Five perspectives on computer game history
Bibliographic Data
| ID | 15326386 |
|---|---|
| Authors | Daniel Pargman (0000-0002-2162-8353, KTH Royal Institute of Technology, corresponding author), Peter Jakobsson (0000-0002-5468-7229, Södertörn University) |
| Year | 2007 |
| Volume | 14 |
| Issue | 6 |
| Pages | 26-29 |
| Publication date | 2007-11-01 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | interactions (JOURNAL) |
| Journal identifiers | ISSN: 1072-5520 • E-ISSN: 1558-3449 |
| Publisher | Association for Computing Machinery (PUBLISHER • US) |
| DOI | 10.1145/1300655.1300674 |
| OpenAlex | W2063454531 |
| Language | EN |
| References cited | 2 |
This column on computer game history, from the perspective of the gaming industry, complements the column from the last issue on the history of virtual worlds. I met Daniel Pargman, then a graduate student studying multiplayer games, exactly ten years ago. He told me that one day there would be a research field dedicated to online games, and he planned to be there. The field is indeed emerging, with Daniel as a major contributor.--- Jonathan Grudin, column editor
Column (typography · Field (mathematics · Multimedia · Perspective (graphical · Telecommunications · Computer Science · Digital Games and Media · Mathematics · Artificial Intelligence
| Highly cited | No |
|---|