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
Alec S. Hurley, 2018 Strong Research Fellow
PhD Student, University of Texas at Austin, Austin, TX
Despite growing up in Rochester and routinely passing The Strong museum en route to the family business on Oregon Street, I failed to take advantage of the museum’s wonderful exhibits and its abundant collections until late June of 2018. Then, over the course of five days leading up to the July 4th holiday, I was fortunate enough to take a break from my doctoral studies at the University of Texas at Austin to work through sections of the museum’s Brian Sutton-Smith Collection.
Hailing from New Zealand, Dr. Sutton-Smith spent a 37-year career in academia focused on the sociological and anthropological development of games in both children and adults. Among his final stops in a storied career was as a resident scholar at The Strong National Museum of Play, where the collection of his life’s work would be housed. While my dissertation research (the intersection of sport and global imperialism) does not mirror the focus of his life’s work, the research fellowship afforded me the opportunity to explore a tangential interest of mine.
The research question which drove me to The Strong was “when do games turn into sport?” I had been stuck attempting to answer this question philosophically, and it was not until my hours-long engagements with the esteemed professor’s collection that I realized the question was better approached sociologically. The collection—comprised of his own drafts (over 300 articles and books), research notes, community outreach, and correspondence—runs 171 boxes deep. After scratching the surface of the deep and fruitful collection—19 boxes and roughly 8,000 pages—I had discovered several novel approaches to answering my initial question. Sutton-Smith, through his work, guided me to more nuanced models focused on gendered approaches to conceptualizations of sport. Therefore, the point at which games turn into sports could be significantly influenced by the relationship between games and young girls versus young boys. Furthermore, the professor’s collection included a prodigious amount of material on board games and, much to my surprise and delight, jokes. How children and adults are socialized through what might be broadly termed as “mind-sport” is something I have incorporated into my research since my visit.
My week with the professor proved both enlightening and productive. Sutton-Smith’s collection provides the theoretical backdrop for a paper currently under construction focused on debunking the myth of the “weakest link” in youth team sports. To those who embrace visits to The Strong for the museum’s incredible collection of play memorabilia and interactive exhibits, I strongly encourage a moment with the papers of one of the most esteemed professors of play. A collection filled with powerful research, personal anecdotes, and a touch of well-placed humor—one would be well served to take a step off the typical museum path and spend some time with Brian Sutton-Smith.
Over the last few weeks my e-mail filled up with friends and other electronic games enthusiasts bringing to my attention a couple of eBay auctions. Amused at first, I quickly saw a collectors’ chain reaction happening.
These auctions centered on the rare and elusive Stadium Events video games by Bandai, a Japanese toy making company founded in 1900. The first e-mail I received referred to an auction on eBay for an “Old Nintendo NES system and five games” that sold for $13,105.
One of our most exciting recent acquisitions came from the family of Ruth Rosenfeld.
Aside from gaming, my other passion is baseball—wherever I can find it and in whatever form. Since my youth I have struggled to fill the void between the final game of the World Series and the return of baseball on opening day each spring.
We at NCHEG extend our deepest condolences to the family and colleagues of Mark Beaumont, who suffered a fatal heart attack during the early hours of February 23. Mark was an industry veteran and visionary who began his career at Atari in 1982 and at the time of his death served as Capcom’s COO for North America and Europe. Previously he held various positions with Activision, Time Warner Interactive, Data East, Mindscape, and Psygnois.
Watching the Winter games in Vancouver has me thinking about that cowboy Bode Miller, America’s best and most versatile skier ever, and what his riotous style says about play and competition at the highest levels.
The CHEGheads have found and acquired a rare and unique Nintendo World Championships 1990 gray cartridge!
Is there a box of chocolates in your Valentine’s Day plans? If you’re going to give (or are expecting to receive) candy as a token of love, you’re part of a romantic tradition that began more than a century ago. In the 1890s, candy makers finally glommed onto Valentine’s Day as an occasion to promote their products, even though they’d already managed to integrate confectionery into other holidays, such as Christmas and Easter. Since that time, we’ve definitely taken their marketing message to heart. According to the U.S.
If one sign of a great game is staying power, then The Oregon Trail stands out for over forty years of enduring popularity. The game has also outlasted many different platforms.
What does Valentine’s Day make you think of? Boxes of chocolates? Bouquets of roses? Pledges of undying love? Sure, those are all part of the most romantic holiday on the calendar. On the other hand, from the 1840s into the early twentieth century, Valentine’s Day was also THE occasion to send insulting and downright nasty cards to your circle of acquaintances.