![]() Tourists who visit Egypt with a cautious eye may well run across a simple version of the board, sometimes found at antiquity sites marked out on the pavement or stone. One of the most popular indoor activities was a board game known as senet. Beautifully made boards for senet and other such games (with built-in drawers for the pieces) survive from Egyptian tombs. The earliest known example - the senet of the Egyptians - is being played by 3000 BC and is still popular in a recognizable form in Egypt 5000 years later. The development of board games is an inevitable part of human history. In a settled community a flat and permanent surface is a clear improvement on the rough ground and pleasantly carved pieces are much preferable to pebbles. Senet in Egypt: 3000 BC Games with pebbles, in spaces roughly drawn out on the ground, are a pleasant way of passing spare time - of which hunters and gatherers have more than one might imagine.Harappan people certainly used dice about 2500 BC, and the Rig Veda and the Mahabharata both tell stories about dice. The earliest known dice in the world come from a backgammon set from Iran, from about 3000 BC. But people in India may have been the first to get the idea of carving those knucklebones and turning them into marked dice. People in India brought the idea of thowing the knucklebones of sheep or pigs to tell the future, or to play a game of skill like jacks, when they first came from Africa to India about 40,000 BC.It is just now being adopted for serious applications or “Serious Games” by business and government organizations. The current multi-billion dollar entertainment game industry is built on the back of the 3D Game Engine. But it spread virally and became an entertainment Killer Apps that rivals business applications in its ability to generate hardware sales. The consumer 3D Game Engine was created to provide entertainment to a small niche of computer users. Email and Web Browsers emerged to serve non-revenue generating users, but quickly became valuable and essential business applications as well. In the business domain the Spreadsheet and Word Processor were some of the most powerful killer apps. The apps create the demand that generates profit and enables the funding of new technology like faster chips, audio cards, graphic cards, smaller disk drives, and network infrastructure. “Killer Apps” are pursued in this industry because they have the ability to increase hardware sales as much as 10X. This demand and existing applications provides funding for R&D to create new computer and software products. The demand of computer devices is driven by the relevancy of the software applications available.The slides have been released publicly to serve as a resource for telling this story and for improving it by the contributions and reuse by many authors. It is distinctly focused on building a story that arrives at the emergence of serious games for military uses in the early 2000’s. This is just one history of serious games.Educating the next generation of game developers. ![]() From visual simulation to virtual reality to games. Communications of the ACM, 50(7), 27–29. Massively multilayer online video gaming as participation in a discourse. ![]() Journal of Defense Modeling and Simulation, 3(1), Online at Steinkuehler, C. Technology Disruption in the Simulation Industry. ![]() Information, Communications, and Society, 6(4), 593–607. From Pong to Planet Quake: Post-industrial transitions from leisure to work. The Game makers: The Story of Parker Brothers. Serious games: Games that educate, train, and inform. (Ed.) Bombs and Bandwidth: The emerging relationship between information technology and security. Programming theatres of war: Gamemakers as soldiers. Communications of the ACM, 50(7), 45–49. Computer games and the military: Two views. Summit on educational games: Harnessing the power of video games for learning. Communications of the ACM, 50(7), 37–43. Communications of the ACM, 39(8), 31–37. Relationships between fun and the computer business. Boston, MA: Harvard Business School Press. Got game: How the gamer generation is reshaping business forever.
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