The First Educational Computer Game Was Written by a Woman

Mabel Addis made history with 1964's The Sumerian Game

The First Educational Computer Game Was Written by a Woman

In 1964 30 sixth grade students from Westchester County did something nobody else had ever done before: they learned from a computer game.

Today the computer’s usefulness as an educational tool has been well-established for decades, and traditional games have been used to pass down knowledge and lessons for about as long as we have a history. Computers were still new and unknowable to most people in the 1960s, though, like a piece of the future that had somehow slipped through a portal into the past, and so the idea of the educational computer game had to be invented. And the first such example, called The Sumerian Game and played by those Westchester kids on an IBM 7090 mainframe computer over 60 years ago, was invented by a woman: Mabel Addis. 

Then in her early 50s, Addis was a fourth-grade teacher with a masters in education from Columbia working for the Katonah-Lewisboro School District in Westchester. She was tapped by IBM and New York’s Boards of Cooperative Educational Services to write a program that would use history to teach middle schoolers basic concepts about running a settlement with a small population, and chose Sumer in the fourth century BCE (or BC, as it would’ve been called in Addis’s day) as the setting. As described in its Wikipedia entry, it sounds like a rudimentary strategy game where you’d have to make sure you had enough food to keep your people alive and thriving while also dealing with unexpected natural disasters, spread out across three generations so players could get a sense of technological and societal changes. When that first class played it in 1964, The Sumerian Game was entirely text, although separate audio and visual aids were later added to be used alongside the game in a second 1966 experiment. And when I say “text” I don’t mean letters on a computer monitor: the game’s scenario was printed out on paper, and players would enter their action into the mainframe, which would then print out another page for the next turn. 

Although Addis had help from programmer William McKay, she was solely responsible for designing the game itself. In creating The Sumerian Game she laid the groundwork for all strategy and resource-management games to come. Unfortunately it would take decades for her to receive the recognition she deserved. 

The project the game was created for was short-lived. That one class played The Sumerian Game in 1964, and then a second class played a tweaked version two years later. It was lost for decades, although a copy of the game’s text has existed on the Internet Archive inside a 1967 report on the project since 2015. The last two years have seen a new wave of interest in and awareness of Addis; she won the Pioneer Award at GDC in 2023, and in 2024 HareSoft used her original text to create a new version of The Sumerian Game that’s free to play on Steam.

Addis’s game might have only been played by a few dozen middle school kids in one school system 60 years ago, but it still had a tremendous impact upon games, even if very few knew it at the time. Doug Dyment, a programmer at the Digital Equipment Corporation, learned of The Sumerian Game at a computer conference in the late ‘60s. Despite having never seen or played it himself, he created a game based on that description in 1968; although Dyment named it King of Sumeria, it became popularly known as Hamurabi as it spread among computer programmers throughout the ‘70s, ensuring that Addis’s ideas gained currency within the larger computer community of the day, even if they were delivered second-hand. Hamurabi popularized the strategy game among the computer cognoscenti of the pre-home computer 1970s, which led directly to the iteration and refinement of that genre as technology advanced and became more accessible.

When she began her educational career in the 1930s Addis taught in a one-room school house; before she retired in 1976, she’d create a foundational genre of computer game and become the first person to ever write a narrative video game. 

Think about your own history with educational games—the instructional programs your computer teacher would boot up on creaky old PCs, the Carmen Sandiegos and Oregon Trails of the world. (I have no idea what a classroom looks like in 2025. Based on what I’ve heard, I assume it’s just rows of kids staring at their phones while AI fails their tests for them.) I’m old enough that the first computer class I ever took was still called typing class, even though it was definitely on PCs by then; we never played Oregon Trail in that one, but if we were good throughout the week we would get to spend the second half of Friday’s session playing what I’m just going to assume were pirated versions of Jeopardy or Wheel of Fortune

That might sound archaic to anybody who came of age in the 21st century, but with The Sumerian Game we’re talking about a whole different level of archaic. In 1964 a single unit of the computer the game was written for cost several million dollars (that’s in 1960s money; it’d be over 10 times that today) and could barely fit in a single room. It wasn’t played on a desktop but an entire desk. Imagine being told that you’re going to play a game on that computer, and then being handed a piece of white paper with small black text on it. And then having to wait for the mainframe on the other end of a 300 baud modem connection to print out the next turn. Of course the weirdest part of all of that to the average 1964 observer would be the very idea of playing a game on a computer itself, and not the specific interface that sounds so alien to us today. If you were one of those 12-year-olds in Westchester in 1964, could you have any inkling what this experience would foreshadow—what computers and their games would turn into? You’d probably just be happy to have some time away from your textbooks.

The few students who played The Sumerian Game in 1964 and 1966 would be in their 70s today. They’re just a little too old to have really grown up with video or computer games, as most would have been adults when Pong appeared in 1972 (although they’re an ideal age for pinball, the Lord’s most beautiful game). It’s possible none of the children who played the very first educational computer game ever played another video game, period. Addis, meanwhile, lived into her 90s, passing away in 2004, her contributions to video games still uncelebrated at her death, even as millions played games that probably wouldn’t exist without her.

Photo of ancient Sumerian bas relief scene used under Creative Commons license. Original image by Mbzt.


Editor-in-chief Garrett Martin writes about videogames, theme parks, pinball, travel, and more. You can also find him on Blue Sky.

 
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