Computer & Video Game Archive
2281 Bonisteel Blvd.
Ann Arbor, MI 48109-2094
|Monday||11:00 AM - 8:00 PM|
|Tuesday||11:00 AM - 8:00 PM|
|Wednesday||11:00 AM - 8:00 PM|
|Thursday||11:00 AM - 8:00 PM|
|Friday||11:00 AM - 4:00 PM|
Located in the lower level of the Duderstadt Center.
Note: Before visiting the CVGA, please make note of the hours of operation above, and also the CVGA Events Calendar, as the CVGA may be unavailable to the public if reserved for a class or other special event.
The Computer and Video Game Archive in the lower level (basement) of the Art, Architecture and Engineering Library collects materials relating to games for the purpose of academic inquiry, including but not limited to:
- programming and technology
- artistic and literary expression
- social and cultural impact
- instruction and education
Visitors to the archive can use and play a wide variety of games from the 1970s to the present. To see a list of some of the games available, search the subject video games in the catalog.
Please visit our Video Game Studies Guide for more about studying games at the University of Michigan.
Examples of research done in the archive:
Architecture students have used games to compare physical spaces versus digital spaces.
English Paper Topics
Students have used the game collection as inspiration for paper topics. Examples: Violence in the media, Apocalypses in games.
How Games Represent Culture and Society
Students have explored how various cultures and people groups are portrayed in popular media, using video games as an example. Examples: Japanese culture, Samurai, Mafia, Women, The American Family, LGBTQ+ community.
How Games Represent Humanity and Race
Researchers have studied game character avatars and the options to customize them in order to explore how humanity and race are portrayed within games.
Students have used the game collection to find examples of scenes and mechanics that they'd like to create in their own games.
Language and Area Studies
Students and professors have taught games to each other in their target language in order to practice verbal communication skills and learn about informal language and popular culture in their area of study.
Students have explored video game music to see how it affects the mood of a particular scene and aids in the narrative of the game.
School of Information
SI students have evaluated the game collection for projects such as creating a collection development policy, a needs assessment, etc.