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History of Games 2026: The Ages of Games

  • Jun 26
  • 1 min read

Updated: 6 days ago


25-27 June 2026


History is often divided into epochs, be they ages, periods, dynasties or eras. The history of popular culture is no different: cinema, for example, has the cinema of attractions, the silent period, the age of vanguards, post-war movements such as the New Waves or the Italian Neorealism, the New Hollywood, the age of V-Cinema and OVA, and the international rise of independent films. Similarly, games and video games have Golden Ages, revolutions, generations, crashes, and many other popular ways to identify discrete segments of their own histories. To study the history of games is to think about epochs defined by shared traits and bookended by transformative events.

How is this periodisation done, and by whom? Who are the stakeholders of this conceptualisation? What are the main criteria to define periods? How does the concept of epochs differ between the spheres of academia, criticism, and popular gaming culture? Epochs can be proposed and accepted by the public according to technology, impact of/on other areas outside of the medium, and even artistic trends and movements. They often tell a unified story that is useful in simplifying the ebbs and flows of the history of the medium, but can hide key events, actors, and regions.


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