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Games Research Inc

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Adapted from the English Wikipedia article Games Research Inc, available under CC BY-SA 4.0Updated 25 July 2025
Game Research Inc
Company typePrivate
IndustryBoard games
Founded1959
FateAcquired by Avalon Hill
Headquarters,
United States

Games Research Inc operated as an American board game publisher based in Boston during the 1960s and 1970s. Its catalog featured titles including Convention! (1960), Diplomacy (initial release in 1961 with a revised edition in 1971), What's That on My Head? (1963), and Insight (1967).

Following the self-financed production of 500 copies of Diplomacy by founder Allan B. Calhamer in 1959—due to the absence of publisher interest—Games Research secured the rights to the game in 1960. The company was subsequently acquired by Avalon Hill.

History

Established in 1959 as a partnership headquartered in Boston, Games Research was managed by president John R. Moot, who concurrently held the position of CEO at Cornwall Corp. The partnership comprised five members: Moot, a Harvard alumnus; John T. Noonan Jr., a law editor and scholar; Harvard Law professor John Mansfield; MIT mathematics professor Hartley Rogers Jr.; and Boston attorney Nathaniel Young Jr. Each partner maintained separate professional careers while contributing to the company's strategic direction.

The firm welcomed game concepts from inventors, with Moot overseeing initial reviews and coordinating evaluations among partners for promising submissions. Games Research concentrated on intellectually demanding games aimed at specialized markets, earning characterizations such as "uncompromisingly eggheaded" by Time magazine and "challenging diversions" by Popular Science. This specialization provided a distinctive competitive edge within the board game sector at that time.

Ultimately, Games Research was absorbed by Avalon Hill, which broadened its portfolio and enhanced its presence in the strategy board game market.

Games

The inaugural release from Games Research was Convention in 1960. Designed by Homer D. Babbidge Jr., who served as Undersecretary of Health, Education, and Welfare under President Dwight D. Eisenhower, Convention simulates a political convention where players vie to secure a majority of delegates—over half—to become President of the United States. The game accommodates two to seven participants.

Diplomacy, a strategic board game set in Europe during 1914, was devised by Allan B. Calhamer in 1954. After facing multiple publisher rejections, Calhamer personally funded the initial printing of 500 copies in 1959, retailing them at $6.95 each. The gameplay involves three to seven players representing European powers competing for continental dominance. Games Research licensed and published Diplomacy in 1961. Although initial sales were modest, the game’s popularity expanded through play-by-mail networks and dedicated fanzines, resulting in consistent sales increases by the early 1970s. By 1973, annual sales reached approximately 15,000 units priced at $8.95 each without formal advertising efforts. The game earned recognition as a classic among adult gamers and was reportedly favored by notable figures such as Henry Kissinger, John F. Kennedy, and Walter Cronkite.

In December 1963, Games Research launched What's That on My Head?, a social deduction game designed for up to six players. Participants wear card holders on their heads containing lettered cards placed by opponents without their knowledge. Players ask structured questions to infer their own letters; variations expanded card quantities and required players to declare how many cards they held.

The company introduced Insight in 1967, a personality-based game encouraging players to select cards representing preferences or characteristics, fostering interaction and discussion. Examples include choosing between romantic scenarios or luxury expenses. The game was recognized for promoting conversation and friendly debate among participants.

These offerings illustrate Games Research’s dedication to pioneering social and strategic games tailored for adult audiences, reinforcing its reputation and contributing to growth within the gaming industry.

References