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In his book What Video Games Have to Teach Us About Learning and Literacy, James Paul Gee talks about the application and principles of digital learning. Gee has focused on the learning principles in video games and how these learning principles can be applied to the K-12 classroom. Successful video games are good at challenging players.
Bertie the Brain was a video game version of tic-tac-toe, built by Dr. Josef Kates for the 1950 Canadian National Exhibition. [1] Kates had previously worked at Rogers Majestic designing and building radar tubes during World War II, then after the war pursued graduate studies in the computing center at the University of Toronto while continuing to work at Rogers Majestic. [2]
Indian Ambassadors, probably sent by the Maukhari King Ĺšarvavarman of Kannauj, present the Chaturanga chess game to Khosrau I, from "A treatise on chess", 14th century. [1] [2] The history of games dates to the ancient human past. [3] Games are an integral part of all cultures and are one of the oldest forms of human social interaction.
A friend of Tetris creator Alexey Pajitnov, he was the first clinical psychologist to conduct experiments using the game. [2] He played an important role in the subsequent development and marketing of the game, and a 1999 article in the Forbes magazine credited him for "co-inventing the seminal videogame Tetris". [ 3 ]
The history of video games began in the 1950s and 1960s as computer scientists began designing simple games and simulations on minicomputers and mainframes. Spacewar! was developed by Massachusetts Institute of Technology (MIT) student hobbyists in 1962 as one of the first such games on a video display. The first consumer video game hardware ...
Coupled with this was an increased pressure on possible harmful impacts of video games on children. Arcades had taken steps to make their venues as "family fun centers" alleviate some concerns, but parents and activists still saw video games as potentially addictive and leading to aggressive behavior.
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Playing video games can be for both entertainment and competition, as the trend known as electronic sports or esports has become more widely accepted. Video game-focused gaming conventions such as PAX and MAGFest which have become popular social-gathering events among computer enthusiasts since early 21st century.