Game | Company/Environment | Year | Impact |
Pong | Atari, Console | 1976 | participatory, collaborative, provided basic forward thinking foundational concepts of gaming environments |
Pacman | Ipad (ICade), Namco | 1980/2003 | nostalgia for material objects in the time of cloud computing, making it possible to emulate any game |
Donkey Kong | arcade game, Nintendo | 1981 | immersion, 2D movement across a defined space |
Tetris | Commodore 64, Spectrum Holobyte | 1984 | broader notion of space that was limitless |
The Secret of Monkey Island | Ipad, LucasFilm Game | 1990/2010 | emulation of previous game; HD |
Sonic the Hedgehog | Sega Game Gear, Sonic Team/Sega | 1991 | one of the most popular to introduce color into mobile gaming environment |
Myst | CD for home computer, Cyan (now Cyan Worlds) / Brøderbund, Apple G3 iMac | 1993 | problem solving, multimedia, intellectual, exploration |
Super Mario 64 | Nintendo 64, Nintendo | 1996 | made 3D accessible and ubiquitous |
Pokemon | Game Boy, Game Freak/Creatures Inc. | 1996 | first of the mobile, social games; built affective quality into gaming |
Tomb Raider II: Gold Edition | Computer, Core Design | 1998 | introduced female lead into gaming; subverted the notion of the male gaze |
Brain Age | Nintendo DS, Nintendo | 2005 | one of the first education games |
Wii Sports | Wii, Nintendo | 2006 | physical simulation |
Portal | iMac flatscreen, Valve Corporation | 2007 | illusion of movement across multiple planes |
The Carrier | Ipad, Evan Young/Stopwatch Media | 2007 | first geo-locative game for phone environments |
Mass Effect | Playstation3/X-Box360, Bioware | 2007 | narrative choice, users choices impact the outcome of the game narrative |
Dance Dance Revolution | Wii, Konami | 1999/2010 | physical movement as competition |
Skyward Sword (Zelda) | Wii, Nintendo | 2011 | physical simulation, simulation allows user to experience realistic character movements |
Strange Rain | Ipad, Opertoon--Erik Loyer | 2013 | one of first immersive, multimedia mobile games |
Oculus Rift | Oculus Rift | 2013 | 3D VR gaming |
Out There | Ipad, Mi-Clos Studio | 2014 | demonstrates the potential for mobile storytelling |