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.
As Chief Curator for The Strong, I start each morning with a to-do list and an idea of what I’m hoping to accomplish, but I can’t always picture what will turn up in the course of a day.
Reading reports about some retail store closings, it’s hard to ignore that many of us often prefer shopping online with millions of products at our fingertips to navigating a shopping cart through the aisles of our local retailers.
Labor Day weekend will be filled with the lighting of grills, the balancing of over-filled paper plates on knees, and the splashing of feet in lakes and pools. It’s prime picnic time in America!
“Are you a child or a teetotum?” a creature asks Alice in Lewis Carroll’s Through the Looking-Glass (1871). The bewildered Alice can’t think what to say in reply. Spun from one mad adventure to another, she might well resemble the iconic “teetotum,” or spinning top, that was used in 19th-century board games.
“Summer just opens the door and lets you out."
Deb Caletti, Honey, Baby, Sweetheart
The front of a school building shimmers in the sun. A loud bell rings. The doors burst open and a flood of children spills out, cheering and tossing papers into the air.
I grew up in a small town with a population of roughly 5,000. It may not look it now, but it was once booming with activity and businesses. A basket factory and a canning factory ranked among the major employers. Then the train quit making stops in town. Without convenient access to supplies, factories slowly closed and the population dwindled. But what became of the train station and the hotel attached to it? That is a key part of my childhood.
Carol Shaw, the first widely recognized female game designer and programmer, has donated to The Strong a collection of console games, printed source code, design documents, sketches, reference materials, and promotional objects representing games she created for Atari, Inc.
Since last summer, you may have noticed small groups of millennials walking briskly toward landmarks surrounded by people staring intently at their smartphone screens. Every now and then, cries of delight or disdain erupt from the gatherers. “Oh good, a Snorlax!” someone murmurs appreciatively. “Just another Rattata!” another person groans.
The recent decision by the producers of Call of Duty:WWII to return the game’s setting to World War II—after a detour into modern warfare and futuristic science fiction—reflects not only the franchise’s success with this period but also the fact that no other war has so captured the imagination of playmakers and players.