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International Center For The History Of Electronic Games
The International Center for the History of Electronic Games (ICHEG) collects, studies, and interprets video games, other electronic games, and related materials and the ways in which electronic games are changing how people play, learn, and connect with each other, including across boundaries of culture and geography. Located at The Strong in Rochester, New York, United States, it houses one of the world's largest, most comprehensive collections of electronic game platforms, games, and related materials, with more than 37,000 items. History Originally created as a national center, the International Center for the History of Electronic Games changed its name in March 2010 to more accurately reflect the global impact of electronic games on society and culture. In December 2013 the ICHEG received a donation of several SSI video games, for instance Computer Bismarck, notable for including the source code for preservation. In 2014 a collection of Brøderbund games and a 'virtual ...
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The Strong
The Strong is an interactive, collections-based educational institution in Rochester, New York, United States, devoted to the study and exploration of play. It carries out this mission through six programmatic arms called "Play Partners": * National Toy Hall of Fame * World Video Game Hall of Fame * International Center for the History of Electronic Games * The Brian Sutton-Smith Library and Archives of Play * '' American Journal of Play'' * The Woodbury School It also houses the National Museum of Play. Independent and not-for-profit, The Strong houses hundreds of thousands of historical materials related to play. These enable a multifaceted array of research, exhibition, and other interpretive activities that serve a diverse audience of adults, families, children, students, teachers, scholars, collectors, and others around the globe. History The Strong was founded by Margaret Woodbury Strong in 1968 as the "Margaret Woodbury Strong Museum of Fascination." On her death ...
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Handheld Games
Handheld Games Corp. was an American video game developer based in Mill Creek, Washington. They were primarily known for developing licensed titles for various consoles. The former director, Thomas L. Fessler, a 25-year veteran of the games industry, left after its closure in 2009 and now works on app development for Costco Wholesale Corporation Costco Wholesale Corporation (doing business as Costco Wholesale and also known simply as Costco) is an American multinational corporation which operates a chain of membership-only big-box retail stores (warehouse club). As of 2022, Costco i .... Games developed References External links *http://www.tower.com/n_ad_search/search_4_rslt.cfm?div_id=4&title=&keywords=&format=0&label=&artist=Handheld%20Games&ESRB= *https://web.archive.org/web/20041010040748/http://www.handheldgames.com/ {{Authority control Defunct software companies of the United States Software companies based in Washington (state) Video game companies ...
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Toy Museums In The United States
A toy or plaything is an object that is used primarily to provide entertainment. Simple examples include toy blocks, board games, and dolls. Toys are often designed for use by children, although many are designed specifically for adults and pets. Toys can provide utilitarian benefits, including physical exercise, cultural awareness, or academic education. Additionally, utilitarian objects, especially those which are no longer needed for their original purpose, can be used as toys. Examples include children building a fort with empty cereal boxes and tissue paper spools, or a toddler playing with a broken TV remote control. The term "toy" can also be used to refer to utilitarian objects purchased for enjoyment rather than need, or for expensive necessities for which a large fraction of the cost represents its ability to provide enjoyment to the owner, such as luxury cars, high-end motorcycles, gaming computers, and flagship smartphones. Playing with toys can be an enjoyable way o ...
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Museums In Rochester, New York
A museum ( ; plural museums or, rarely, musea) is a building or institution that cares for and displays a collection of artifacts and other objects of artistic, cultural, historical, or scientific importance. Many public museums make these items available for public viewing through exhibits that may be permanent or temporary. The largest museums are located in major cities throughout the world, while thousands of local museums exist in smaller cities, towns, and rural areas. Museums have varying aims, ranging from the conservation and documentation of their collection, serving researchers and specialists, to catering to the general public. The goal of serving researchers is not only scientific, but intended to serve the general public. There are many types of museums, including art museums, natural history museums, science museums, war museums, and children's museums. According to the International Council of Museums (ICOM), there are more than 55,000 museums in 202 cou ...
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Electronic Games
An electronic game is a game that uses electronics to create an interactive system with which a player can play. Video games are the most common form today, and for this reason the two terms are often used interchangeably. There are other common forms of electronic game including handheld electronic games, standalone systems (e.g. pinball, slot machines, or electro-mechanical arcade games), and exclusively non-visual products (e.g. audio games). Teletype games The earliest form of computer game to achieve any degree of mainstream use was the text-based Teletype game. Teletype games lack video display screens and instead present the game to the player by printing a series of characters on paper which the player reads as it emerges from the platen. Practically this means that each action taken will require a line of paper and thus a hard-copy record of the game remains after it has been played. This naturally tends to reduce the size of the gaming universe or alternatively to req ...
