Video and computer games are no longer a niche product, but have developed into a new leading medium: High industry turnover and a constantly increasing number of players characterize this (pop) cultural phenomenon, and games have also become a productive subject in the humanities and social sciences.
Game history(ies) from Pac-Man to Pokémon
Based on 50 selected computer and video games, the authors of this anthology unfold the many facets and significance of this medium. The compilation is decidedly not intended as a canon, but rather as a multi-layered compilation of games that, for various reasons, occupy a significant, sometimes paradigmatic place in the history of games - for example from a technological, social or cultural perspective, but also with regard to innovative or unique game mechanics (“gameplay”). Classics from the 80s such as Tetris or Super Mario Bros, well-known titles from the 90s such as Tomb Raider or DIABOLO and games from the 00s/10s such as Call of Duty or Fortnite are discussed; and with Pong, a game veteran from the 1970s is even included.
Overview work with interdisciplinary connectivity
Das Werk richtet sich gleichermaßen an Studierende wie Forschende, an Lehrkräfte, Medienschaffende und Gamesbegeisterte – und selbstredend an alle, die sich für die kulturelle und gesellschaftliche Relevanz von Computerspielen interessieren.
About the publication
Feige, Daniel Martin; Inderst, Rudolf Thomas (2025): Computer games: 50 central titles. 1st edition. Bielefeld: transcript (Game Studies, 6). To the publisher's page (opens in a new window)
Ansprechpartner
Prof. Dr. Dr. Rudolf Inderst






