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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. It carries out this mission through six programmatic arms called "Play Partners":

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61-405: 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

122-412: A polar bear and a dog . Yet play seems to be a normal activity with animals who occupy the higher strata of their own hierarchy of needs . Animals on the lower strata, e.g. stressed and starving animals, generally do not play. However, in wild Assamese macaques physically active play is performed also during periods of low food availability and even if it is at the expense of growth, which highlights

183-884: A relay race (cooperative and competitive) or building a blanket fort (construction and creative). Separate from self-initiated play, play therapy is used as a clinical application of play aimed at treating children who suffer from trauma, emotional issues and other problems. In young children, play is associated with cognitive development and socialization . Play that promotes learning and recreation often incorporates toys , props , tools , or other playmates . Play can consist of an amusing, pretend, or imaginary activity alone or with another. Some forms of play are rehearsals or trials for later life events, such as "play fighting", pretend social encounters (such as parties with dolls), or flirting. Findings in neuroscience suggest that play promotes flexibility of mind, including adaptive practices such as discovering multiple ways to achieve

244-402: A ball in a certain direction and push opponents out of their way as they do so. While appropriate within the sport's play space, these same behaviors might be inappropriate or even illegal outside the playing field. Other designed play spaces can be playgrounds with dedicated equipment and structures to promote active and social play. Some play spaces go even farther in specialization to bring

305-497: A bat, a ball, and an impromptu playing field. With the rise of motor vehicle traffic in the 20th century, teenagers were increasingly organized into club sports supervised and coached by adults, with swimming taught at summer camps and through supervised playgrounds. Under the American New Deal 's Works Progress Administration , thousands of local playgrounds and ball fields opened, promoting softball especially as

366-506: A common pattern in game preferences among older adults: seniors often favor activities that encourage mental and physical fitness, incorporate past interests, have some level of competition, and foster a sense of belonging. Researchers investigating play in older adults are also interested in the benefits of technology and video games as therapeutic tools. These outlets can lower the risk of developing particular diseases, reduce feelings of social isolation and stress, and promote creativity and

427-1101: A community. Play time can be a way for children to learn the different ways of their culture. Many communities use play to emulate work. The way in which children mimic work through their play can differ according to the opportunities they have access to, but it is something that tends to be promoted by adults. Sport activities are one of the most universal forms of play. Different continents have their own popular/dominant sports. For example, European , South American , and African countries enjoy soccer (also known as ‘football’ in Europe ), while North American countries prefer basketball , ice hockey , baseball , or American football . In Asia , sports such as table tennis and badminton are played professionally; however soccer and basketball are played amongst common folks, with cricket popular in South Asia . Events such as The Olympic Games and FIFA World Cup showcase countries competing with each other and are broadcast all over

488-932: A decrease in staff turnover, absenteeism , and stress. Decreased stress leads to less illness, which results in lower health care costs. Play at work may help employees function and cope when under stress, refresh body and mind, encourage teamwork, trigger creativity, and increase energy while preventing burnout. Companies that encourage play at work, whether short breaks throughout the day or during lunch breaks, are more successful because this leads to positive emotion among employees. Risk taking, confidence in presenting novel ideas, and embracing unusual and fresh perspectives are associated with play at work. Play can increase self-reported job satisfaction and well-being. Employees experiencing positive emotions are more cooperative, more social, and perform better when faced with complex tasks. Contests, team-building exercises, fitness programs, mental health breaks, and other social activities make

549-635: A desired result, or creative ways to improve or reorganize a given situation. As children get older, they engage in board games , video games , and computer play, and in this context the word gameplay is used to describe the concept and theory of play and its relationship to rules and game design. In their book, Rules of Play , researchers Katie Salen and Eric Zimmerman outline 18 schemas for games, using them to define "play", "interaction", and "design" formally for behaviorists. Similarly, in his book Half-Real: Video Games between Real Rules and Fictional Worlds , game researcher and theorist Jesper Juul explores

