The Strong’s historians, curators, librarians, and other staff offer insights into and anecdotes about the critical role of play in human development and the ways in which toys, dolls, games, and video games reflect cultural history. Learn even more about the museum’s archival materials, books, catalogs, and other ephemera through its Tumblr page.
Play Stuff Blog
In October 2017, I had the chance to be at The Strong National Museum of Play as a research fellow collecting data for my Dolls in Focus project aimed at revisiting and expanding the findings of my previous linguistic investigation on dolls’ language. Surprisingly, what I thought would primarily be an exploratory incursion into dolls’ universe from an academic perspective turned out to be a rather touching and personal experience that allowed me to revisit my own childhood memories.
For a whole week, I had a wide variety of dolls coming in my direction, from old Jumeau Bébé dolls, walking and talking baby dolls, to Barbie dolls, of course. The Strong curators carefully selected more than 70 dolls for my examination, as well as seminal books I had requested. The museum’s staff proved to be extremely efficient in providing me with all information regarding the artifacts I was analyzing, such as their production date by the toy manufacturer. They also supplied me with instructions regarding the use of museum images in my future academic publications.
As an academic from the area of linguistics, I’ve been conducting toy research for almost 15 years, but I had never enjoyed the chance to engage with such a large collection of artifacts. My previous work had concentrated on language and images, notably the verbal and visual features of web advertisements for dolls. For this reason, being at The Strong gave me the opportunity to carry out a thorough analysis of dolls mainly as three-dimensional objects, which ended up enlightening my view of dolls’ material configurations.
From a linguistic perspective, my research and data collection experience at The Strong confirms that examining toys such as dolls as actual three-dimensional objects opens up possibilities for a broader analysis. The analysis can deal with the toys’ meanings as supported by design features such as their iconography, composition, material qualities, and the degree of realism of their representations. Such multimodal properties can lead to a deeper interpretation of their given motifs—or visual pointers—as clues to the meanings that their symbolic, somehow “unnatural” features convey. Observation on toys’ kinetic design perceived at the tactile level can also lead to relevant findings on their attached gendered meanings. In other words, a linguistic analysis that privileges not only a two-dimensional perspective but also a three-dimensional investigation of the visual, tactile and kinetic properties of toys like dolls might help to capture the essence of the social view on men’s and women’s roles in contemporary society.
These are only some of the reasons that made my research period at The Strong such a happy and productive one. This will certainly reverberate throughout my future academic productions on the language of toys, both in national and international contexts.
In the spring, guests attending The Strong’s Museum Secrets events got a behind-the-scenes look at The Strong’s conservation labs and learned about some of the strategies and techniques used to keep collections preserved.
GIFT SHOP. Those two words might strike fear into the hearts of museum-going parents, but for children who have been bribed into good behavior, it is a beacon. Don’t disappear, don’t have a tantrum, don’t break anything—you may be rewarded with something from the museum’s gift shop. I grew up in Pittsburgh, where we had a treasure trove of museums to frequent.
Museums have long memorialized genius. While art museums preserve great paintings and sculptures, history museums collect and preserve a wide-ranging record of the ways individuals, groups, and companies have shaped our society.
In November 2015, I came from my home in Turin, Italy, to spend a month at The Strong museum working on my research project, “The Meaning of Toys: Creating and Conveying Knowledge through Playful Artifacts.” I was honored to be granted a Strong Research Fellowship that financed the first half of my stay.
In my previous blog titled I’d Like to Thank All the Little People, I described the profound impact that Fisher-Price’s Play Family had on my preschool years in the early 1970s.
Recently, debates about women and video games have been making the rounds. The New York Times, Rolling Stone, and the Colbert Report, for instance, have drawn attention to what it can be like for women in gaming communities.
The Strong not only collects playthings, but also acquires significant material related to the invention, manufacture, and use of those playthings. One of the museum’s treasures is the collection of games, game prototypes, and archives from noted American game inventor and historian, Sid Sackson. Sackson (1920–2002) is revered among inventors, collectors, and serious players for his lifelong dedication to games and the gaming world.
Anyone interested in the evolution of video games can learn a great deal by simply examining the history of the six newest inductees into The Strong’s World Video Game Hall of Fame: The Oregon Trail, Space Invaders, The Legend of Zelda, Sonic the Hedgehog, The Sims, and Grand Theft Auto III.
It’s game night and my friends are gathered in my dining room. Four of them are face-down in a plateful of whipped cream, with their hands tied behind their backs, desperately trying to find snack-size candy bars hidden underneath. The rest of the group are laughing raucously, cheering their partners on. The goal of the first group to find and eat all five hidden snack-size candy bars is well on its way, and it looks like it’s coming down between my friend, James, and my wife, Kaytlyn.
I have a confession to make. It’s kind of embarrassing, but I’m hoping readers will understand. I’m 34 years old, and just recently, I attended my first rock concert. Perhaps unsurprisingly, considering my profession, this concert consisted of a hard rock opera based on the 1980s video game series Mega Man.