In historian Carly Kocurek’s recent American Journal of Play article “Ronnie, Millie, Lila—Women’s History for Games: A Manifesto and a Way Forward,” she reveals the hidden histories of three women who played important, but mostly forgotten, roles in video game history. Her study of video game regulation activist Ronnie Lamm, coin-op game route operator Amelia “Millie” McCarthy, and video game company executive Lila Zinter, challenges us to rethink what parts of the game industry we value and to expose the […]
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Preserving Carol Shaw’s Trailblazing Video Game Career
Carol Shaw, the first widely recognized female game designer and programmer, has donated to The Strong a collection of console games, printed source code, design documents, sketches, reference materials, and promotional objects representing games she created for Atari, Inc. and Activision in the late 1970s and early 1980s. Shaw is most recognized for her best-selling game River Raid (1982)—published by Activision for play on the Atari 2600 home console—which sold more than one million copies. These donated materials will play […]
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Playing the “Good War”
The recent decision by the producers of Call of Duty:WWII to return the game’s setting to World War II—after a detour into modern warfare and futuristic science fiction—reflects not only the franchise’s success with this period but also the fact that no other war has so captured the imagination of playmakers and players.
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Video games have a common—and increasingly outdated—image of appealing primarily to males.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 […]
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 […]
A Genealogy of Fantasy Play (with a Special Nod to Iceland)
Today, fantasy role-playing video games—in which players assume the role of heroes wielding swords, casting spells, riding dragons, and battling monsters—are among the most popular and influential of games. Yet if we consider the examples found in The Strong’s trove of 19th-century board games, we see that games with such themes are quite rare. Other styles of modern games, such as sports or war games, existed in great abundance long ago, but relatively few of these old games have fantasy […]
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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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Preserving Video Game History with the Brian Fargo Papers, 1983-2012
The Strong launched the International Center for the History of Electronic Games (ICHEG) in 2009 because we believed video games were too popular, too creative, and too influential for their history to be lost. Since then, many key industry leaders have aided our preservation efforts by donating to The Strong personal materials that document their careers and contributions to the industry. I’m pleased that Brian Fargo, a long-time leader in game design, is the latest to do so and that […]
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MECC, The Company that Launched Educational Gaming
It is impossible to tell the story of educational computing without acknowledging the tremendous importance of Minnesota Educational Computing Corporation (MECC), the first organization to provide widespread access to games and other computer software for educational purposes. The Strong is proud to acquire and preserve the Minnesota Educational Computing Corporation Collection, 1968–2011.
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