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.

Screen Time…Then and Now

With many of us spending more time at home right now, it’s likely that our screen time—time spent in front of our televisions, laptops, tablets, smart phones, etc.— has increased a bit.

Yo! MTV Raps Collecting Card: M.C. Hammer, 1991. The Strong, Rochester, New York. For those of us who grew up in the late 1980s and early 1990s, the term “screen time” wasn’t a thing yet. In homes across the country, parents worked and entrusted many of us kids to look after ourselves for a couple hours after school, eventually earning us the moniker of Latchkey Kids. For most, this meant letting yourself in and enjoying a snack (or several), likely with the television on while you munched in the company of your favorite characters. I fell into this demographic in my early teens when my older brothers were both off to college. As the youngest of three, I loved it. It meant I could choose the show, I could choose the snack, and most importantly, no one was trying to stuff me down the laundry chute.

Breaking Bad Walter White action figure, 2013. The Strong, Rochester, New York. As an introverted homebody, those couple of hours each day were something I looked forward to, as it allowed me to decompress from the noise and chaos of school. I loved TV and could get lost in shows for hours, find new music on MTV (back when they aired music videos), or even occasionally learn something useful from the comfort of my parents’ big plaid couch accompanied by my cat and dog. What could be better?

Over the years, my surroundings changed—college, grad school, a variety of little apartments, and eventually my own house—but my inclination to stay home and delight in the simple pleasure of television and snacks in a cozy atmosphere stayed firmly in place, even when it wasn’t exactly cool among my peers. As jobs and other responsibilities grew, the opportunity to enjoy down time at home decreased significantly, making me appreciate it even more.

Golden Girls Clue board game, 2017. The Strong, Rochester, New York. Today—finally!—the notion of staying home to relax and enjoy television isn’t just common, it’s downright trendy. Some dedicated folks proudly tout binging an entire season (or more) of a show over the course of a single weekend as a great achievement. And with so many award-winning shows and streaming services to choose from, it’s no wonder. During what has been dubbed a golden age of television, the instant gratification and convenience for viewers to access their show of choice whenever and wherever only adds to the experience. This new style entertainment seems to far outweigh the selection at any local movie theater, and for many folks on tight budget, it’s also better for the wallet.

Game of Thrones Risk board game, 2018. The Strong, Rochester, New York. Perhaps what we didn’t anticipate in this new era is that many of the shows haven’t just been popular, they’ve become full-blown cultural phenomena of epic proportions, making their way from the screen into nearly every aspect of our culture, often including seemingly unrelated products. Perhaps the best example is HBO’s Game of Thrones—responsible for a seismic shift in the television zeitgeist. Since its debut in the spring of 2011, the show seemed to explode, leaving its mark on countless products ranging from board games such Risk to Funko Pop! Toy figures, and even a variety of consumables from Oreo cookies to wine. We’ve seen similar trends with other shows such as 2008’s hit Breaking Bad (which yielded some great action figures) but also older sitcoms that seem to be experiencing a resurgence of popularity among younger views, such as Friends or The Golden Girls. Those four sassy seniors from Miami now appear on shirts, cereal boxes, and, again, board games. Love Golden Girls and the board game Clue? There’s a game for that. Love to watch Bob Ross paint happy little trees? There’s a game for that too. And a mug. And a chia pet. The combination of shows and spinoff products are seemingly endless.

So fill up your Bob Ross mug, grab your GoT Oreos, and set up Golden Girls Clue because we could all use some entertainment right now. Just don’t forget the remote.

Examining 21st Century STEM–related Toys and their Impact on Girls

If someone asked you to name the types of toys girls played with, what would you say? Perhaps you would shout out “Barbies” or “baby dolls” or “pink cuddly toys,” right? Those types of toys have long been associated with girls, while trucks, cars, and blue toys made from hard plastic have been associated with boys. Meanwhile, the United States is struggling to understand why girls are not attracted to Science, Technology, Engineering, and Mathematics (STEM) subjects.

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Little Boxes: Plasticville Plays at Post-World War II Suburbia

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An Expansion Pack for A History of Video Games in 64 Objects

In our new book from the World Video Game Hall of Fame, A History of Video Games in 64 Objects, we faced a challenge. Which objects should we include? The Strong museum, home of the World Video Game Hall of Fame, has hundreds of thousands of objects related to video games in its collections, and so we needed to include just the right mix of artifacts that were important, helped tell the broader history of video games, and would engage readers.

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The First Mobile Game Goes Viral: Pigs in Clover

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A Museum is Born

If you’re one of the more than half-million visitors to The Strong museum each year, you may have spotted the gallery wall about the life of founder Margaret Woodbury Strong en route to the admissions desk (and later, when you mosey back over to the food court). The museum in its current state grew out of the original collections of dolls, dollhouses, and other playthings amassed and cherished by Margaret Woodbury Strong during her lifetime.

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More Stories from the National Toy Hall of Fame

Get out your library cards and alert your book club! As far as we’re concerned, National Toy Hall of Fame season never ends, making it a fine time for another edition of Toy Stories: Tales of the Games and Toys We Love. Last year, I recommended books about 11 Toy Hall of Fame inductees and their inventors.

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Oral Histories in the Archives

In this age of sharing every idle thought online, younger generations might find it hard to believe that publicly documenting one’s own life wasn’t always the norm. The most ancient forms of memory were kept in the oral tradition, and the keepers of records were individuals entrusted with the task of memorizing details and transmitting them through recitation to others. As writing systems developed and literacy rose across the globe, the written record became the rule (and oftentimes, entire groups of people were left off the pages).

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Velocipede Ventures

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Sidewalk Surfing: The Gnarly History of Skateboarding Part I (1940s to 1972)

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Tournaments, Contests, and International Scoreboards: A Prehistory of Esports in the 1980s Arcade

 

 

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