An interesting dynamic exists between work and play. In my last blog, I discussed how domestic chores can be play. The work versus play issue came to mind recently since so much of what I do in my current job is playing (just don’t tell my boss that). When it comes to a career, I never thought I would be someone who liked their job. It was called work for a reason.
Storytellers help listeners to connect to experiences. Current storytelling projects such as The Moth, Story Corps, and Human Library showcase human experience through various media platforms. Video games today demonstrate how storytelling continues to evolve. The format allows players to interpret the game and to make in-game decisions that affect the fate of the characters and the plot of the story.
On September 22, 2010, game developer and publisher Square Enix released Final Fantasy XIV (FFXIV), the latest addition to one of the top-grossing video game franchises ever created. This marked the second game in the series to be part of the massively-multiplayer online (MMO) genre.
In 1976, game designer Ron Halliburton of Arcade Engineering created a jumbo-sized pinball machine concept for the Bally Manufacturing Corporation. Bally created two prototypes for the electro-mechanical game they called Bigfoot and determined not to move it to production. Allan Reizman, Engineering Lab Supervisor at Bally, reported that the intense vibrations and stress the oversized components placed on the frame caused the game to shake itself apart.
During the 1970s and 1980s, Atari programmers and designers crafted hundreds of new video game play experiences for millions of people. This summer The Strong will open Atari by Design, a temporary exhibit (June 22 – September 8, 2013) that features one-of-a kind concept art and design documents and explores the designs behind some of Atari’s most significant arcade video games and video game consoles.
In his recent interview in the American Journal of Play—“The Why, How, and What of a Museum of Play”—George Rollie Adams, President and CEO, describes the evolution of The Strong as the first collections based institution devoted to the study of play.
When someone mentions the “video game industry,” what’s the first image that comes to mind? I’m betting it’s your favorite game, or perhaps a console or handheld device. But the industry is made up of far more than just the games and hardware. Developers and publishers use clothing, action figures, stuffed animals, toys, key chains, buttons, and even replicas of in-game weapons and armor to promote their games. ICHEG strives to collect and preserve all aspects of the gaming community, and that includes a plethora of unique merchandise.