The video game company Her Interactive adopted the slogan “For Girls Who Aren’t Afraid of a Mouse.” The firm’s fan letters and focus group collections informed my research on how video games are a technological construction of human expression. Her Interactive was a company focused on creating games based on the reception they received from their audience—girl gamers. They wanted to make video games based on the Nancy Drew series of novels more story driven so that girls would be […]
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As a child, I used to frequent The Strong museum and its many exhibits. I recall having no small amount of fun. Since then, the museum has changed quite a bit. The most iconic exhibits like Sesame Street and Reading Adventureland are still here, but some that I remember have been replaced over the years with other exhibits. However, there’s still a lot to love about the museum and everything therein.
A favorite part of The Strong from my childhood was […]
We welcomed four new inductees into the World Video Game Hall of Fame class of 2022: Ms. Pac-Man, Dance Dance Revolution, Legend of Zelda: Ocarina of Time, and Sid Meier’s Civilization. They span almost a 20-year period in game history, with Ms. Pac-Man coming out in 1981, Civilization released ten years later, and DDR and Legend of Zelda: Ocarina of Time debuting in 1998. Interestingly, that seventeen-year time span actually marks the most time-compressed period for any of our World […]
Joe L. Frost, the renowned scholar and educator who advocated for the importance of free outdoor play, playgrounds, and recess, died on February 17, 2020. Frost was a charter member of the editorial advisory board of the American Journal of Play. In his more than 50 years of research, including writing 20 books and multitudes of articles and reports, teaching, consulting, and service, he became one of play’s greatest champions.
Born in Parks, Arkansas, on March 25, 1933, Frost grew up […]
By Adam Nedeff, Researcher for the National Archives of Game Show History
Stay up to date with the world of game shows and The Strong’s National Archives of Game Show History with this recurring blog. This month, learn about May’s lineup of music game shows and the history of this playful subgenre.
In the month of May, Fox is hoping game show fans will tune in for tunes. Starting May 23, the network’s Monday prime time schedule will be wall-to-wall musical […]
Back in earliest months of the U.S. COVID-19 lockdown in 2020, you may have missed the flurry of board game articles all recommending the same game: Pandemic, the 2008 cooperative game where players race around a world map to cure four simultaneous infectious epidemics before the world is lost. Great minds think alike; The New Yorker, Wall Street Journal, Mashable, NPR, and more outlets raced to publish articles on the resonance of playing Pandemic in an actual pandemic. Most of […]
In 1976, scholar Barbara Bader defined a picture book as “text, illustrations, total design; an item of manufacture and a commercial product; a social, cultural, historic document; and foremost, an experience for a [reader/beholder]. As an art form it hinges on the interdependence of pictures and words, on the simultaneous display of two facing pages, and on the drama of the turning page.” I am fascinated by these works of art. Picture books serve as visual and tactile experiences. Many […]
This month we opened our new maker space, Play Lab. It’s a bright, busy place, filled with equipment for assembling, building, crafting, cutting, designing, fashioning, gluing, hammering, programing, soldering, and weaving. Our public programming team and guest services staff will hold facilitated sessions where kids (and adults) can create. It’s hands-on fun!
For kids, making things is an essential type of play, one that teaches as it engages. Scholars note the benefits of construction play. Construction play trains spatial skills. It […]
For as long as play has existed, humans have been making dolls in some form or another. The ancient Egyptians carved figures of their deities, Roman children had dolls of famous gladiators, and as time progressed, these artificial chums became more intricate and advanced. Even Thomas Edison would throw his hat into the ring of manufacturing dolls, though he’d have little success with that venture. Nevertheless, the industry of dolls and action figures would be significant for much of human […]