The Story of the Best Selling Video Game of all time: Tetris

Tetris has its origin in the Dorodnitsyn Computing Centre (Research Lab). It was one of the foremost research institutes of the Russian Academy of Sciences, located in St Petersburg, Soviet Union (Now Russia). Created by software researcher Alexey Pajitnov in 1984, Tetris is a simple tile-matching game that took the world by storm upon it’s release.

It was developed for Electronika 60, which was a computer, made in the Soviet Union. This period was the final stage of the Cold war Era and computers were becoming more popular as well.

The game wasn’t intended as a commercial product just like the creation of the music record. But it was to be distributed freely among academic institutions around the Soviet Union and the economic bloc of countries aligned with the USSR in Eurasia, Africa, and the Americas that demonstrated use cases for the software.

As USSR was a communist state, so Pajitnov did not technically own the program as the game was under the ownership of the state. Pajitnov along with the help of a colleague, Dmitry Pavlovsky, and a teen computer programmer, Vadim Gerasimov continued to work on the game project even though commercializing it would have been a risky move under the Soviet government. Gerasimov further ported the game from the old and bulky Elektronika 60 to the more widely used (IBM) compatible PCs.

As Elektronika 60 had no graphics output, the individual blocks in the game were made of different text, but with the port in PC, they were able to support color graphics. This brought the game to life.

Pajitnov and Gerasimov had started distributing Tetris for (PC) in 1985 among their friends and colleagues in various math or computer conventions. Soon the sharing spread and the game was smuggled outside USSR to Hungary. During mid-80s U.S and Japan had a more prevalent console market whereas, in Europe, gaming was primarily done on computers. There was a non-existent software market in Russia and most software was usually copied in floppy disks.

Welcome screen of 1987 version of Tetris

In 1986 Robert Stein, a salesman from the UK-based software company Andromeda spotted Tetris at Hungary’s Institute of Computer Science. He was convinced by the potential of the software and he struck an agreement with Pajitnov to sell the games internationally. But legally Tetris was still under the ownership of the Soviet government.  There was one problem, the agreement was only for the PC and not for any other platform and Stein has struck a deal with Sega to launch the game on their platform. Later Henk Rogers, another salesman from the Netherlands wanted to find a good launch game for the Nintendo’s new Game Boy handheld. The Soviet government was not happy with the Stein deal. But Rogers convinced the Soviet government and they agreed and he also formed a good relationship with Pajitnov. Later Andromeda’s license of Tetris was deemed illegal. Nintendo was given the right to launch the game on its console. The GameBoy was a platform to showcase one of the first video games exported from Russia. The game was a commercial hit and it has been ported to the most number platforms to date. The game also holds the record as the best-selling game of all time. In 1996, Pajitnov was able to reclaim the ownership of the rights and formed the Tetris Company, along with Henk Rogers. Even though he missed collecting the potential royalties for Tetris which were over hundreds of millions, he was still able to secure the future royalties.

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Video games and Education : How to bridge the two

Videos games have become a significant part of our culture for over half the century. They have also lead to many leading artistic and technical endeavors including many innovations in all these years. People have started to recognize the importance of these games as culturally important and the need to curate and store them properly. 

Education is one of the areas that have gone through a transformational change in 2020 and forward. The learning space has transitioned from a physical space to a space that has gone digital. The convergence of various technologies and modalities has given birth to a new space in the education system.

When it comes to Computer games, many used to scoff at them as a mere product for brief entertainment, but the increased proliferation of digital in every individual’s life means that Video games have a more significant role to play than ever before. The increased visual fidelity with better computing power has signified more immersion in the digital world. Online education has been given a push from governments around the globe. The majority of the higher institutions are teaching remotely with the help of different online tools. One of the major challenges that many educators face is the problem of engagement on par with the physical class.

Instead of just looking at online education as an alternative for the physical classes, we have to look at online education as a means of learning that can enhance the experience and engagement of the students than the physical classes as well. The technologies in 2021 clearly indicate that various tools and measures can be added into the experience of not just online learning and but also in the space of cultural heritage and digital tourism. Video games are an important tool that educators can leverage to fulfill these requirements.

Engagement and immersion can be the key factors that can drive the education system forward. There are many instances where students skip a certain subject even before attempting to learn it. This can be due to a poor and unfavorable experience with a certain instructor or wrong assumptions about the difficulty of that subject. Engaging interfaces in the form of creative games, virtual reality, augmented reality, mixed reality can help alleviate these types of issues.

Human-Computer-Interaction is an important field where the aspect of design and technology converge. This area not just deals with technological issues but also with the psychological and socio-cultural problems while designing/building a product or an interface. The interface is an important area that is often overlooked on many platforms. Many Educational platforms don’t offer the freedom that can help students, but they rather use the stingy design philosophy and force the users to a particular behavior while using it. Therefore the interface of games becomes equally important. Games can be used to create a more participatory environment for both the teachers and students alike while increasing the experimentation and systematic thinking in the class.

Video games are usually played to win or accomplish a level. Players are motivated by winning these challenges and this is the key to stay engaged. Games motivate through fun, which is part of the natural learning process in human development with instant and visual feedback.

We can conclude that the implementation of video games in the realm of education can make online learning more engaging and intuitive for learners. This is still a novel field of research and we have a long way to go but we cannot dismiss the numerous possibilities that games can provide us in this area.