By 1980, Jerry Lawson was ready for a change. The 40-year-old electrical engineer had spent most of the 1970s working for Fairchild Camera and Instrument Corporation in Silicon Valley. In 1976, he led a team of talented engineers who took an Alpex Computer Corporation prototype and developed it into the Fairchild Channel F, the first home video game console to use interchangeable game cartridges. Although revolutionary in concept, the Channel F was quickly eclipsed by another cartridge-based console […]
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Play Adores a Vacuum
One of the great challenges for play scholars or anyone thinking seriously about play is discerning when something is playful and when it is not. As circumstances change, boundaries shift, or meanings alter, the same action may be playful or not be playful, the same object may be a plaything or not a plaything. Play can be an elusive quarry, just when we think we have it pinned down it escapes our grasp, and when we may not even […]
Aww, That’s So Cute
The Japanese culture of kawaii—loosely meaning cute—emerged in the 1970s when teenage girls with extra money began to favor adorable accoutrements inspired by artists like Moto Hagio and Keiko Takemiya. More recently, Americans have also embraced the style. Kids collect figures like Totoro and Gudetama the Lazy Egg, play with doe-eyed fashion dolls, and use whimsical school supplies like Keroppi pencil cases. While these peachy keen aesthetics are pleasing to the eye, some argue that understanding Kawaii is not as […]
Little People, Big Hopes: Exploring a Potential Play Intervention for Early Childhood Autism
Krystal Starke
2021 G. Rollie Adams Research Fellow
PhD Student at The State University of New York at Buffalo
I came to The Strong with an open-ended mission: to soak up everything I could surrounding my research interests in early childhood autism and play as part of my dissertation research. Fortunately, The Strong’s Brian Sutton-Smith Library and Archives of Play is filled with rich secondary materials that provided a lens to understand the primary sources within the museum’s collections in a new way.
I […]
Demo Day Play?
Recent home repair and renovation has made me wonder: is demolition play? On the surface it may not be terribly playful but, if we use our metaphorical sledgehammers to break through the surface and dig a little deeper, we might think about the concept a bit differently.
Most folks associate the word demolition with destruction and damage. What they may not consider is the enthusiasm and excitement that spectators or participants often experience during the process. For instance, demolition […]
Where in the World Is… StarCraft?: The Final Two Members of the World Video Game Hall of Fame Class of 2021
StarCraft (1998)
Released in March 1998, StarCraft was more than just “World of Warcraft in space.” The game added a new twist to a real-time strategy formula while leading a revolution in multiplayer gaming. Set in the 25th century, StarCraft’s campaign follows the Terrans, humans who have been exiled from Earth, as they colonize the far reaches of the Milky Way galaxy. StarCraft utilized Blizzard’s online service Battle.net, one of the first online services to connect players across different […]
2021 World Video Game Hall of Fame Spotlight: Animal Crossing and Microsoft Flight Simulator
Welcome two new inductees into The Strong’s World Video Game Hall of Fame: Animal Crossing and Microsoft Flight Simulator. We recognize individual electronic games of all types—arcade, console, computer, handheld, and mobile—that enjoy popularity over a sustained period and exert influence on the video game industry or on popular culture and society. These two games join Starcraft and Where in the World Is Carmen Sandiego? to complete our 2021 class.
On the surface, Animal Crossing and Microsoft Flight Simulator […]
Reflections on the World Video Game Hall of Fame Class of 2021
Every year we induct new games into the World Video Game Hall of Fame, and in 2021 those games are Animal Crossing (2001), Microsoft Flight Simulator (1982), Starcraft (1998), and Where in the World Is Carmen Sandiego? (1985). These are all worthy games, ones that stand out from their peers because they have shaped the way we play. They are important.
But is there a connection between them, a commonality among a flying program, a simulation of a community […]
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The Life-Changing Magic of Sewing and Barbie
“Barbie quite simply changed my life.”
Many of us can say that, in one way or another, our experiences playing with Barbie had lasting effects on our lives. For me Barbie provided a venue for my daydreaming and storytelling. For others Barbie might have been more of a double-edged sword: inspiration that came exclusively in hourglass measurements. Carol Spencer’s life, however, would not have been the same in any way without Barbie.
Spencer grew up making paper clothes for her paper dolls […]
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