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The [[early mainframe game]] ''[[The Sumerian Game]]'' (1964) was, while not the first [[resource management (gaming)|resource management game]], the first designed for elementary school students.<ref name="SumerianRetro">{{cite web |url=http://www.acriticalhit.com/sumerian-game-most-important-video-game-youve-never-heard/ |title=The Sumerian Game: The Most Important Video Game You've Never Heard Of |last=Willaert |first=Kate |website=A Critical Hit |date=2019-09-09 |access-date=2019-09-10}}</ref> In 1970 Abt published a book on the topic: "Serious games: The art and science of games that simulate life.".<ref>Abt, C. C. (1970). Serious games: The art and science of games that simulate life. USA: New Yorks Viking.</ref>
 
Educational games became more popular in the early 1980s due to a number of factors. The [[video game crash of 1983]] caused the console market in the United States to collapse, displaced by the growing home computer market. Further, the [[arcade game]] market was partially affected by the crash, but also had become stigmatized by a new [[moral panic]] around video game arcades due to perceived connections to violence and video game addiction. Computer game developers looked to take advantage of the situation by creating education games for home computer systems which would not only satisfy children's entertainment but would please parents and educators.<ref>{{cite web | url = https://www.smithsonianmag.com/history/children-80s-never-fear-video-games-did-not-ruin-your-life-180963452/ | title = Children of the '80s Never Fear: Video Games Did Not Ruin Your Life | first = Michael Z. | last= Newman | date = May 25, 2017 | access-date = March 9, 2021 | work = [[Smithsonian Magazine]] }}</ref><ref>{{cite journal | title = Making games normal: Computer gaming discourse in the 1980s | first = Grahme | last= Kirkpatrick | journal = [[New Media & Society]] | volume = 18 | issue = 6 | doi = 10.1177/1461444814558905 | date = 2016 | pages = 1439–1454 | s2cid = 37854697 | url = https://www.research.manchester.ac.uk/portal/en/publications/making-games-normal-computer-gaming-discourse-in-the-1980s(2aa05502-1b95-43db-8b75-26dff17c23f0).html }}</ref> In September 1983 the ''[[Boston Phoenix]]'' reported that "[[edutainment]]" games were a new focus area for companies after end of growth of the [[Atari 2600]] software market.<ref name="mitchell19830906">{{cite news | url=https://news.google.com/newspapers?id=gn0hAAAAIBAJ&sjid=tYoFAAAAIBAJ&pg=5584%2C3561802 | title=A summer-CES report | work=Boston Phoenix | date=1983-09-06 | access-date=10 January 2015 | author=Mitchell, Peter W. | pages=4}}</ref> In 1983, the term "edutainment" was used to describe a package of software games for the Oric 1 and Spectrum Microcomputers in the UK. Dubbed "arcade edutainment" an advertisement for the package can be found in various issues of "Your Computer" magazine from 1983. The software package was available from Telford ITEC a government-sponsored training program. The originator of the name was Chris Harvey who worked at ITEC at the time.
 
Since then, many other computer games such as [[Electronic Arts]]'s ''[[The Seven Cities of Gold (video game)|Seven Cities of Gold]]'', released in 1984, have also used ''edutainment'' as a descriptive term. Most edutainment games seek to teach players by employing a [[game-based learning]] approach. Criticism as to which video games can be considered educational has led to the creation of "[[serious games]]" whose primary focus is to ''teach'' rather than entertain.<ref>Djaouti, D., Alvarez, J., Jessel, J., & Rampnoux, O. (2011). Origins of Serious Games. Serious Games and Edutainment Applications.</ref>