The Strong Publishes Book about Video Gaming History

The Strong News Release
NEWS RELEASE
One Manhattan Square Rochester, NY 14607 585-263-2700 museumofplay.org

May 29, 2018

For Immediate Release

Shane Rhinewald, 585-410-6365, srhinewald@museumofplay.org

Noelle McElrath-Hart, 585-410-6325, nmcelrath@museumofplay.org

The Strong Publishes Book
about Video Gaming History
with HarperCollins

ROCHESTER, NY—Explore the evolution of video games, from Pong to Pokémon Go, in A History of Video Games in 64 Objects written by The Strong’s World Video Game Hall of Fame and published by HarperCollins. Drawing on the museum’s unparalleled collection of electronic games and related artifacts, the groundbreaking book (available now wherever books are sold) tells how video games have transformed over time through in-depth stories and engaging photographs.

“Video games are the most transformative medium of the 21st century. Just as the novel fueled imagination in the 19th century and film and television defined the cultural narratives of the 20th century, electronic games today are rapidly driving cultural and social change,” says The Strong’s Jon-Paul Dyson, contributor to the book.

A History of Video Games in 64 Objects explains how video games have evolved from their pinball and electromechanical ancestors into today’s cutting-edge games. Through in-depth essays, anecdotes, and images, the book examines each object’s significance to the history of gaming and its influence on the greater culture. Some of the objects and stories include:

  • The Oregon Trail and the development of educational gaming
  • The first edition of Dungeons & Dragons—the precursor to computer role-playing games
  • The Atari 2600 and the beginning of the home console revolution
  • A World of Warcraft and the rise of massively multiplayer online games
  • The role of women in gaming history, represented by pioneering American video game designers Carol Shaw and Roberta Williams’ game development materials
  • The prototype Skylanders Portal of Power that spawned the Toys-to-Life video game phenomenon

“With such a large collection of artifacts to choose from, we could easily have filled the book with another 64 objects,” says Jeremy Saucier, The Strong’s assistant vice president for interpretation and electronic games and contributor to the book. “But we chose games that represented the work of pioneers—such as Humpty Dumpty, the first pinball game with flippers, and the Magnavox Mini Theater, the first retail display for a video game. Of course, we also had to include the true icons of the gaming world and members of the museum’s World Video Game Hall of Fame, such as Donkey Kong, The Legend of Zelda, Pong, The Sims, and Sonic the Hedgehog.”

A History of Video Games in 64 Objects is available at the museum’s shop and wherever books are sold.

 

About the World Video Game Hall of Fame

The World Video Game Hall of Fame at The Strong was established in 2015 to recognize individual electronic games of all types—arcade, console, computer, handheld, and mobile—that have enjoyed popularity over a sustained period and have exerted influence on the video game industry or on popular culture and society in general.  Inductees were announced at The Strong museum in Rochester, New York, on May 3, 2018 and are on permanent view on the museum’s second floor. Anyone may nominate a game to the World Video Game Hall of Fame. Final selections are made on the advice of journalists, scholars, and other individuals familiar with the history of video games and their role in society.

About The Strong

The Strong is a highly interactive, collections-based museum devoted to the history and exploration of play. It is one of the largest history museums in the United States and one of the leading museums serving families. The Strong houses the world’s largest and most comprehensive collection of historical materials related to play and is home to the International Center for the History of Electronic Games, the National Toy Hall of Fame, the World Video Game Hall of Fame, the Brian Sutton-Smith Library and Archives of Play, the Woodbury School, and the American Journal of Play.

About HarperCollins Publishers

HarperCollins Publishers is the second-largest consumer book publisher in the world. Headquartered in New York, HarperCollins has publishing operations in 18 countries. With 200 years of history and more than 120 branded imprints around the world, HarperCollins publishes approximately 10,000 new books every year in 17 languages, and has a print and digital catalog of more than 200,000 titles. Writing across dozens of genres, HarperCollins authors include winners of the Nobel Prize, the Pulitzer Prize, the National Book Award, the Newbery and Caldecott Medals, and the Man Booker Prize.