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Blog
A blog (a truncation of "weblog") is a discussion or informational website published on the World Wide Web consisting of discrete, often informal diary-style text entries (posts). Posts are typically displayed in reverse chronological order so that the most recent post appears first, at the top of the web page. Until 2009, blogs were usually the work of a single individual, occasionally of a small group, and often covered a single subject or topic. In the 2010s, "multi-author blogs" (MABs) emerged, featuring the writing of multiple authors and sometimes professionally edited. MABs from newspapers, other media outlets, universities, think tanks, advocacy groups, and similar institutions account for an increasing quantity of blog traffic. The rise of Twitter and other "microblogging" systems helps integrate MABs and single-author blogs into the news media. ''Blog'' can also be used as a verb, meaning ''to maintain or add content to a blog''. The emergence and growth of blogs i ...
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Institute Of Museum And Library Services
The Institute of Museum and Library Services (IMLS) is an independent agency of the United States federal government established in 1996. It is the main source of federal support for libraries and museums within the United States, having the mission to "create strong libraries and museums that connect people with information and ideas." In fiscal year 2015, IMLS had a budget of $228 million. It is a sub-agency of the National Foundation on the Arts and the Humanities, along with the National Endowment for the Arts, the National Endowment for the Humanities, and the Federal Council on the Arts and the Humanities. In addition to its other responsibilities, the IMLS annually awards the National Medal for Museum and Library Service, given for community service by libraries and museums. IMLS is located at 955 L'Enfant Plaza North, SW, Suite 4000, Washington, D.C. 20024-2135. History and Purpose IMLS was established by the Museum and Library Services Act (MLSA) on September 30 ...
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National Museum Of Play
The Strong National Museum of Play (known as just The Strong Museum or simply the Strong) is part of The Strong in Rochester, New York, United States. Established in 1969 and based initially on the personal collection of Rochester native Margaret Woodbury Strong, the museum opened to the public in 1982, after several years of planning, cataloguing, and exhibition development for the museum's new building in downtown Rochester. For at least fifteen years after its opened, the mission of the museum was to interpret the social and cultural history of average Americans between 1830 and 1940, under the direction of H.J. Swinney and William T. Alderson. Mrs. Strong's collections of dolls and toys, American and European decorative arts, prints, paintings, Japanese crafts, and advertising ephemera provided a firm foundation for this mission, and were supplemented with collections purchased and donated to more fully support the museum's early mission. The museum received considerable local ...
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Source Code
In computing, source code, or simply code, is any collection of code, with or without comments, written using a human-readable programming language, usually as plain text. The source code of a program is specially designed to facilitate the work of computer programmers, who specify the actions to be performed by a computer mostly by writing source code. The source code is often transformed by an assembler or compiler into binary machine code that can be executed by the computer. The machine code is then available for execution at a later time. Most application software is distributed in a form that includes only executable files. If the source code were included it would be useful to a user, programmer or a system administrator, any of whom might wish to study or modify the program. Alternatively, depending on the technology being used, source code may be interpreted and executed directly. Definitions Richard Stallman's definition, formulated in his 1989 seminal ...
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Let's Play (video Gaming)
A Let's Play (LP) is a video (or screenshots accompanied by text) documenting the playthrough of a video game, often including commentary and/or a camera view of the gamer's face. A Let's Play differs from a video game walkthrough or strategy guide by focusing on an individual's subjective experience with the game, often with humorous, irreverent, or critical commentary from the gamer, rather than being an objective source of information on how to progress through the game. While Let's Plays and live streaming of game playthroughs are related, Let's Plays tend to be curated experiences that include editing and narration, and can be scripted, while streaming is an unedited experience performed on the fly. History From the onset of computer video entertainment, video game players with access to screenshot capture software, video capture devices, and screen recording software have recorded themselves playing through games, often as part of walkthroughs, longplays, speedrun ...
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Digital Preservation
In library and archival science, digital preservation is a formal endeavor to ensure that digital information of continuing value remains accessible and usable. It involves planning, resource allocation, and application of preservation methods and technologies,Day, Michael. "The long-term preservation of Web content". Web archiving (Berlin: Springer, 2006), pp. 177-199. . and it combines policies, strategies and actions to ensure access to reformatted and "born-digital" content, regardless of the challenges of media failure and technological change. The goal of digital preservation is the accurate rendering of authenticated content over time.Evans, Mark; Carter, Laura. (December 2008). The Challenges of Digital Preservation. Presentation at the Library of Parliament, Ottawa. The Association for Library Collections and Technical Services Preservation and Reformatting Section of the American Library Association, defined digital preservation as combination of "policies, strategies and ...
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Toys
A toy or plaything is an object that is used primarily to provide entertainment. Simple examples include toy blocks, board games, and dolls. Toys are often designed for use by children, although many are designed specifically for adults and pets. Toys can provide utilitarian benefits, including physical exercise, cultural awareness, or academic education. Additionally, utilitarian objects, especially those which are no longer needed for their original purpose, can be used as toys. Examples include children building a fort with empty cereal boxes and tissue paper spools, or a toddler playing with a broken TV remote control. The term "toy" can also be used to refer to utilitarian objects purchased for enjoyment rather than need, or for expensive necessities for which a large fraction of the cost represents its ability to provide enjoyment to the owner, such as luxury cars, high-end motorcycles, gaming computers, and flagship smartphones. Playing with toys can be an enjoyable way ...
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