Concepts of Game Innovation: A View from the History of Digital Games
ALHA, KATI (2011)
ALHA, KATI
2011
Informaatiotutkimus ja interaktiivinen media - Information Studies and Interactive Media
Informaatiotieteiden yksikkö - School of Information Sciences
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Hyväksymispäivämäärä
2011-09-13
Julkaisun pysyvä osoite on
https://urn.fi/urn:nbn:fi:uta-1-21777
https://urn.fi/urn:nbn:fi:uta-1-21777
Tiivistelmä
In this thesis I will examine the history of game innovations. There are three questions I am seeking answers for: 1) what is game innovation, 2) what is the nature of game innovations, and 3) how innovations have evolved during the history of digital games. The main research data used in this study is game history books and game guides. Supporting material from interviews with game professionals and a small survey for game players are also used. These materials are analyzed to find the most acknowledged innovative games and examine them more closely to discuss the nature and evolution of game innovations.
The results show that it is not enough to create something new to become an acknowledged game innovation, but the overall quality and content of the game, as well as the reception, context, and influence of the game matter. Usually it is not the first games introducing new features that are acknowledged afterward, but the ones rising above others have typically had forerunners. The definition of innovation somewhat supports this view: According to it innovation is the first successful implementation of an invention. However, the general understanding of innovation often connects innovation to invention or the very first attempt to create something new. Therefore there is a conflict between the understanding of innovation as a concept and the games that are seen innovative afterward.
The formed main categories for game innovations are technological, gameplay, presentation, and narrative innovations. When examining the evolution of game innovations with the help of these categories, each decade so far seem to have their own characteristics. The 1970s, the beginning of the industry, was the time of scarce, but very well known innovations, concentrating on technological and gameplay innovations. The 1980s was the time of the industry crash, but also the richest decade when it came the number of innovations. The narrative innovations were on the rise while technological innovations diminished. Technology aspect came back in the 1990s stronger than ever, and dropped again in the 2000s when the gameplay and narrative innovations rose as the most important categories.
Asiasanat:digital games, innovation, history, innovation categories, innovation concept
The results show that it is not enough to create something new to become an acknowledged game innovation, but the overall quality and content of the game, as well as the reception, context, and influence of the game matter. Usually it is not the first games introducing new features that are acknowledged afterward, but the ones rising above others have typically had forerunners. The definition of innovation somewhat supports this view: According to it innovation is the first successful implementation of an invention. However, the general understanding of innovation often connects innovation to invention or the very first attempt to create something new. Therefore there is a conflict between the understanding of innovation as a concept and the games that are seen innovative afterward.
The formed main categories for game innovations are technological, gameplay, presentation, and narrative innovations. When examining the evolution of game innovations with the help of these categories, each decade so far seem to have their own characteristics. The 1970s, the beginning of the industry, was the time of scarce, but very well known innovations, concentrating on technological and gameplay innovations. The 1980s was the time of the industry crash, but also the richest decade when it came the number of innovations. The narrative innovations were on the rise while technological innovations diminished. Technology aspect came back in the 1990s stronger than ever, and dropped again in the 2000s when the gameplay and narrative innovations rose as the most important categories.
Asiasanat:digital games, innovation, history, innovation categories, innovation concept