Play

Which Came First—The Comic or the Toy?

Since their inception in the early 20th century, comic books have been synonymous with American youth and playfulness. The colorful, action-packed stories in the pages of comics translated into creative play in the backyard with capes and masks and into elaborate worlds scaled to the action figures on the playroom rug. As comics and action figures evolved, lines became blurred: which came first, the comic or the toy?

Not Just Fan Fiction: The Allen Hammack D&D Collection

My first library card was a small rectangle made of royal blue cardstock, with the handwritten number “9555” in the top right corner. This very valuable document allowed me to check out up to six items at a time from my town’s library. Ever the opportunist, I always checked out the first six books that I picked up, knowing that I could come back anytime (!) and swap them for a new batch. This method of binge-reading let me plow through entire runs of some of my favorite children’s (and young adult) series while in elementary school.

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.

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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