This blog post is a very small part of a much larger project that attempts to historicize and contextualize the origins of violent misogyny and toxic masculinity in video games culture. If video gaming’s masculinity was born in the arcades of the late 1970s and early 1980s, as others Like Carly Kocurek  and Shira Chess  have suggested, this project argues that it was honed and hardened by the home console market, especially by Sega of America in the late 1980s and the early 1990s, when the home video console shifted from the living room into private domestic spaces and as game companies began aggressive marketing campaigns that ultimately helped to define an ideal masculinity and a path to rebellion that was attractive to both young white men and suburban teenage boys. An identity which has had a lasting legacy and becomes uniquely tied to the contemporary identity of many white male “gamers.”Read More
Welcome to the Center for History of Video Games and Critical Play's Blog. This space is dedicated to publishing work that encourages gamers, scholars and students to consider how video and other games offer unique ways of looking at history and history pedagogy, the interpretation of games, game play, and the impact of games on culture. In doing so we hope to create a space where we engage in an academic conversations that focus on representations of history and historical narrative in both World and American histories through a variety of video and tabletop games. The work here will investigate the assumptions that guide such representations of history and analyze the extent to which the medium of history-themed video games can bring new questions and perspectives to academic history and history education.