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In 1997, Nokia included the game Snake on a
mobile phone handset for the first time.
1997
In 2008, Apple launched its app store for the
iPhone, and allowed anyone to submit games
and other apps for approval to its store.
1997 2008
In the years that followed, mobile has become
a focal point for many of the changes sweeping
the games industry.
2008 today
Stories about big companies transforming
industries are easy to tell.
I want to tell a more complicated story.
I want to look at this period of time, between
Snake and the App Store, in America, Europe
and Japan.
I want to look at how games connect all of us.
1997 2008
When I tell people that I study the history of
games, they often tell me, That sounds
fascinating, before adding the disclaimer, Im
not much of a gamer myself.
Then I ask them about their experiences with
games.
They then talk endlessly about their treasured
memories of playing with technology.
Everybody games. So why do they feel
excluded from games culture? In part, its
because of the histories weve been telling.
I once met a non-gamer who helped to create
experimental poetry in MUDs in the 1990s, the
precursors to MMORPGs today.
What if games history was actually made by
non-gamers like them? What if we included
those experiences in our histories? How would
that change our understanding of the culture of
gaming?
I think something gets lost when histories of
games focus on product launches.
I think something gets lost when histories of
games focus on big companies.
I think something gets lost when histories of
games focus on famous game designers.
I think something gets lost when histories of
games focus on core gamers.
I think games history is co-created just like
gameplay is: in messy, complicated ways.
I want to tell stories about ordinary people
doing unusual things in that private space
between person and machine.
I want to understand how those people made
new worlds in their relationships with
technology.
I want to understand how technology changed
them.
And I want to re-examine the stories we tell
about big companies and famous designers.
I want to see them as participants in a world
that is co-created by everybody and
everything,
not as the architects of a world that the rest of
us are just living in.
I want to tell complicated histories about the
worlds that emerged between the product
launches.
1997 2008
Im going to start with a book about mobile
games.
rupazero.com/indiegogo
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Crowdfunding a history of mobile games

  • 1. In 1997, Nokia included the game Snake on a mobile phone handset for the first time. 1997
  • 2. In 2008, Apple launched its app store for the iPhone, and allowed anyone to submit games and other apps for approval to its store. 1997 2008
  • 3. In the years that followed, mobile has become a focal point for many of the changes sweeping the games industry. 2008 today
  • 4. Stories about big companies transforming industries are easy to tell. I want to tell a more complicated story.
  • 5. I want to look at this period of time, between Snake and the App Store, in America, Europe and Japan. I want to look at how games connect all of us. 1997 2008
  • 6. When I tell people that I study the history of games, they often tell me, That sounds fascinating, before adding the disclaimer, Im not much of a gamer myself.
  • 7. Then I ask them about their experiences with games. They then talk endlessly about their treasured memories of playing with technology. Everybody games. So why do they feel excluded from games culture? In part, its because of the histories weve been telling.
  • 8. I once met a non-gamer who helped to create experimental poetry in MUDs in the 1990s, the precursors to MMORPGs today. What if games history was actually made by non-gamers like them? What if we included those experiences in our histories? How would that change our understanding of the culture of gaming?
  • 9. I think something gets lost when histories of games focus on product launches.
  • 10. I think something gets lost when histories of games focus on big companies.
  • 11. I think something gets lost when histories of games focus on famous game designers.
  • 12. I think something gets lost when histories of games focus on core gamers.
  • 13. I think games history is co-created just like gameplay is: in messy, complicated ways.
  • 14. I want to tell stories about ordinary people doing unusual things in that private space between person and machine.
  • 15. I want to understand how those people made new worlds in their relationships with technology. I want to understand how technology changed them.
  • 16. And I want to re-examine the stories we tell about big companies and famous designers. I want to see them as participants in a world that is co-created by everybody and everything, not as the architects of a world that the rest of us are just living in.
  • 17. I want to tell complicated histories about the worlds that emerged between the product launches. 1997 2008
  • 18. Im going to start with a book about mobile games.