Abstract

Computer games represent an area of untapped, unappreciated potential in the human-computer relationship. Having long been considered "low culture" and unworthy of scholarly attention, the focus on games is intensifying as the field of ludology emerges. The first game was created forty years ago, and since then games have branched out from their traditionally young male user base and gained popularity with both adults and females. Violence in and addiction to games remain controversial topics, but the threat posed by games fades a bit in comparison to the fascinating insights they give us into literature, art, and cinema. Their cultural impact is also evidenced by the wave of nostalgia that is bringing back video games from the 1970's and 80's. Online gaming is changing the way people experience interactive entertainment in their homes, and massive multi-player online worlds are edging closer to becoming simulations of offline society. The significance of computer games can no longer be denied, and their future is bright as technology and game theory continue to create astounding and entertaining virtual worlds.

Library of Congress Subject Headings

Computer games--History; Computer games--Social aspects

Publication Date

2002

Document Type

Thesis

Department, Program, or Center

Computer Science (GCCIS)

Advisor

Axelrod, Mike

Advisor/Committee Member

Doubleday, Nancy

Comments

Note: imported from RIT’s Digital Media Library running on DSpace to RIT Scholar Works. Physical copy available through RIT's The Wallace Library at: GV1469.17.S63 A439 2002

Campus

RIT – Main Campus

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