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.
Play Stuff Blog
We receive lots of donations every year at The Strong, from single items to accumulations numbering in the hundreds or even thousands. One of the largest collections ever gifted to the museum has been the game collection we received from the founder of Mayfair Games. This collection includes not only thousands of games, but important archives related to a game manufacturer and to game design and marketing. And the collection holds game prototypes which I find fascinating artifacts.
Most of the prototypes relate to Mayfair’s published games, from the early, simple Translyvania (notorious for its spelling error) to the firm’s 1991 version of Cosmic Encounter. But recently I found a non-Mayfair prototype called Heroic Adventures with a many-years-old Post-It note that said “Return to Designer.” The museum chose to honor this request if we could. But all I had was a name.
Sometimes the internet rewards those who Google. Without much stress, I found a person with that name, who worked as a game designer. I emailed the firm, explaining what we had. Not long afterwards he wrote me back, astonished that his 20 or 30-year-old prototype had survived, and grateful that we offered to send it back. In exchange he said he’d be glad to send us a first edition of his latest successful and award-winning board game. Thus, The Strong added Clank! to its collection.
Clank! won a Mensa Select award in 2017 and was highly recommended or nominated for about 15 other awards. The game is a deck-building grab for points while exploring a dungeon. Your wooden pawn hopes to steal an artifact for more power. But a dragon—represented by a beautiful black silhouette—hunts any intruders and may find them if they stumble and make a noise like . . . Clank! Quality materials and artwork characterize the game, and now there are expansion sets, multiple specialty versions, and different language editions. As a curator, it’s an honor to add such a gift from the game’s designer to The Strong’s holdings. The museum gains a new game , and I think we’ve also won a friend.
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 simple.
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