Illinois Tech
History of Video Games
Illinois Tech

History of Video Games

 Carly A. Kocurek

Instructor:  Carly A. Kocurek

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Gain insight into a topic and learn the fundamentals.
Beginner level

Recommended experience

72 hours to complete
3 weeks at 24 hours a week
Flexible schedule
Learn at your own pace
Build toward a degree
Gain insight into a topic and learn the fundamentals.
Beginner level

Recommended experience

72 hours to complete
3 weeks at 24 hours a week
Flexible schedule
Learn at your own pace
Build toward a degree

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Recently updated!

March 2025

Assessments

33 assignments

Taught in English
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There are 9 modules in this course

Video games emerge from a number of existing historical factors and cultural practices. In this module, we will explore how global gaming cultures, coin-operated amusements, and technical experimentation with computers helped make video games possible.

What's included

9 videos5 readings4 assignments1 discussion prompt

In the United States, in particular, the arcade game was one of the earliest forms of computer culture average people had access to. Arcade games played a critical role in the development of video games and remain a key area of game design internationally.

What's included

7 videos4 readings4 assignments

Some of the earliest popular computer games relied on text, rather than graphics. Companies like Infocom focused on the possibilities of interactive text games and other important titles, like Colossal Cave Adventure, helped shape early game design.

What's included

7 videos4 readings4 assignments

Computer game genres developed alongside technology while adapting genres, mechanics, and conventions from earlier, even analog games. In this module, we consider the case of the British computer industry’s relationship with games and trace the rise of graphical adventure games and the eventual development of massively multiplayer online role playing games (MMORPGs).

What's included

7 videos4 readings4 assignments

In the U.S., the decline of Atari helped lay the ground for the console wars, a period during which competitors (primarily Sega and Nintendo) fought for U.S. market share. This unit considers the console wars and the post-crash arcade market.

What's included

7 videos4 readings4 assignments

The 1990s saw rapid change in consumer gaming technologies including both consoles and computers. Improved graphical capabilities helped sow the seeds of increased scrutiny from policy makers and moral guardians while CD-ROM opened opportunities to reach new audiences.

What's included

7 videos4 readings4 assignments

As video games have become part of daily life, both games and the people who play them have become more diverse. Players turn to video games for a variety of reasons, and, increasingly, game companies consider not just an audience, but many audiences.

What's included

7 videos4 readings4 assignments

Increased access to tools for game making have led to a large number of independent and experimental game makers. As independent game development has grown, so, too, has the infrastructure through which these games circulate—festivals, online marketplaces, and other venues have helped expand access to a broader variety of games.

What's included

7 videos4 readings4 assignments

This module contains the summative course assessment that has been designed to evaluate your understanding of the course material and assess your ability to apply the knowledge you have acquired throughout the course.

What's included

1 assignment

Instructor

 Carly A. Kocurek
Illinois Tech
1 Course2 learners

Offered by

Illinois Tech

Build toward a degree

This course is part of the following degree program(s) offered by Illinois Tech. If you are admitted and enroll, your completed coursework may count toward your degree learning and your progress can transfer with you.¹

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