Electronic Game Quest

Gather facts and information to address some of the essential questions embedded in the eGameRevolution exhibit: How is playing an electronic game similar to or different from previous types of play? Who plays electronic games? What is the educational impact of electronic games? Students will have the opportunity to learn and develop public speaking skills as they present their findings to their peers. Pre-visit resource materials include references to online collections and museum blogs. Video game tokens are provided for free play.

Lesson extensions for before or after your visit

The following activities are designed for your class to enjoy before or after your museum visit.  Familiarizing students with the lesson concepts can enrich your museum experience.

Company role-play

While at the museum, students will role-play as members of different departments of a fictitious electronic game company. To familiarize students with this type of role-play, divide students into groups of six to eight. Give each group a different classroom object—for example a pen, a box of tissues, or a text book. Explain that they have each become a member of a special manufacturing company which creates the item they have been given. Allow each group 30 to 45 minutes to imagine what roles they would each need to play to manufacture and sell the object. Ask each group to create a company name and a product slogan. Have each group spend three to five minutes telling the class about what they manufacture and the jobs they each have in the company.

National Toy Hall of Fame electronic inductees

Two of the games currently inducted into the National Toy Hall of Fame are electronic—Atari 2600 Game System and Nintendo Game Boy.

Based on the criteria below, ask students to discuss what other electronic games they think should be inducted into the National Toy Hall of Fame.

  • Icon-status: The toy is widely recognized, respected, and remembered
  • Longevity: The toy is more than a passing fad and has enjoyed popularity over multiple generations
  • Discovery: The toy fosters learning, creativity, or discovery through play
  • Innovation: The toy profoundly changed play or toy design. A toy may be inducted on the basis of this criterion without necessarily having met all of the first three.

Blog it

Have students go to www.icheg.org—the website for the International Center for the History of Electronic Games (ICHEG) at The Strong—and select a blog that interests them. After reading the blog, encourage students to post a question or comment and begin a conversation with one of the museum curators.