

1. Allen J. (2021). Nintendo Switch Online has 32million subscribers according to Nintendo. NME. https://www.nme.com/news/gaming-news/nintendo-switch-online-has-32million-subscribers-according-to-nintendo-3090023

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