Founder: | Margaret Strong |
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Purpose: | Study of play |
Location City: | Rochester, NY |
Location Country: | United States |
Region Served: | United States |
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The Strong is an interactive, collections-based educational institution in Rochester, New York, United States, devoted to the study and exploration of play.[1] It carries out this mission through six programmatic arms called "Play Partners":
Independent and not-for-profit, The Strong houses hundreds of thousands of historical materials related to play. These enable a multifaceted array of research, exhibition, and other interpretive activities that serve a diverse audience of adults, families, children, students, teachers, scholars, collectors, and others around the globe.
The Strong was founded by Margaret Woodbury Strong in 1968 as the "Margaret Woodbury Strong Museum of Fascination."[2] On her death the next year, the museum inherited her estate and collection of dolls, toys, and other everyday objects. It moved to a new building in downtown Rochester in 1982. Market research in the 1990s led it to pivot toward more family-oriented programming, and in 2002 it acquired the National Toy Hall of Fame, which it renamed the Strong National Museum of Play on 2006. The institution rebranded itself The Strong in 2010, housing The National Museum of Play and four additional Play Partners.[3] [4]
The Strong collects and preserves artifacts, documents, and other materials that illuminate the meaning and importance of play. The hundreds of thousands of objects in The Strong’s collections comprise the world’s most comprehensive assemblage of toys, games, dolls, electronic games, and other items related to play, many of which are on display in approximately 100,000 square feet (26,200m2) of exhibition space.
Woodbury School at The Strong offers a preschool program for three- and four-year-old children and an early kindergarten program for four- and five-year-old children. Both programs are Reggio Emilia-inspired, and therefore responsive to the children's interests. This curriculum approach encourages teachers and students to work together to plan curriculum and create projects. Guided by teachers who facilitate their explorations, children delve deeply into topics that fascinate them and stimulate their learning.[5]
See main article: article and International Center for the History of Electronic Games. The International Center for the History of Electronic Games collects, studies, and interprets video games, other electronic games, and related materials and the ways in which electronic games are changing how people play, learn, and connect with each other, including across boundaries of geography and culture.
See main article: article and National Toy Hall of Fame. The National Toy Hall of Fame recognizes toys that have demonstrated popularity over multiple generations and thereby gained national significance in the world of play and imagination. Each year it inducts honorees and showcases both new and historic versions of the classic objects of play.
See main article: article and World Video Game Hall of Fame. On June 4, 2015, The Strong opened the doors to its World Video Game Hall of Fame. Its curator is Jon-Paul C. Dyson, who is The Strong's Vice President for Exhibit Research and Development[6] and the Director of the International Center for the History of Electronic Games.[7]
The First Class of the World Video Game Hall of Fame consists of six games: Tetris, Super Mario Bros., Pac-Man, Doom, World of Warcraft and Pong.[8]
The Second Class consists of an additional six games: Space Invaders, Grand Theft Auto III, The Oregon Trail, Sonic the Hedgehog, The Legend of Zelda and The Sims.[9]
The Third Class includes Donkey Kong,, Pokémon Red and Green and Street Fighter II.[10]
The Fourth Class includes Final Fantasy VII, John Madden Football, Spacewar! and Tomb Raider.[11]
Games become eligible for the World Video Game Hall of Fame by meeting four basic criteria. They must be iconic, have longevity, reach across international boundaries, and exert influence on the design and development of other games, other forms of entertainment, or popular culture and society.[12]
The Brian Sutton-Smith Library and Archives of Play is a multidisciplinary research repository devoted to the intellectual, social, and cultural history of play. In addition to housing the personal library and papers of eminent play scholar Brian Sutton-Smith, it holds a spectrum of primary and secondary resources, including scholarly works, popular and children’s books, professional journals, other periodicals, trade catalogs, comics, manuscripts, game design materials, personal papers, and business records.
See main article: article and American Journal of Play. The American Journal of Play is a peer-reviewed, interdisciplinary periodical for the discussion of the history, science and culture of play. It includes articles, interviews, and book reviews for a broad readership, including educators, scholars and designers.