In the late 1960s and early 1970s, one could participate in a variety of (mostly novel) hobbies that all asked “what-if”: reading and watching science fiction (especially Star Trek), reading the writings of Tolkien and his growing body of imitators, playing tabletop war games that simulated everything from ancient warfare to World War II, engaging… Continue reading The Rise of Computer Games, Part II: Digitizing Nerddom
