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[I]t is probable, but not proven, that play at video games accustoms the player to the kind of activity that computers also require. One must sit down in front of a computer-like object and manage it in much the same way by levers and controls that a computer is managed. As in the case of the computer, there is immediate feedback for right and wrong choices. The management system of both game and computer are thus similar. It would be surprising if skill at one did not transfer to skill at the other; or if the attitude of being at ease with one did not transfer to being at ease with the other. (pp. 73–74)1

—Brian Sutton-Smith

1. B. Sutton-Smith, Toys as Culture, Gardner, 1986.
2. F. Mäyrä, "A Moment in the Life of a Generation: Why Game Studies Now?," , Games and Culture, vol. 1, no. 1, 2006, p. 105.

Index Terms:
computer games, video games, Brian Sutton-Smith, Henry Lowood
"Guest Editor's Introduction: Perspectives on the History of Computer Games," IEEE Annals of the History of Computing, vol. 31, no. 3, pp. 4, July-Sept. 2009, doi:10.1109/MAHC.2009.47
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