610-432: A form of playtime, but researchers have found that most electronic play leads to lack of motivation, no social interaction, and can lead to obesity. Play is children using their creativity while developing their imagination, dexterity, and physical, cognitive, and emotional strength. Dramatic play is common in younger children. For youth to benefit from playtime, the following are recommended: By participating regularly in

671-569: A lot of time in the workplace. Many adults in North America are in the workforce and spend half of their waking hours in a workplace environment with little to no time for play. Play in this context refers to leisure-type activities with colleagues during lunch breaks or short breaks throughout the working day. Leisure activities might include physical sport activities, card games , board games , video games , foosball , ping-pong , yoga , and boot-camp sessions. Playing games may promote

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732-464: A more collective focus. Another three are more recent, associated with a modern focus on the individual: progress, imaginary, and self. Sutton-Smith argues that the seventh rhetoric, frivolity, serves as a responsive rhetoric, in the sense that nonhegemonic forms of play are often deemed frivolous. In the conclusion, Sutton-Smith notes that variation is one of play's key features, with important resemblance to biological variation. While acknowledging that he

793-440: A persistent and optimistic motivational style and positive affect . Positive affect enhances people's experiences, enjoyment , and sense of satisfaction , during their engagement with a task. While people are engaged in work, positive affect increases the satisfaction they feel from the work, and this increases their creativity and improves their performance on problem-solving tasks as well as other tasks. The development of

854-584: A persistent motivational style charged with positive affect may lead to lasting work success. Work and play are mutually supportive. Employees need to experience the sense of newness, flow , discovery , and liveliness that play provides. This provides the employee with the sense that they are integrated within the organization, and therefore they feel and perform better. Incorporating play at work results in more productivity , creativity and innovation, higher job satisfaction, greater workplace morale , stronger or new social bonds, improved job performance, and

915-583: A positive outcome for youth development. Research shows adolescents are more motivated and engaged in sports than any other activity, and these conditions predict a richer personal and interpersonal development. Anxiety, depression and obesity can stem from lack of activity and social interaction. There is a high correlation between the amount of time that youth spend playing sports and physical (e.g., better general health), psychological (e.g., subjective well-being), academic (e.g., school grades), and social benefits (e.g., making friends). Electronics are

976-467: A sport for all ages and genders. By the 21st century, Chudacoff notes, the old tension between parental controls and a child's individual freedom was being played out in cyberspace . The act of play time is a cross-cultural phenomenon that is universally accepted and encouraged by most communities; however, it can differ in the ways that is performed. Some cultures, such as Euro-American ones, encourage play time in order to stress cognitive benefits and

1037-1154: A variety of resources to play. In addition, there are groups that have access to crafts, industrialized toys, electronics, and video-games. In Australia, games and sports are part of play. There, play can be considered as preparation for life and self-expression, like in many other countries. Groups of children in Efe of the Democratic Republic of Congo can be seen making ‘food’ from dirt or pretending to shoot bows and arrows much like their elders. These activities are similar to other forms of play worldwide. For instance, children can be seen comforting their toy dolls or animals, anything that they have modeled from adults in their communities. In Brazil, children can be found playing with balls, kites, marbles, pretend houses, or mud kitchens, like in many other countries. In smaller communities they use mud balls, little stones or cashews to replace marbles. At an indigenous community of Sierra Nevada de Santa Marta in Colombia, children's play

1098-414: A variety of sports, children can develop and become more proficient at various skills (such as jumping , kicking , running , throwing , etc.) if they focus on skill mastery and development. Young athletes can also develop: Regular participation in sport and physical activity is associated with a lower risk of diabetes , heart disease , obesity , and other related diseases. According to research by

1159-484: 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. 43°09′09″N 77°36′06″W  /  43.1525°N 77.6016°W  / 43.1525; -77.6016 Play (activity) Play is a range of intrinsically motivated activities done for recreational pleasure and enjoyment. Play

