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Funding reductions severely hamper video game innovation and creation, as per Trump's decisions.

"Restrictions in this sector impede the advancement of science at large."

Funding reductions under Trump's administration reportedly wreak havoc on video game research and...
Funding reductions under Trump's administration reportedly wreak havoc on video game research and development.

Funding reductions severely hamper video game innovation and creation, as per Trump's decisions.

In a series of funding cuts, the Trump administration has significantly affected video game research and preservation efforts in the United States. The disruption of ongoing projects, the promotion of equity in the games industry, and the impact on video game libraries are among the key implications of these cuts.

One of the projects severely impacted by the cuts was a virtual reality game project, Paccha, co-developed by Rebecca Bria, an assistant anthropology professor at The University of Texas San Antonio's College of Liberal and Fine Arts, and game developer and artist Bruce Carlisle. The National Endowment for the Humanities (NEH) prototyping grant awarded to Paccha was vital for accurately and ethically presenting the Indigenous Andean past. However, the loss of the NEH grant has halted the trajectory for completing the Paccha game, impacting partnerships, community collaborations, and payments to game developer Bruce Carlisle.

The funding was essential for the University of North Carolina to develop "concrete tools" for librarians and game developers to use. Funding cuts impacted grants and funding from the NEH, the National Science Foundation (NSF), and the Department of Health and Human Services (HHS). The University of North Carolina was awarded $150,000 in August 2024 for researching ways to collect, preserve, and provide access to digital video games. However, funding for this project was suddenly rescinded in April 2025 due to the Trump administration's cuts to science, arts, humanities, and museum funding.

The Strong National Museum of Play announced that two of its federal grants were cut as part of President Trump's actions. The Strong Museum of Play receives funding from admissions, memberships, and a trust, with grants enabling special projects. One of the grants from the Institute of Museum and Library Services (IMLS) was temporarily reinstated by a court order, but the other was cut, impacting a new exhibit called "Beyond the Buzzer: Game Shows in America."

The cuts also impacted efforts to promote equity in the games industry. Rabindra Ratan, associate professor at Michigan State University's Department of Media and Information, lost an unspent $200,000 intended to finish a project aimed at reducing gender and race inequities in the games industry related to virtual meetings. A group of researchers looking into creating more equitable workplaces for marginalized game developers had their funding pulled just before the project was set to conclude.

The disruption of ongoing research has placed video game libraries at a "critical juncture," with concerns about their ability to preserve and provide access to digital games. This affects not only the preservation of cultural artifacts but also the scientific study of video games as a medium. By limiting research in the video game industry, the cuts have broader implications for science as a whole. This impacts the ability to explore video games as a tool for social commentary, education, and cultural critique.

The cuts likely hinder collaboration between game developers, librarians, and other stakeholders, which is crucial for innovation and the advancement of video game preservation and research. For instance, Jon-Paul Dyson, senior vice president and director of the International Center for the History of Electronic Games at the Strong Museum, emphasized the importance of preserving and celebrating games. However, the rescinded funding for the Strong Museum's federal grants has impacted this mission.

In a positive note, the National Education Association has financed projects including an orchestral performance and interactive presentation based on Journey at the Brooklyn Academy of Music. This shows that despite the funding cuts, there are still opportunities for video game projects to receive support and recognition.

In conclusion, the Trump administration's funding cuts have had far-reaching consequences for video game research and preservation efforts, affecting both the scientific community and the broader cultural landscape. The disruption of ongoing research, the promotion of equity in the games industry, and the impact on video game libraries are just a few examples of the implications of these cuts. As the industry continues to evolve, it is crucial to ensure that funding is available to support research, preservation, and innovation in the video game sector.

  1. The funding cuts, affecting organizations like the National Endowment for the Humanities and the National Science Foundation, have also impacted technology-focused projects, such as the development of tools for librarians and game developers by the University of North Carolina, which aimed to preserve digital video games.
  2. Beyond the preservation of cultural artifacts, the impact of the cuts reaches the realm of education and self-development. For instance, the National Education Association has financed projects based on video games, such as an orchestral performance and interactive presentation based on the game 'Journey', highlighting opportunities for games to receive support in education-and-self-development contexts despite funding cuts.

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