Six years ago, James Paul Gee announced at the beginning of his book, What Video Games Have to Teach Us about Learning and Literacy, “I want to talk about video games—yes, even violent video games—and say something positive about them.” It was not quite as provocative as Martin Luther nailing his ninety-five theses to th
I’m psyched! Today, the National Center for the History of Electronic Games is announcing that we’ve acquired the Videotopia Collection.
My recent family vacation to the Adirondacks was a great respite from work, school, and the seemingly endless yard work that has consumed the better part of my summer.
Game enthusiast Joseph Qualls recently donated more than 750 back issues of video game magazines to NCHEG. The magazines, mostly from the 1990s, wonderfully document the industry’s transition into the 32-bit era and beyond. Select almost any time from that decade and you will learn about the state of video games from this collection.
The first time I played a video game without holding or stomping on a controller was at a 2002 traveling museum exhibit. There was no joystick, no steering wheel, no pads to stomp on--simply cameras that sensed my body movements. The interactive graphics were fairly primitive, but they allowed me
Can it be 20 years already for Game Boy? In 1989, Indiana Jones embarked on his “Last Crusade,” Joe Montana and Jerry Rice led the San Francisco 49ers to a Super Bowl victory, and Milli Vanilli lip-synced their way to the top of the charts.
NCHEG’s collections have grown rapidly, and I wanted to take a moment to highlight one of the largest recent additions: more than 5,000 educational children’s computer games donated by Dr. Warren Buckleitner, Founder and Editor of Children’s Technology Review.
In my last blog you read about OnLive’s new streaming games-on-demand service (now in beta, expected to be launched in winter 2009). That entry discussed OnLive’s potential for changing the way games are played, which got me wondering about the possibilities for changing how games are developed and distributed. OnLive claims that the market is ripe for games-on-demand service because there is a trend of “unprecedented innovation, creativity, and expansion within the video game market.” This is easy to agree with.
The debate over violence in video games is one that has shadowed, and at times nearly overshadowed, the electronic games industry (despite the fact that they account for a relatively small percentage of the game market). When did all this fuss begin and where has it led?