The Strong’s historians, curators, librarians, and other staff offer insights into and anecdotes about the critical role of play in human development and the ways in which toys, dolls, games, and video games reflect cultural history. Learn even more about the museum’s archival materials, books, catalogs, and other ephemera through its Tumblr page.
Play Stuff Blog
Some time ago, I worked at a bookstore. My days were filled with hauling stacks of books, shelving books, looking up titles, and endlessly restocking whatever Oprah’s latest recommendation was. My coworkers were witty and humorous, and on slow days we’d chat while shelving or alphabetizing books. It was during one of these conversations that I first heard the term curmudgeon, as a coworker deemed herself “Captain Curmudgeon” which made me chuckle, but also think.
Every fall, across the United States, young men strap on helmets, crowds gather to cheer, and players smash into each other on the gridiron. Football is one of the country’s favorite pastimes, and today it’s a multi-billion-dollar industry. And yet it’s also a sport that has come under attack for the injuries it can cause players, especially those related to damage to the brain, such as chronic traumatic encephalopathy (CTE).
At the turn of the 20th century, the toy market in the United States relied heavily on European imports—only 30 percent of the toys sold were produced domestically. Retailers and salesmen depended on buyers who traveled abroad for goods and news of industry trends. In 1902, a group of American toy companies sought to change the status quo, stationing themselves in a lower Manhattan hotel for the month of February to entice toy buyers with American-made products as they departed for Europe and arrived home again.