The Ouija board as we know it today was patented in Baltimore in the year 1890. Its development and success were closely tied to the rise of the American Spiritualist movement following the Civil War, but the men who patented and popularized the divination tool as a board game were not Spiritualists, but capitalists. At a time when the desire to contact the dead had coalesced into a religious movement, a group of entrepreneurs including Charles Kennard and Elijah Bond […]
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Bruce Shelley Papers at The Strong
What does it mean to preserve the history of video games? This is something I thought about a lot when I started this work at The Strong National Museum of Play in 2006. My training in fields such as the history of the book and history of science convinced me that among the materials that needed to be preserved were not just the games themselves but also the work of the creators who made them. To that end we began […]
Wheel of…Shopping?
By Adam Nedeff, researcher for the National Archives of Game Show History
With host Pat Sajak’s departure from Wheel of Fortune after more than 40 years as host, one can’t help but reflect on the impact that Wheel of Fortune has left on popular culture. The average American knows how the game is played, whether they watch it or not. Our language itself has been influenced by the show. The consistency and simplicity of the game has led to many […]
Stimulus Correspondences and Game Design: The Complex Case of Simple Simon
On the exhibit floor of The Strong National Museum of Play, somewhere between the Pinball Playfield and Sesame Street exhibits, there is a quote by Diane Ackerman: “Play is our brain’s favorite way of learning.” This quote resonates deeply with me as a Cognitive Neuroscientist interested in the relationships between brain and behaviour, as well as the numerous ways in which games and science interact. For one very special week in October 2023, I was fortunate to visit The Strong […]
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Toyetic Oppression: Black Toys and Black People
In my position as Research Specialist for Black Play and Culture, I am often asked to provide a metric for determining Black playthings. Is it Black because it was produced by Black people? Is it Black by virtue of it bearing the image of a Black person? Is it Black because Black people are the intended audience? As a result of a recent cataloguing excursion into The Strong’s collections, I now wonder if any of these questions are sufficient for […]
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One Person’s Trash is Another’s Treasure: Garbage Pail Kids, Gross Bears, and Trash Can Trolls
Back in 2019, Dr. Sami Schalk contributed a piece to Inside Higher Ed titled “Lowbrow Culture and Guilty Pleasures? The Performance and Harm of Academic Elitism.” The article was in response to Times Higher Education reporter Jack Grove’s tweet, which put out a call to “some scholars who would write for THE about their guilty cultural pleasures/unashamed love for supposedly ‘lowbrow‘ subjects/activities.” Dr. Schalk argued that the uncritical use of term “lowbrow” ignored the biases embedded in such a word, […]
The Exorcist’s Game Show Connection
By Adam Nedeff, researcher for the National Archives of Game Show History
The Exorcist is one of the most chilling horror films of the 20th century. Pea soup, flying furniture, and the terrifying guttural voice emitting from a 12-year-old girl came together to create a disturbing and impossible-to-forget experience for moviegoers.
And we have Groucho Marx to thank for it.
Groucho Marx’s comedy quiz show, You Bet Your Life, was firmly an institution by the start of 1961, having already logged more […]
Design Matters to Play Matters to Design
Design Play
While play foreshadows culture, design shapes culture. Both have the potential to transform society. For the Dutch historian Johan Huizinga (1949), play amplifies life. Hence play is necessary to individuals as a life function and to societies as a cultural function, by virtue of its meaning, expressive value, and its spiritual and social associations. Conversely, for other scholars such as American design historian Victor Margolin, designs acquire meaning by shaping the social environments (i.e., habits, practices, lifestyles) where they […]
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How to Find Things in The Strong’s Collections
The Strong National Museum of Play has the world’s largest, most comprehensive collection of playthings. That’s amazing. It’s also daunting! Researchers, whether they’re coming here on site or searching through our digital holdings, often struggle to locate the materials that would be most useful for their research projects. Some of that is inherent in the vast size of the collection, but some of it reflects the fact that objects of diverse types are cataloged using a number of different systems, […]
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