Fans of The Bachelorette and romance novels might be interested to know that The Coquette and her Suitors recently joined The Strong’s collections. This 1858 game features some of the most detailed design and lithography available at that time and undoubtedly drew its title from one of the most popular novels of that era, first published anonymously in 1797. The Coquette: or, The History of Eliza Wharton was still a best-seller some 50 years later and was not credited to an author until 1856, 16 years after novelist Hannah Webster Foster had died. Two years later, the Boston publisher and bookseller Brown, Taggard & Chase named a board game after the book’s protagonist, whose coquettish behavior led to her early demise. The book tells a sad story of a good girl whose dream of independence was overcome by society’s rules. But the board game paints her quite differently and the publisher probably only chose the game’s title for the mass recognition of the term “coquette.”
Today people find themselves bombarded with ideas, images, and characters from every kind of media.
The current “serious gaming” trend in both electronic and traditional play uses games to increase awareness of significant cultural, historical, and current events. Game designers Brenda Brathwaite Romero and John Romero recently visited The Strong and provided a compelling demonstration of this trend to staff.
The roots of video gaming go deep into the longer history of games, puzzles, and play. Backyard games of cops and robbers predated first-person shooters. Puzzles existed long before designers incorporated them in video games. Pen and paper RPGs proved so exciting and immersive that programmers began creating electronic variations.