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 […]
Preserving the First Video Game Merchandising Display Unit
Reading reports about some retail store closings, it’s hard to ignore that many of us often prefer shopping online with millions of products at our fingertips to navigating a shopping cart through the aisles of our local retailers. As a historian with an interest in consumer culture and as someone who spent countless hours of my childhood playing the latest Nintendo Entertainment System games on a demonstration kiosk at our local K-Mart, it’s difficult to image a world without the […]
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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 […]
Why ICHEG Collects Game Company Newsletters and Magazines
Several years ago as a graduate student, while working on my dissertation, I visited an archive to conduct research on the records of an advertising agency. As I searched through page after page of the collection’s finding aid, I couldn’t escape a sinking feeling that the archival gems I needed—internal agency memoranda, correspondence, and meeting minutes—were nowhere to be found. Determined to dig deeper, I eventually discovered a company newsletter filled with names, dates, and insights into how the […]
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Pinball Matters
As I stood outside The Strong’s new permanent Pinball Playfields exhibit, I couldn’t help but see and overhear our guests’ reactions to the flashing lights and distinct pops and thumps of the pinball machines. “Pinball! Yes!” I heard someone cheer. Another guest who noticed I worked at the museum stopped to tell me, “You’ve made my husband very happy.” As I watched smiling children, young families, and adults play in the exhibit, I heard another person ask a companion, “They […]
Atari Packaging Design Collection Documents the Art of Selling Video Games
The Strong has acquired a collection of more than 2,000 drawings, photographs, mock-ups, proofs, and other materials related to the design and production of Atari home and handheld game packaging and user manuals from 1976–1984. The Cort and Barbara Allen Atari Packaging Design Collection, 1976–1984, documents how the company’s artists, designers, and writers developed and created the distinctive packages and manuals for some of the earliest and most popular home video game titles of the later 20th century.
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The Williams Pinball Playfield Design Collection
Pioneering Chicago-based gaming company Williams Electronics Games, Inc. donated the Williams Pinball Playfield Design Collection, 1946–1995 to The Strong. The collection consists of more than 200 original drawings of playfields (the pinball machines’ surface where the ball rolls) layouts (with a nearly complete set of sketches from 1947 to 1971), hundreds of mechanical drawings of parts assemblies, and numerous examples of pinball concept artwork. Collectively, these one-of-a-kind materials document how Williams created their games and how playfield designs evolved […]
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I Want YOU (to Test Your Grip): Uncle Sam as Arcade Icon
Stern Pinball’s recent announcement of a new line of KISS pinball machines “honoring one of the most influential and iconic rock bands of all time,” reminded me how frequently today’s coin-operated amusement games center on licensed brands, revered characters, and cultural icons. Other recent examples include Stern’s The Avengers (2012) and Mustang (2014) and Raw Thrills’s Batman (2013). Yet arcade and pinball manufacturers have always produced games that capitalized on popular cultural trends and recognizable characters, even including Uncle Sam.
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Morality at Play in Telltale Games’ The Walking Dead
As a kid, I loved playing hide-and-seek. My favorite variation was a team-based game in which a dozen of us hid and chased each other through the streets and backyards of my densely packed neighborhood. Because we all knew the best places to hide, no one could stay in the same spot for more than a few minutes. In such an environment, the game hinged on making difficult choices such as when to sacrifice one of our slower teammates for […]
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