One Manhattan Square
Rochester, NY 14607 USA
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International Center for the History of Electronic Games
Strong National Museum of Play
Strong National Museum of Play®, Rochester, New York
Home of the International Center for the History of Electronic Games

 

Recent Acquisitions case

From the museum’s recent
acquisitions cases

 

SNES

 

 

Dance Dance Revolution

From the museum’s Field of Play exhibit

 

 

Bratz laptop

 

 

 

 

 

History & Interpretation

Some key moments in the history of electronic games

Select dates in the timeline below to sample some key moments in the history of electronic games. Except for the first item, all artifacts illustrated in the timeline reside in the collection of the International Center for the History of Electronic Games™ (ICHEG) at Strong National Museum of Play®.

  • 1961
    MIT student Steve Russell invents Spacewar!, the first computer-based video game. Unfortunately, only a few people with access to a mainframe computer can play it.
  • 1968
    Ralph H. Baer patents an interactive television game. His famous brown box lets players play tennis and other games. Four years later, in 1972, Magnavox releases Odyssey, the first home video-game system, based on his designs.
  • 1975
    Atari introduces its home electronic table tennis game, Pong. Atari’s founder, Nolan Bushnell, cannot find any partners in the toy business, so he sells the first units through the Sears Roebuck sporting goods department.
  • 1976
    Don Woods’s version of the pioneering text-based adventure game, Adventure (first created by William Crowther in 1975), plunges players into an imaginary world of caves with treasures. Inspired by Dungeons and Dragons, it paves the way for Zork and thousands of other computer role-playing games.
  • 1977
    Atari releases the Video Computer System, more commonly known as Atari 2600. Featuring a joystick, interchangeable cartridges, games in color, and switches for selecting games and setting difficulty levels, it makes millions of Americans home video-game players.
  • 1978
    Taito’s Space Invaders descends on Japan, causing a shortage of 100-yen coins. Within a year, 60,000 Space Invaders machines in the United States tempt Americans to spend millions of quarters driving back the seemingly unstoppable ranks of attacking aliens.
  • 1979
    Recognizing the impact of electronic games on children’s play, toy maker Mattel enters the video-game business with Intellivision. Intellivision has better graphics and more sophisticated controls than Atari 2600, and players love its sports games. However, after five years and three million units sold, Mattel stops making the machine.
  • 1980
    A missing slice of pizza inspires Namco’s Toru Iwatani to create Pac-Man, which goes on sale in July, 1980. That year a version of Pac-Man for Atari 2600 becomes the first arcade hit to appear on a home console. Two years later, Ms. Pac-Man strikes a blow for gender equality by becoming the best-selling arcade game of all time.
  • 1981
    Video-game fans go ape over Nintendo’s Donkey Kong, featuring a character that would become world-famous: Jumpman. Never heard of him? That’s because he’s better known as Mario, the name he took when his creator Shigeru Miyamoto makes him the star of a later game by Nintendo.
  • 1984
    Russian mathematician Alexey Pajitnov creates Tetris, a simple but addictive puzzle game. The game leaks out from behind the iron curtain, and four years later, Nintendo bundles it with every new Game Boy.
  • 1985
    Nintendo Entertainment System revives an ailing United States video-game industry, two years after its release in Japan as Famicom.
  • 1989
    Nintendo’s Game Boy popularizes handheld gaming. Game Boy is not the first handheld system with interchangeable cartridges—Milton Bradley introduced Microvision ten years earlier—but it charms users with its good game play, ease of use, and long battery life.
  • 1990
    Microsoft bundles a video-game version of the classic card game solitaire with Windows 3.0. Millions of users who would not normally pick up a game console find they enjoy playing computer games. Solitaire becomes one of the most popular electronic games ever and provides a gaming model for quick, easy-to-play, casual games like Bejeweled.
  • 1991
    Sega needed an iconic hero for its Mega Drive/Genesis system, and found it in Sonic the Hedgehog. Gamers, especially in the United States, snapped up Sega systems to experience the little blue guy’s speed and edgy attitude.
  • 1993
    Concern about bloodshed in games such as Mortal Kombat prompts United States Senate hearings on video-game violence. The controversy riles the industry and prompts the creation of a video-game rating system. Ironically, that same year the game Doom popularizes “first person shooters.”
  • 1994
    Sony releases PlayStation in Japan. In the United States, it sells for $100 less than Sega Saturn. The lower price point, along with the arrival of Nintendo 64 in 1996, weakens Sega’s home console business. When Sony PlayStation 2 debuts in 2000, it becomes the dominant home console and Sega exits the home console business.
  • 2000
    Will Wright’s The Sims models real life. It is not the first simulation game—Utopia on Intellivision (1982), Peter Molyneaux’s Populous (1989), Sid Meier’s Civilization (1991), and Wright’s own Sim City (1989) preceded it—but it becomes the best-selling computer game ever and the most popular game with female players.
  • 2001
    Microsoft enters the video-game market with Xbox. Four years later, Xbox 360 gains millions of fans with its advanced graphics and seamless online play.
  • 2006
    Nintendo Wii gets gamers off the couch and moving around with innovative, motion-sensitive remotes. Not only does Nintendo make gaming more active, it also appeals to millions of people who never before liked video games.
  • 2008
    More than ten million subscribers make World of Warcraft the most popular massively multiplayer online (MMO) game. MMOs create entire virtual universes for players and redefine how we play, learn, and relate to each other.

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Interpreting the history of electronic games

Electronic games are a rapidly evolving new form of play, and they are profoundly affecting not only how Americans play, but also how they learn and how they connect to each other. The International Center for History of Electronic Games is therefore interested in a wide range of questions and issues regarding electronic games.

These questions and issues include but are not restricted to the following:

  • Where do electronic games come from? What is their history? How did they originate? What are the sources of inspiration for their stories and imagery? What popular forms of play paved the way for them?
  • How is playing electronic games similar to or different from previous types of play?
  • Who plays electronic games?
  • What is the educational impact of electronic games?
  • What is the social effect of electronic games? Do they isolate people or bring them together?
  • What is the effect of violence in electronic games? Does violence in electronic games cause violent behavior or prevent it?
  • What is the effect of electronic games on physical and mental health? Are they addictive or is gamers’ passion for electronic games similar to other players’ passion for other forms of play? What are the benefits of electronic games?
  • How are electronic games made? Who makes them? How does someone become a game designer? How are electronic games marketed?
  • What role should parents have in kids’ electronic game play?
  • What is the future of electronic games? How are they evolving? What forces are shaping them? Where are electronic games and gamers headed?

To aid the exploration of these questions and to help inform the forthcoming, long-term, interactive exhibit eGameRevolution, the International Center for the History of Electronic Games has developed an interpretive framework that includes “Concentric Circles: A Lens for Exploring the History of Electronic Games.” This framework examines electronic games through a continual zooming back and forth of the lens of focus—from a tight focus on the games themselves, to a broader look at who makes the games and how they’re made, to a wider-angle view of their impact on players and society, to a panoramic consideration of electronic games through the lens of play.

 

 

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International Center for the History of Electronic Games™ • Strong National Museum of Play • One Manhattan Square • Rochester, NY 14607 • USA


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