By Adam Nedeff, researcher for the National Archives of Game Show History
After its founding on April 1, 1976, Apple Computer Company had one of the fastest rises ever for an upstart company. Their first computer was named, simply, Apple I, but in June 1977, the company changed the world with the Apple II. With an external shell for containing the components, a built-in keyboard, game paddles, cassettes for saving data, and glorious full-color graphics, the Apple II was credited […]
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Losing at Checkers: A Learning Experience
How to Win at Checkers, How to Beat Grandad at Checkers, Play Winning Checkers. These are the titles of just a few of the books from Alfred C. Darrow’s checkers library, which recently found a new home at The Strong Museum. The literature covers every aspect of playing a winning game, even How to Lose at Checkers, as it turned out. In my survey of Mr. Darrow’s vast collection, I discovered that I knew nothing about how to win—or lose—at […]
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Chores Are More Fun When They’re Fake
As I begin a new decade of my life, I’ve become more aware of the toys that model real-world “adulting.” Pretend play is a childhood staple, and often it involves kids performing what they see adults do. I’ve also realized, with a bit of my now developed adult cynicism, that it was a lot more fun to pretend to be an adult. The real thing doesn’t always measure up.
Take chores for example. Sweeping up with a fake broom or running […]
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How Play Is Preserved
How do you use objects to capture and preserve a concept as abstract as play? For although play stands as a universal phenomenon, it is also a deeply subjective experience, which can look and feel completely different depending on the time, place and people engaging in it. How can anyone, much less an entire museum, adequately convey such a personal and imaginative experience through artifacts in a way that does play justice? In my time as an intern with The […]
Pee-Wee Herman…the Game Show Star?
By Adam Nedeff, researcher for the National Archives of Game Show History
The two-part documentary Pee-Wee as Himself, now available for streaming on HBO Max, chronicles actor Paul Reubens’ unexpected rise to fame as the character Pee-Wee Herman. As the documentary explains, game shows had a small role in the rise of Reubens and his bizarre alter ego.
Reubens’ earliest shots at the big time came from The Gong Show. He and actress Charlotte McGinnis appeared on the daytime show as […]
What Goes Up: Playing with Elevators
Ding. Ding. Ding. People of a certain age may remember the sound of cranking the elevator on the Fisher-Price parking garage, or the way the stop sign at each floor lowered when the lift reached that level. This ingenious plastic contrivance raised cars up and down the three-level garage, tipping them out when they reached the floor. I still recall not only the auditory experience, but also the tactile hitch as the wheel turned a gear and the momentary stutter […]
Exploring Play and Children’s Television in the Work of Psychologists Dorothy and Jerome Singer
What impact do adults—and the stories, movies, television shows, and games they create—have on children’s imaginative play and development? For decades, researchers explored this question and arrived at a variety of conclusions. But few play scholars of late 20th and early 21st centuries proved more influential on this research than psychologists Dorothy G. (1927–2016) and Jerome L. Singer (1924–2019). Having grown up in the years before television when radio captured children’s imaginations, the Singers did not see television and new […]
Chasing Brian Sutton-Smith and Gregory Bateson: Retracing Metaplay
I had the amazing opportunity through a G. Rollie Adams Research Fellowship to visit The Strong National Museum of Play in order to conduct research for my project on metaplay.
The purpose of this fellowship was to build on my dissertation research, specifically delving further into the theory of metaplay. In my review of the literature, metaplay was poorly defined and inconsistent in its (under)utilization in scholarship since eminent anthropologist Gregory Bateson loosely introduced the idea in a conference paper in […]
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Preserving the History of Volition
The Strong is honored to announce the acquisition of a collection of material from pioneering game developer Volition, the developers behind iconic titles such as Descent, Red Faction, and Saints Row. The donation includes design documentation, physical props, concept art, game builds, and some source assets, providing an in-depth look into the studio’s development process.