The Strong’s historians, curators, librarians, and other staff offer insights into and anecdotes about the critical role of play in human development and the ways in which toys, dolls, games, and video games reflect cultural history. Learn even more about the museum’s archival materials, books, catalogs, and other ephemera through its Tumblr page.
Play Stuff Blog
Maybe you think that I mean “research about roller coasters,” but you’d be wrong.
Tommy Tallarico, Executive Producer of Video Games Live, made a special visit to Strong National Museum of Play recently to spend time with the CHEGheads and museum President and CEO, Rollie Adams.
NCHEG’s collections have grown rapidly, and I wanted to take a moment to highlight one of the largest recent additions: more than 5,000 educational children’s computer games donated by Dr. Warren Buckleitner, Founder and Editor of Children’s Technology Review.
I was a kid once, too. I spent every summer, between the ages of seven and ten or so, with my Mom's parents at their big house in the country. There were four of us kids, and I think it was a favor to Mom to have us out from under her feet for a few weeks.
In my last blog you read about OnLive’s new streaming games-on-demand service (now in beta, expected to be launched in winter 2009). That entry discussed OnLive’s potential for changing the way games are played, which got me wondering about the possibilities for changing how games are developed and distributed.
The debate over violence in video games is one that has shadowed, and at times nearly overshadowed, the electronic games industry (despite the fact that they account for a relatively small percentage of the game market). When did all this fuss begin and where has it led?
Some years ago, I watched Maggie Jane, my four-year-old niece, play with a few of her toys.
This could be the game-changer… or perhaps not.
Prior to the museum opening of Videotopia, I was assigned to “test” the vintage arcade games that were arriving as part of the exhibit. That’s right—I got paid to play arcade games for the better part of a week. I know what you are thinking, but this is research. At least that’s what I keep telling everyone.
I was getting crushed. There’s no two ways about it—I was being soundly beaten at Ping-Pong by a man forty-five years my senior. I pride myself on being a good Ping-Pong player, but here he was, demolishing me. Serve, miss, point. Serve, miss, point. He was putting unbelievable English on the ball, and I didn’t stand a chance.