History of Digital Games

History of Digital Games : Developments in Art, Design and Interaction

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The growth of videogame design programs in higher education and explosion of amateur game development has created a need for a deeper understanding of game history that addresses not only "when," but "how" and "why." Andrew Williams takes the first step in creating a comprehensive survey on the history of digital games as commercial products and artistic forms in a textbook appropriate for university instruction. History of Digital Games adopts a unique approach and scope that traces the interrelated concepts of game design, art and design of input devices from the beginnings of coin-operated amusement in the late 1800s to the independent games of unconventional creators in the present. Rooted in the concept of videogames as designed objects, Williams investigates the sources that inspired specific game developers as well as establishing the historical, cultural, economic and technological contexts that helped shape larger design trendsshow more

Product details

  • Paperback | 255 pages
  • 178 x 254 x 15.24mm | 584g
  • Taylor & Francis Ltd
  • CRC Press
  • London, United Kingdom
  • English
  • 65 Line drawings, color; 2 Line drawings, black and white; 50 Halftones, color; 2 Halftones, black and white
  • 113888555X
  • 9781138885554
  • 1,789,040

About Andrew Williams

Andrew Williams, Ph.D., is an Assistant Professor of Art and Design History at the University of Wisconsin-Stout in Menomonie, Wisconsin. He teaches a variety of graduate and undergraduate courses on digital games, fine art and design history. Williams also established and curated the vintage game collection of the Gaming and Digital Innovation Lab at UW-Stout in addition to maintaining his own catalog of games, game hardware and input devices.show more

Table of contents

Chapter 1 - Mechanical and Electro-Mechanical Arcade Games Chapter 2 - Games as Experiments Chapter 3 - Early Commercialized Digital Games Chapter 4 - The Golden Age Arcade Chapter 5 - Second-Generation Consoles Chapter 6 - Home Computers Chapter 7 - Japan, 2D Game Design and the Rebirth of Consoles Chapter 8 - Early 3D and the Multimedia Boom Chapter 9 - Contemporary Game Design Chapter 10 - Independent Gamesshow more