Seinfeld is not, as people often claim, a “show about nothing.” It is a television show about four narcissists whose seemingly petty dialogue and ripple-effect exploits produced a significant impact on the modern pop culture landscape.
People at Play
As a child who preferred playing outside with sticks and leaves, only a handful of dolls ever really captured my attention. In fact, I only recall true fondness for four dolls: Baby Tenderlove, Raggedy Ann, Darci cover girl, and my Cabbage Patch Kid—Kendall Walter Winner.
My friends and I embrace game nights: snacks, beverages, stuffed mascots, inspirational posters. Some people don’t, probably because not everyone can handle it when (not if) their true colors emerge in the throes of battle. Similarly, television series use games as plot devices to place characters in opposition to each other, draw out the best (and worst) in their personalities, and reinforce the show’s central themes. Here are some clear winners.
What comes to mind when you hear the term “paper toys”? Whatever you envision, chances are the idea of paper toys in our digital era doesn’t evoke quite the same level of enthusiasm as some other playthings do. Paper toys seem quiet and simple, perhaps even old-fashioned.
Today gamers often seem immersed in their favorite games. But serious, focused gaming is nothing new. Just after the turn of the 20th century, many Americans concentrated and deliberated in a similar manner trying to assemble the latest plaything for adults and families—jigsaw puzzles.
Pendulous grey clouds loom ominously to the west. Today is not an outdoor day. Salvation is in the closet, where colorful boxes of boards, cards, and tokens beckon us into other worlds. Games pass the time, make us laugh, and strengthen bonds among loved ones. The Strong is proud to preserve the history of games and inventors.
“Finish him!” “Save the princess!” “Time is running out!” Video game designers excel at creating high-stakes environments. And television has earned some laughs depicting the obsessive players who heed these calls to action. Here are some of the memorable ways television shows have turned video games into life-or-death situations.
“I’m running away to Australia!” This tearful statement greeted me as I entered my son’s room. He pointed to his duffel bag, packed with everything a seven-year-old boy needs to survive the wilds of the outback: his WWE wrestling figures and his well-worn Don’t Know Much About Space book. Clearly, John Cena and Pluto are higher priorities than clean underwear.
My family was cutting-edge back in the 1980s. We had a TRS-80. My father subscribed to 80 Micro. He dabbled in BASIC programming.