Model G20 2027 at FLAME University — registrations now open

Arts & Design

Games, Play & Interactive Media

Also known as game design, video games, interactive media

how games and play work as culture, design and technology — from board games to video games and interactive media

Key people

  • Johan HuizingaCultural historian, theorist
  • Ralph BaerVideo game pioneer, inventor
  • Gary GygaxTabletop RPG co-creator
  • Shigeru MiyamotoIconic game designer
  • Will WrightSimulation game designer

Timeline

  • c. 2600 BCEDiscovered in Mesopotamia, the Royal Game of Ur stands as one of humanity's earliest known board games, demonstrating the ancient impulse for structured, competitive play.
  • c. 6th Century CEOriginating in India as Chaturanga, chess evolved into a global phenomenon, becoming a quintessential game of strategy and intellectual prowess.
  • 1962Developed by MIT students on a PDP-1 mainframe, Spacewar! pioneered interactive computer graphics and real-time gameplay, laying the groundwork for future digital entertainment.
  • 1972Atari's Pong, a simple electronic tennis simulation, became the first commercially successful video game, igniting the arcade industry and introducing digital play to a mass audience.
  • 1985The release of the Nintendo Entertainment System, coupled with the groundbreaking Super Mario Bros., rescued the video game industry from its 1983 crash and established modern console gaming paradigms.
  • 1993id Software's Doom revolutionized PC gaming with its pioneering 3D graphics, intense first-person action, and accessible multiplayer networking, popularizing the "shareware" distribution model.
  • 2004Blizzard Entertainment's World of Warcraft redefined the massively multiplayer online role-playing game (MMORPG) genre, creating a persistent virtual world with millions of concurrent players.
  • 2008The launch of Apple's App Store democratized game distribution and consumption, transforming mobile phones into ubiquitous gaming platforms and fostering a boom in casual and indie titles.

Read

  • Homo Ludens: A Study of the Play-Element in CultureJohan Huizinga · 1944Book
  • A Theory of Fun for Game DesignRaph Koster · 2004Book
  • Rules of Play: Game Design FundamentalsKatie Salen Tekinbaş and Eric Zimmerman · 2003Book
  • Reality Is Broken: Why Games Make Us Better and How They Can Change the WorldJane McGonigal · 2011Book
  • Persuasive Games: The Expressive Power of VideogamesIan Bogost · 2007Book

Watch

  • The Problem with Fun - Extra CreditsExtra CreditsVideo
  • What Makes a Good Tutorial? - Game Maker's ToolkitGame Maker's ToolkitVideo
  • High ScoreNetflixVideo
  • Indie Game: The MovieIndependentVideo

Voices to follow

  • Jane McGonigal@avantgameGame designer, author, futurist
  • Jesse SchellWikipediaGame designer, professor at Carnegie Mellon University, CEO of Schell Games
  • Ian Bogost@ibogostProfessor of Media Studies, Georgia Institute of Technology; contributing editor, The Atlantic
  • Brenda Romero@brAward-winning game designer; program director, University of Limerick

Debates

  • Can playing video games actually make you better at real-life things?One view: Many games need quick thinking and problem-solving to beat levels or puzzles, which helps in daily challenges. · Another: Skills learned in a virtual world don't always transfer directly to complex, unpredictable real-life situations.Open question
  • Should games be allowed to have things like loot boxes or in-game purchases?One view: They help game companies make money to create more awesome games and keep them updated with new content. · Another: Loot boxes are like gambling and can trick players, especially young ones, into spending too much money chasing rare items.Open question
  • Should schools use more video games in classes to help students learn?One view: Games can make learning fun and engaging, so students pay more attention and remember things better than traditional methods. · Another: It's hard to find games that perfectly match the school curriculum and specific learning goals for every subject.Open question

Glossary

  • FeedbackThe information a game or system gives back to the player to show the results of their actions, often through sounds, visuals, or vibrations. For example, when you successfully hit an enemy in a game, the sound effect and flashing animation are forms of feedback.
  • GameA structured form of play, usually undertaken for enjoyment, where players follow rules to achieve a goal. For example, Ludo is a game where you roll dice and move pieces to get them home before other players.
  • GameplayHow a player interacts with a game, including the actions they take, the challenges they face, and the overall experience of playing. For example, a game with fast-paced combat and puzzle-solving has exciting gameplay.
  • Interactive MediaAny digital or physical system that allows users to actively participate and influence what happens, rather than just passively watching or listening. For example, a video game is interactive media because your choices and button presses directly affect the characters and story.
  • Level/StageA distinct section or area within a game that players must complete to advance, often with its own challenges and design. For example, in Super Mario, each new world or area you play through is considered a different level.
  • MechanicsThe specific actions, systems, and rules that define how players interact with the game world and its elements. These are the "verbs" of the game. For example, jumping, shooting, and collecting items are common game mechanics.
  • NarrativeThe story or plot that unfolds within a game, often driven by character actions, events, and player choices. For example, a role-playing game often has a rich narrative about heroes saving the world from a dark evil.
  • ObjectiveThe specific goal or task that players try to achieve in a game to win or progress. For example, the objective in a racing game is usually to cross the finish line first.
  • PlayFree, fun activity done for its own sake, often involving imagination and exploration, without a strict goal or rules. For example, building a fort out of blankets just for fun is a form of play.
  • RulesThe guidelines or instructions that tell players what they can and cannot do in a game, defining how it works. For example, in chess, a knight must always move in an L-shape; that's one of its rules.
  • User Interface (UI)The visual parts of a game or app that you see and use to control it, like buttons, menus, and on-screen information. For example, the health bar, mini-map, and inventory screen in a video game are all part of its user interface.

Careers

Roles this can lead toward

Game DesignerUI/UX Designer (Games)Technical ArtistProducer (Games)Narrative Designer (Interactive Storytelling)Virtual/Augmented Reality Experience DesignerGamification Specialist

Student research

Published policy papers by One Young India delegates — every delegate leaves published under their own name.

← Explore the living map