2016
DOI: 10.1177/1555412016653341
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How to Present the History of Digital Games

Abstract: This article approaches the historiography of digital games by suggesting a categorization of four different genres that can be utilized in the presentation of the history of digital games: enthusiast, emancipatory, genealogical, and pathological. All of these genres are based on various conceptions of what is important in the history of digital games and to whom the history is primarily targeted. The article also evaluates the premises of the authors of the histories. The present article's main objective is t… Show more

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Cited by 15 publications
(8 citation statements)
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References 26 publications
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“…In our analysis of these materials, we have sought to classify design patterns and trace connections between games that employ similar styles of voice interaction. According to Suominen’s (2016) categorization of game histories, our approach is primarily genealogical, as we map out the lineages and subcategories that have emerged among voice interaction games, and to some extent pathological, as we seek to explain these developments by reference to their conceptual antecedents and material preconditions. In a loose sense, we are engaged in media archaeology (Apperley & Parikka, 2015; Parikka & Suominen, 2006); although within the constraints of this article, we can account only briefly for the broader media-cultural contexts in which voice interaction games have developed.…”
Section: Methodsmentioning
confidence: 99%
“…In our analysis of these materials, we have sought to classify design patterns and trace connections between games that employ similar styles of voice interaction. According to Suominen’s (2016) categorization of game histories, our approach is primarily genealogical, as we map out the lineages and subcategories that have emerged among voice interaction games, and to some extent pathological, as we seek to explain these developments by reference to their conceptual antecedents and material preconditions. In a loose sense, we are engaged in media archaeology (Apperley & Parikka, 2015; Parikka & Suominen, 2006); although within the constraints of this article, we can account only briefly for the broader media-cultural contexts in which voice interaction games have developed.…”
Section: Methodsmentioning
confidence: 99%
“…The late 2000s were also a moment of widespread optimism, with media and communication scholars dishing up “celebratory” accounts of game culture (Dyer-Witheford & De Peuter, 2009, p. xxv). This view is echoed by game historian Suominen (2017), who points to the many historical monographs he considers “enthusiast” if not “pathological,” which wax nostalgically about game history’s great men and machines.…”
Section: Labor: From Modding To Everyday Game-makingmentioning
confidence: 99%
“…Pelien lisäksi (Reunanen & Pärssinen 2014;Kultima & Peltokangas 2017) tutkimus-ja populaarikirjallisuus on käsitellyt yksittäisten laitteistojen merkitystä suomalaiselle peliteollisuudelle ja sitä ympäröivälle kulttuurille (Kuorikoski 2017) sekä kartoittanut suomalaisen peliteollisuuden menestystarinoita (Niipola 2015). Tutkimukset ovat myös käsitelleet erilaisia lähestymistapoja pelien historiankirjoitukseen (Suominen 2017).…”
Section: Aiempi Tutkimusunclassified