Play Stuff Blog

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.

Game Saves: Unreleased Gremlins The Arcade Game by Atari

Digital Games Curator Andrew Borman uncovers the history of Atari's Gremlins The Arcade Game, from its initial conception in 1983 to its cancellation in 1985. 

The National Toy Hall of Fame Is in Full Swing

On November 10, The Strong announced that the swing had been inducted into the National Toy Hall of Fame, along with Fisher-Price Little People figures and the game Dungeons & Dragons. Though the play figures and the role-playing game surely fit the hall’s criteria for iconic toys, the swing seems so suited to hall of fame status that its 2016 induction falls into the “it’s high time” category.

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Dungeons & Dragons: Innovative Role-playing Game Merits Hall of Fame Induction

In the 1970s, a group of gaming friends added the concept of role-playing to the previously straightforward play of war games. Gamers Gary Gygax and his associate Jeff Perrin published instructions for Chainmail, a medieval war game, in 1971. This game differed from all other published war games by including a fantasy supplement based in part on the increased cultural interest in the works of fantasy authors such as J.R.R. Tolkien and Robert E. Howard, author of the Conan series.

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The History of Play-Doh: Good, Clean Fun!

Chances are if you mention Play-Doh, your listener will know exactly to what you mean.

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A History of Film-to-Game Adaptations: Why I Play, Study, and (Sometimes) Like Bad Games

In October 2015, I was awarded a Research Fellowship from The Strong. I had access to the library, the archives, the museum itself, and the seemingly endless rows of shelves full of playthings of the past. Both my 14-year-old self and my current 30-something researcher self were in a happy place. My job is to study video games and teach about them—not a bad gig at all, I must admit—and I have been interested in the history and theory of digital and non-digital play for some time.

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MECC, The Company that Launched Educational Gaming

It is impossible to tell the story of educational computing without acknowledging the tremendous importance of Minnesota Educational Computing Corporation (MECC), the first organization to provide widespread access to games and other computer software for educational purposes.

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Barbie Hacks and Mods: On Swapping Voices, Removing Makeup, and Fighting Prejudice

Barbie has raised eyebrows since her debut at the 1959 Toy Fair. Modeled after the German Bild Lilli novelty doll, Barbie provided girls a playroom outlet for their dreams and aspirations. Inventor Ruth Handler knew that girls wanted to play at more than being a mother to life-sized baby dolls, but Mattel executives were skeptical.

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PLEASE DO NOT TOUCH … And Why Some People Do, Anyway

If you are a human with a job and colleagues, your coworkers probably send you links to various items on the Internet. These may include the occasional funny cat video, but most of the time the content probably has a legitimate connection to your job. In my case, people send me numerous articles about preservation and, thankfully, most of it is good news.

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“He Shoots! He Scores!”: Hockey Games for the Off-Season

Being a fan of a professional sports team can be a lot of work. Sure, you can casually flip through the television channels on a Sunday afternoon and watch a few minutes of football, or you can accept some free tickets to a baseball game just to appreciate the sunshine and some stadium hot dogs, but folks who call themselves “die-hard fans” really take their enjoyment of sports to a different level.

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Playing Pirate

It’s 9:43 a.m. on September 19, and you’re eyeing the morning’s deadlines when the usually reserved graphic artist pokes her head into your office and says, “Ye’ll have me that copy before the sun is over the yard-arm, or I’ll have ye walkin’ the plank, ye swab, ye scurvy son of a sea dog.” With a flourish, she whips an X-Acto  knife in her teeth. You notice that she’s wearing a tri-cornered felt hat with the Jolly Roger on the brim.

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An Ancient Game in a Digital Age

Recently for The Strong’s American Journal of Play, I reviewed Garry Fine’s new book on the sociology of chess, and I particularly enjoyed his discussion on the role of computers in chess.

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