Video Games

Playing the "Good War"

The recent decision by the producers of Call of Duty:WWII to return the game’s setting to World War II—after a detour into modern warfare and futuristic science fiction—reflects not only the franchise’s success with this period but also the fact that no other war has so captured the imagination of playmakers and players.

Would Girls Like It? Why Atari's Market Testing Failed to Produce a Female Audience

Video games have a common—and increasingly outdated—image of appealing primarily to males. This misperception is perhaps due to the tendency of the media to focus on the “triple A” market—high-budget games, produced by established game corporations, that highlight violence and sex to appeal to a straight, male audience. At least one company, however, was aware of the potential for a female market for video games in the 1980s.

Preserving Video Game History with the Brian Fargo Papers, 1983-2012

fargo-collection-newsletter-imageThe Strong launched the International Center for the History of Electronic Games (ICHEG) in 2009 because we believed video games were too popular, too creative, and too influential for their history to be lost.

MECC, The Company that Launched Educational Gaming

ichegIt is impossible to tell the story of educational computing without acknowledging the tremendous importance of Minnesota Educational Computing Corporation (MECC), the first organization to provide widespread access to games and other computer software for educational purposes.

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