Author Archives: David L. Reeves
Toys, Simulations and Stories III: Stories
It is 2011. We’re a stone’s throw from a hypothetical apocalypse, video games are virtually everywhere and most of them attempt to tell us stories. This approach has progressed much further than digital toys and has much broader appeal than
Toys, Simulations and Stories III: Stories
It is 2011. We’re a stone’s throw from a hypothetical apocalypse, video games are virtually everywhere and most of them attempt to tell us stories. This approach has progressed much further than digital toys and has much broader appeal than
Toys, Simulations and Stories II. Toys
While most early computational devices were almost exclusively used for military and academic purposes, it is important to note Spacewar! became available in 1962 and Tennis For Two was developed in 1958 (for those unfamiliar, Tennis For Two was a
Toys, Simulations and Stories II. Toys
While most early computational devices were almost exclusively used for military and academic purposes, it is important to note Spacewar! became available in 1962 and Tennis For Two was developed in 1958 (for those unfamiliar, Tennis For Two was a
Toys, Simulations and Stories I. Simulations
One of the most noticeable and surprising problems with the study of video games (and interactive media in general) is the difficulty to describe their place in society. In general, there are three broad approaches to this question. Some
Toys, Simulations and Stories I. Simulations
One of the most noticeable and surprising problems with the study of video games (and interactive media in general) is the difficulty to describe their place in society. In general, there are three broad approaches to this question. Some