![]() ![]() Such chronicles accordingly focus mainly on the console platforms that were successful in the US and Japan. In much-cited books like Steven Kent’s “Ultimate History of Videogames” (2001), the history of digital games is most often presented in an almost teleological way as a continuous line of progress from Tennis for Two (William Higinbotham 1958) over Spacewar! (Steve Russell 1962) and Pac-Man (Namco 1980) to Call of Duty (infinity Ward 2003). At this point I would like to thank Tobias Winnerling and Felix Zimmermann for their corrections, help and advice! 1. With the kind permission of the editors, I am publishing it here as a blog post. The following text is based on my keynote at the 2020 FROG conference and is expected to be published this summer in the anthology “Denk N., Pfeiffer A., Serada A., Wernbacher T.
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