What was the first interactive computer game, developed in 1962 by a group of students at MIT?

Correct answer: Spacewar!

Explanation

This question requires identifying the very first interactive computer game, a key milestone in the pre-commercial history of video games.

Other questions

Question 1

Which 1972 arcade game, developed by Atari, became a massive hit and significantly boosted the video game industry?

Question 2

What significant event in the video game industry is the Atari game 'E.T.: The Extra-Terrestrial' often associated with?

Question 3

Which company's release of its Entertainment System in 1985 is credited with revitalizing the video game market after the crash?

Question 4

The controversy surrounding which 1990s fighting game led to the creation of the Entertainment Software Rating Board (ESRB)?

Question 5

What is the term for the practice of using game engines to create animated films, as seen in a 'South Park' episode created using 'World of Warcraft'?

Question 6

According to the text, the motion-controlled games on which console helped expand the video game market to include casual gamers, families, and older adults?

Question 7

What is the primary controversial issue associated with the game 'Death Race' from 1976?

Question 8

Which massively multiplayer online role-playing game (MMORPG) is mentioned as having over 12 million monthly subscribers and being frequently cited in discussions of video game addiction?

Question 9

What is the name of the online virtual world discussed in the text where users create avatars and can buy and sell property and goods with real-world money?

Question 10

PETA created a parody of which popular cooking game to protest the use of animals for food?

Question 11

Which 1993 computer game is described as a 'surprise hit' that helped computer games gain mainstream acceptance through its puzzle-based, non-violent gameplay?

Question 12

In what year was the precursor to Pong, a game called 'Tennis for Two', created by physicist William Higinbotham?

Question 13

The 'console wars' of the 1990s primarily involved a competition between the Super Nintendo and which other console?

Question 14

Which game series is highlighted for allowing players to control a character in a large, open urban environment and has been a frequent target of criticism for its violent content?

Question 15

What type of business model does 'World of Warcraft' use, according to the chapter's description?

Question 16

The release of Metallica's album 'Death Magnetic' was made available for which rhythm game on the same day as its retail release?

Question 17

What controversy arose from the game 'Dead or Alive Xtreme Beach Volleyball'?

Question 18

Which of the following games is mentioned as a positive example of featuring a strong, non-sexualized female protagonist?

Question 20

The game 'FarmVille' is presented as a prime example of a game that gained popularity on what type of platform?

Question 21

Which popular portable gaming system, released by Nintendo in 1989, came bundled with the puzzle game 'Tetris'?

Question 22

What was the primary innovation of games like 'Dragon's Lair' and 'Space Ace' in the 1980s?

Question 23

The web series 'The Guild' is mentioned as a successful example of a show whose subject matter is what?

Question 24

Which game, with its release on the Microsoft Xbox, is cited as a 'killer app' that helped establish the console's popularity in the early 2000s?

Question 25

What is the primary argument in the debate over whether video games can be considered art, as discussed in the text?

Question 26

Which game series, known for its first-person shooter gameplay, had a 2009 release that was described as the 'biggest entertainment launch in history' at that time?

Question 27

The social issue of sexism in video games is discussed in relation to the underrepresentation of women in what role?

Question 28

Which early text-based adventure game is mentioned as one of the first to be played on home computers?

Question 29

What is the name of the political parody game mentioned in the text that allows players to take on the roles of world leaders and engage in combat?

Question 30

According to the text, the film industry has been influenced by video games, with some films being direct adaptations. Which of these is NOT listed as a film adaptation of a video game?

Question 31

The subculture of 'geeks' is explored through what type of media mentioned in the text?

Question 32

Which game is mentioned in relation to its highly popular musical scores, with concert tours dedicated to performing its music?

Question 33

What was a primary driver for the development of early online gaming in the 1990s, as described in the text?

Question 34

What does the text describe as one of the key differences that led to the decline of computer gaming as a mass market in the early 2000s compared to consoles?

Question 35

Which game, released in 1980, is described as a 'maze-based game' that was a massive success in arcades but its poor home console port contributed to the 1983 crash?

Question 36

What is 'Cutthroat Capitalism' described as in the text?

Question 37

The first video game competition, held at Stanford University in 1972, featured which game?

Question 38

In the context of virtual worlds, what does the text identify as a major issue concerning user-created content in platforms like Second Life?

Question 39

Which television show is mentioned as being based on the video game 'The Legend of Zelda'?

Question 40

What was the initial goal of Nolan Bushnell and Ted Dabney when they created the arcade game 'Computer Space' in 1971?

Question 41

Which first-person shooter series is credited in the text with popularizing 'LAN parties' in the 1990s?

Question 42

What is 'machinima' primarily used for, according to the text?

Question 43

The educational games 'Number Munchers' and 'Word Munchers' are cited as examples of what?

Question 44

What is the key feature of games in the 'rhythm' genre, as exemplified by 'Guitar Hero' and 'Rock Band'?

Question 45

The video game crash of 1983 was characterized by what market condition?

Question 46

Which company, with its PlayStation 2, is mentioned as dominating the console market in the early 2000s?

Question 47

What is the focus of games like 'Brain Age', according to the text?

Question 48

What social activity is mentioned as being a major part of the subculture of geeks and gamers?

Question 49

What type of game is 'Wii Fit' categorized as in the text?

Question 50

Which company is credited with creating 'Pac-Man' in 1980?