Comments and suggested edits welcome. This is super rough.
1940s/1950s Homo Ludens
1950s/1960s war games post-WW2/Korean War
~1970 ISAGA, NASAGA, S&G
1970s New Games Movement and The Games Preserve, alongside rise of hippies and Woodstock culture
1980s “Me” generation kills NGM while their kids play video games and newfangled RPGs
1990s Gen X and later video gamers start going to college
2000s rise of game studies, DiGRA, GLS, G4C, new games journalism, rise of designer board games
2010s collapse of academia, convergence (and diversification) of games scholar fields, gamergate, inclusion and representation in games, gamification and its backlash
I’ve been delving into old articles in Simulation & Gaming on the early history of ISAGA and NASAGA. Below is a good quote from Richard Powers from his retrospective in 2014 shortly before he passed away. He was commenting on Garry Shirts (also RIP) who gave the keynote at NASAGA in 1999 and predicted a bright future for games and education. It hasn’t realllly happened, and I think Powers is correct in guessing that part of the problem is that the newer wave of games scholars (me included) have no idea ISAGA and NASAGA exist.
So while I see the potential of a huge impact on education as a result of recent events in the video gaming community, I am concerned that that community is not familiar with the field of educational gaming. I believe it is time that ISAGA and NASAGA invite people in the video gaming community to attend our conferences. We should reciprocate and attend one of theirs, for instance, the Games for Change Festival.
Anyway, this delving has spurred me to write down a quick timeline, so that’s why this post… 🙂