“Stop playing with that ball inside the house! You’re going to break something—take it outside!” Those are familiar phrases that I heard when I was younger, and I am sure many other children can relate. What helped alter parental attitudes towards indoor ball play? Well, that would be the introduction of the Nerf ball, a four-inch foam ball officially marketed as “the world’s first indoor ball.”
According to Tim Walsh in Timeless Toys: Classic Toys and the Playmakers Who Created Them, […]
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Chris Kohler Fanzine Collection Documents Video Game Culture
In addition to collecting video and other electronic games and materials that document how these games are made and sold, the staff at The Strong’s International Center for the History of Electronic Games (ICHEG) is also interested in preserving evidence of player culture. Author Chris Kohler recently donated a wonderful collection of more than 350 fanzine homemade magazines with more than 80 different titles that illustrate how players shared their passion for games with others—during a time when few Americans had […]
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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Video games have a common—and increasingly outdated—image of appealing primarily to males.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. Atari Coin-Op Divisions Collection, 1972–1999, reveals how Atari conducted marketing research to […]
“All Aboard!” for Fun with Trains
Growing up in Pennsylvania, my parents frequently looked for family excursions within a few hours’ drive from our home near Pittsburgh. Lancaster County, Pennsylvania, became a frequent destination for the Novakovics, thanks in part to my younger brothers. Both Bobby and Billy loved reading the Thomas the Tank Engine series by Reverend W. Awdry; watching the PBS show Shining Time Station; and playing with metal Thomas & Friends train cars (which feel worse to step on than Lego bricks, FYI). […]
Scott Adams Adventure International Collection Documents Early Commercial Computer Gaming
Scott Adams, co-founder of Adventure International and pioneering commercial computer game designer, has donated to The Strong a collection of more than 130 original games created by him and his company, printed source code, product catalogs, advertising flyers, photographs, comic books, magazines, and other materials that trace Adams and his company’s trailblazing efforts in the early computer game industry.
Back in 1977, the introduction of the Apple II, Commodore PET (Personal Electronic Transactor), and the Tandy TRS-80 brought computers—previously massive million […]
Rolling Out the First Driving Game
I’ve admired The Strong’s vintage Drive-Mobile arcade game since the first time I stood in front of it with Martin Reinhardt, the museum’s arcade game conservation technician. It was exciting to see how the first arcade driving game—a popular and enduring genre—actually worked. Martin opened the back of the game for me and demonstrated the mutoscope drum design in action. Early mutoscope machines contained a revolving flipbook on a spindle to create the illusion of a moving image when a […]
The Strong Launches Women in Games Initiative
For many decades, women have played key roles in the design, production, manufacture, marketing, and writing of video games, and yet their history in the gaming industry is too little preserved and too often underappreciated. The Strong’s Women in Games initiative will document and celebrate these crucial contributions through a concerted effort to collect, preserve, and interpret artifacts and archival material related to women in gaming. The Strong will feature many of these materials in an onsite and online exhibit […]
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Following The Bouncing Ball: Tennis for Two…at The Strong!
On October 18, 1958, a curious object appeared at Brookhaven National Laboratory (BNL) during its annual Visitor’s Day. Unlike the static (mainly photo and text) displays arranged to showcase projects from BNL’s different lab divisions, this unnamed object from the Instrumentation Division consisted of a 5½ inch DuMont cathode ray tube X-Y graphic oscilloscope connected to a Donner Scientific Company Model 30 (vacuum tube) analog computer. Upon the small screen, visitors witnessed images of a “net,” “court,” and “ball” […]
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A History of Film-to-Game Adaptations: Why I Play, Study, and (Sometimes) Like Bad Games
In October 2015, I was awarded a Research Fellowship from The Strong. I had access to the library, the archives, the museum itself, and the seemingly endless rows of shelves full of playthings of the past. Both my 14-year-old self and my current 30-something researcher self were in a happy place. My job is to study video games and teach about them—not a bad gig at all, I must admit—and I have been interested in the history and theory of […]