Earlier this spring, the curators at The Strong gathered up items from the collections for a display we call “What Were They Thinking?” Although no one ever sets out to make a bad toy, the items exhibited included a number of toys, games, and dolls that make us wonder just what their designers and manufacturers thought about child safety, good taste, or the ways kids play.
I am a self-professed nerd. I blame (or should I say credit?) my parents, whose family vacation plans alternated visits to educational destinations such as Colonial Williamsburg, Gettysburg, and Washington, DC (No cruises to Aruba or trips to ski resorts for us, thanks. One spring break, my dad took my two brothers and me to a coal mine.) I devoured stacks of books from our town library each week—after completing my homework, of course. My school’s honors program generated plenty of extracurricular activities to keep our buzzing teenage minds occupied.
ZA is a perfectly good word. You know, like PIZZA.
The National Toy Hall of Fame at The Strong inducted Scrabble in 2004. Since then we’ve made efforts to collect many different versions of the famous “scrambled word game.”
During our training, conservators usually specialize in a specific type of material, such as paper or paintings. As we become professionals, we find ourselves in institutions with diverse collections which requires broad conservation knowledge for all of the artifacts under our care, not just those comprised of our favorite material. Nowhere is this truer than at The Strong, where the museum’s collections range from paper dollhouse furniture to Barbie dolls to coin-operated arcade machines.
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.
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.
Seinfeld: “The Label Maker”
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.