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Creativity in the video game industry
Gothenburg Research Institute, University of Gothenburg.
Umeå University, Faculty of Social Sciences, Umeå School of Business.
2010 (English)In: Creativity: Fostering, measuring and contexts / [ed] Alessandra M. Corrigan, New York: Nova Science Publishers , 2010, 109-120 p.Chapter in book (Other academic)
Abstract [en]

In the summer of 1961 an MIT student by the name of Steve „Slug‟ Russell was tinkering with the campus computer. It was not a very complex computer by today‟s standards, but by the standard of that time it was highly complex, not to mention expensive. Steve was exploring the possibilities of that machine - more precisely, trying to demonstrate with an engaging and fun program the capabilities of this machine. And making a game was, in his eyes, the best way to go about it. This creative achievement would not only be the start of Steve‟s career, but also of an industry that, just as in this first game, thrives on creativity and tinkering with computers. The result of Steve‟s tinkering was the video game Spacewar. This game is credited as the first „real‟ video game (Demaria and Wilson 2004, Kent 2001). Despite its crude setup, consisting of two spaceships dueling on a round monitor, it quickly achieved immense popularity. It is said that the game was copied onto most university computers in the USA at that time. The impact of this game grew as more, and more, people saw it, and played it. Nolan Bushnell, for example, was an avid gamer2 of Spacewar, he would later establish the Atari Company. This was one of the first large company developing video games, and it was highly successful in the early days of the video game industry. 

Place, publisher, year, edition, pages
New York: Nova Science Publishers , 2010. 109-120 p.
National Category
Business Administration
Research subject
Business Studies
URN: urn:nbn:se:umu:diva-37956ISBN: 9781616688073OAI: diva2:371238
Available from: 2010-11-19 Created: 2010-11-19 Last updated: 2010-12-09Bibliographically approved

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