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  |  V deo Games

                       of all Americans planned on purchasing at least one game in the following year.
                       Games sales are now comparable to cinema box office takings and today more
                       video games are sold in the United States and United Kingdom than books.


                          gEnDEr

                          Contrary to popular belief, video game playing is not restricted solely to male
                       adolescents. The ESA suggests that 69 percent of video game players are over
                       the age of 18. Though digital gaming is by no means a level playing field when it
                       comes to gender, the ESA suggests that 38 percent of gamers are female, and in
                       Johannes Fromme’s study of over a thousand German schoolchildren, almost a
                       third of girls (and 55.7 percent of boys) claimed to “regularly” play digital games,
                       while it has been suggested that in Korea women make up to close to 70 percent
                       of gamers (Krotoski 2004).
                          However,  statistics  on  game-playing  patterns,  particularly  in  relation  to
                       gender, can hide continuing discrepancies and imbalances between the gam-
                       ing patterns of men and women. Studies suggest that on average women con-
                       tinue to be less likely to play video games than men, and those who do play
                       tend  to  play  a  lot  less  frequently  than  their  male  counterparts.  In  particu-
                       lar, these discrepancies are much greater for adult men and women. This is
                       most likely because women’s leisure time continues to be more restricted and
                       fractured than men’s; and because video games continue to be created and
                       marketed  primarily  towards  men  and  feature  “masculine”  themes,  such  as
                       violence and male participation sports, with female characters often absent
                       or sexualized within games (Crawford and Gosling 2005). Technology also
                       continues to be primarily “controlled” by men (such as the placing of game
                       machines  in  “male”  spaces,  such  as  the  bedrooms  of  male  siblings),  which
                       means that game machines and gaming are infrequently seen as belonging to
                       women within households.



                Video gaMe tiMeline
                  1952—Cambridge University doctoral student Alexander “Sandy” Douglas produces a
                     computer version of “noughts and crosses” (tic-tack-toe).
                  1958—Physicist  William  Higinbotham  at  Brookhaven  National  Laboratory  produces  a
                     basic tennis simulation.
                  1962—A team of researchers at Massachusetts Institute of Technology produces a game
                     called Spacewar, which becomes the first distributed game, circulated between com-
                     puter labs.
                  1972—The first commercial home video-game console, The Magnavox Odyssey, launches.
                  1973—Atari launches the arcade version of Pong.
                  1975—Atari demonstrates Home-Pong at toy industry exhibition.
                  1977—Atari launches the Video Computer System (VCS).
                  1980—Release of Space Invaders, Pac Man, and Battlezone.
                  1981—IBM releases the 8088 processor, leading to the first IBM PCs.
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