I first became interested in the increase of plastic in children’s toys through my own daughter’s toys, especially since my undergrad degree was in Environment and Health, with a fourth year focus on Bisphenol A (also known as BPA) in baby bottles. Throughout my Masters studies, I focused on the central question of why we keep what we do, how we make those decisions, and the ways in which we’ve come to value or devalue certain things.
In October 2015, I was awarded a Research Fellowship from The Strong. I had access to the library, the archives, the museum itself, and the seemingly endless rows of shelves full of playthings of the past. Both my 14-year-old self and my current 30-something researcher self were in a happy place. My job is to study video games and teach about them—not a bad gig at all, I must admit—and I have been interested in the history and theory of digital and non-digital play for some time.
Barbie has raised eyebrows since her debut at the 1959 Toy Fair. Modeled after the German Bild Lilli novelty doll, Barbie provided girls a playroom outlet for their dreams and aspirations. Inventor Ruth Handler knew that girls wanted to play at more than being a mother to life-sized baby dolls, but Mattel executives were skeptical.
Video games have fundamentally changed our patterns of play, learning, and social interaction, and researchers are increasingly examining the history of video games in order to explain this evolution.
Have you ever thought about what rats have in common with comedy club audiences? No? I hadn’t either until I met neuroscientist Jaak Panksepp and some of his students.