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.
Play is good to do and good for you! That’s why play is universal in humans and widespread throughout the animal world. Here are 10 reasons to play:
1) Play Makes You Smarter
2) Play Strengthens You
3) Play Helps You Make Friends
4) Play Boosts Creativity
5) Play Reduces Stress
6) Play Enhances Attractiveness
7) Play Builds Resilience
8) Play Helps You Solve Problems
9) Play Promotes Discovery
10) Play is Fun
There are five laws of library science, penned by S. R. Ranganathan in 1931:
Digital rights management (DRM) tools have been used on software for decades. Companies install these protections to defend software from piracy or the unauthorized copying of the data. However, although designed with the best of intentions, DRM can have a negative effect on legally purchased software as well.
Imagine being able to dress up for more days than just Halloween. You could opt for a Renaissance faire, but if your character of choice is a superhero, Jedi, or video game villain, cosplay is a better option. With cosplay comes conventions, school clubs, events, library programming, and just the idea of having fun with those who share a similar hobby as you!
People play video games for a myriad of reasons. Relaxation, mental stimulation, engrossing plotlines, eye-catching graphics, and much more draw gamers to certain titles. But one goal in