By: Dr. Emily R. Aguiló-Pérez, 2025 Valentine-Cosman Research Fellow
For generations of children, brushing Barbie’s hair has been as central to play as dressing her in the latest fashions. Beyond the familiar brush tucked into countless doll boxes, Mattel has repeatedly returned to hair as a site of innovation—designing dolls and accessories that transform styling into a creative, tactile, and sometimes experimental practice. Barbie’s evolving hairstyles chart a history of play that is as much about identity and imagination as it […]
Double Dare You: Iconic Show Celebrates 40 Years
By Adam Nedeff, researcher for the National Archives of Game Show History
“On your mark…get set…GOOOOO!”
On October 6, 1986, Marc Summers uttered those words to kick off Nickelodeon’s Double Dare… and changed the face of television. Nickelodeon had survived a mostly unremarkable seven years on the air, originally launching an educational channel for children. The surprise success of a Canadian show, You Can’t Do That on Television, led to a philosophical shift in the early 1980s and the channel began […]
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Nintendo’s 1989 Handsfree Controller: A Corporate Chapter in a Longer Accessibility Story
By: Hana Hanifah, 2025 Valentine-Cosman Research Fellow
In recent years, the momentum for accessibility in games has gained significant traction. Many custom configurations, such as captions, remappable controls, and adaptable hardware, are becoming the norm as more people, especially those with disabilities, play and engage in games. The Xbox Adaptive Controller and the PS5’s Access Controller have been rightly praised and documented in the mainstream media (e.g., Forbes, Wired,Time). However, decades before they emerged, Nintendo of America released its own adaptive […]
Game Show Prizes 101
By Adam Nedeff, researcher for the National Archives of Game Show History
Prizes on game shows seem fairly straightforward. Here’s a nice thing; win the prize. But there’s some slight nuance to it that’s led to muddled or mistaken information being commonly shared over the years. This month, we’re going to dive into one fairly common misunderstood tidbit about what contestants can do when they win a prize on a game show.
There’s (usually) no such thing as “requesting the value […]
Celebrating 50 Years: “Let’s Play the Feud”
By Adam Nedeff, researcher for the National Archives of Game Show History
Fifty years ago this month, in July 1976, one of the most successful game shows in America made its debut. Mark Goodson-Bill Todman Productions, the ABC television network, and host Richard Dawson all declared, “Let’s play the Feud!”
Family Feud came to life thanks to the success of another game show. Goodson-Todman’s Match Game on CBS was the most popular show on daytime TV in the mid-1970s. One round of […]
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Designing for Productive Failure: What Play Materials Reveal about How Children Persist
By: Joshita Manohar, 2026 Strong Research Fellow
A child picks up a puzzle piece, turns it once, then twice, and presses it into place. It does not fit. They pause. Try again. This time, they push a little harder, then pull it back out. For a moment, nothing happens. The piece stays where it is, slightly misaligned, waiting. On a tablet, the same moment might unfold differently. The piece snaps into place or it refuses to move at all.
These small differences […]
Tabletop Role-playing Games as Identity Creation Tools
By: Johnathen Rockwell, 2026 Valentine-Cosman Research Fellow
For more than 50 years, players young and old have experienced tabletop role-playing games: rolling dice, eating snacks, and creating stories. Despite their longevity and contemporary boom in popularity, tabletop role-playing games (TTRPGs) possess little associated scholarship, especially scholarship that addresses their unique culture and material legacies. By examining the interplay and correspondence between players and designers, and the game systems themselves, my work asks the question: Do tabletop role-playing games serve as a […]
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Filling in the Blanks: A Media Archaeology of Computational Humor
BY: Robert King, 2024 Valentine-Cosman Research Fellow
Stop me if you’ve heard this before: What can drive cars, write essays, diagnose diseases, and is bad at jokes? Answer: Artificial Intelligence. (With apologies for the crummy riddle.)
Ever since AI’s astonishing advances in recent years, news of its accomplishments has been accompanied by a sour note: it can’t do humor. A 2023 study gives the statistics. When asked to generate over a thousand “original” jokes, ChatGPT returned the same 25 jokes in some […]
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Exploring Japanese Games and their Paratexts
By: Zari Smith, 2025 Valentine-Cosman Research Fellow
During the summer of 2025, I had the opportunity to visit The Strong National Museum of Play for a research fellowship. For two weeks, I had access to the collections and the rich archives that the museum owns in addition to the museum exhibits available for the general public.
I decided to apply for a fellowship from The Strong in order to find source materials that could assist me in writing my master’s thesis. My […]
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