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gaming and theory AndrEW BAErg Digital games have become ubiquitous in contemporary culture. They have begun to appear on everything from cabinet arcade machines to home consoles attached to televisions to cellular phones. Although the digital game has its forerunners in the non-electronic and early electronic game machines of the late nineteenth and early twentieth centuries (Huhtamo 2005, 5-10), the first digital games are understood to have appeared in the context of a Cold War military industrial context with Willy Higginbotham's Tennis for Two in 1958 and Steve Russel's Spacewar in 1968. However, the digital game does not become broadly popular until the 1970s (Malliet and de Meyer 2005, 23-24). Malliet and de Meyer's periodization of digital game history locates the birth of the industry from 1973-1977 (25), an initial industry crisis from 1978-1982 (27), and then a second crisis in 1983 that ushers the industry into what they term the "Nintendo Era" over the course of the mid to late 1980s (34). The fact that these authors can outline the existence of a crisis speaks to the popularity of digital games, a popularity they note in the revenues generated by the industry, the increasing number of game
symploke – University of Nebraska Press
Published: Oct 23, 2009
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