1220-498: Is a response to his own deconstruction of play theories in his work, The Ambiguity of Play (1997, Harvard University Press ). Sutton-Smith's interdisciplinary approach included research into play history and cross cultural studies of play, as well as research in psychology , education , and folklore . He maintained that the interpretation of play must involve all of its forms, from child's play to gambling , sports , festivals , imagination , and nonsense . Brian Sutton-Smith

1281-555: Is advancing a version of the progress narrative of play, Sutton-Smith posits that play may serve an important role in evolutionary adaptation. Sutton-Smith is also the author of a series of novels about boys growing up in New Zealand in the 1930s, entitled Our Street , Smitty Does a Bunk , and The Cobbers . Initially published in serial form in 1949 in the New Zealand School Journal , the stories created

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1342-450: Is associated with the decline in cognitive and physical capabilities, but the higher levels of inactivity in older adults. Play and activity tend to decline with age which may result in negative outcomes such as social isolation, depression, and mobility issues. American studies found that only 24% of seniors took part in regular physical activity and only 42% use the internet for entertainment purposes. In comparison to other age groups,

1403-490: Is commonly associated with children and juvenile-level activities, but may be engaged in at any life stage, and among other higher-functioning animals as well, most notably mammals and birds . Play is often interpreted as frivolous; yet the player can be intently focused on their objective, particularly when play is structured and goal-oriented, as in a game . Accordingly, play can range from relaxed, free-spirited, spontaneous, and frivolous to planned or even compulsive. Play

1464-453: Is highly valued and encouraged by leaders and parents. They interact with the children of different ages and explore together different environments to let the children express themselves as part of the group. Some children in the Sahara use clay figures as their forms of playful toys. Toys in general are a representation of cultural practices. They usually illustrate characters and objects of

1525-403: Is not just a pastime activity; it has the potential to serve as an important tool in numerous aspects of daily life for adolescents, adults, and cognitively advanced non-human species (such as primates). Not only does play promote and aid in physical development (such as hand-eye coordination ), but it also aids in cognitive development and social skills, and can even act as a stepping stone into

1586-832: The BRIO and Lego toy companies of Sweden and Denmark . He participated in making television programs on toys and play in Great Britain , Canada , and the U.S. , and was a consultant for Captain Kangaroo , Nickelodeon , Murdoch Children's Television, and the Please Touch Museum in Philadelphia . His academic life consisted of 10 years at Bowling Green State University , Ohio, 10 years at Teachers College, Columbia University in New York , and 17 years at

1647-802: The University of Pennsylvania . He then retired to Sarasota, Florida . He died of Alzheimer's disease on March 7, 2015 in White River Junction, Vermont. Sutton-Smith had recently been engaged as resident scholar at The Strong in Rochester, New York , home to the Brian Sutton-Smith Library and Archives of Play. In addition, the New Zealand Association for Research in Education has created

1708-800: The "Margaret Woodbury Strong Museum of Fascination." 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. The Strong collects and preserves artifacts , documents , and other materials that illuminate

1769-766: The Australian Early Childhood Mental Health Initiative, children can be assisted in dealing with and managing stress by developing their sense of optimism when playing sports. Young people also tend to be more nutrition-conscious in their food choices when they participate in sport. Girls involved in sport are less likely to experience teenage pregnancy , begin smoking , or develop breast cancer . Young athletes have shown lower levels of total cholesterol and other favorable profiles in serum lipid parameters associated with cardiovascular disease . Sport provides an arena for young people to be physically active and so reduces

1830-614: The Hedgehog , The Legend of Zelda and The Sims . The Third Class includes Donkey Kong , Halo: Combat Evolved , Pokémon Red and Green and Street Fighter II . The Fourth Class includes Final Fantasy VII , John Madden Football , Spacewar! and Tomb Raider . 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

1891-583: The Sutton-Smith Doctoral Award, which will be awarded annually for an excellent Doctoral thesis by an NZARE member. In The Ambiguity of Play , Sutton-Smith details seven "rhetorics" of play, or ideologies that have been used to explain, justify, and privilege certain forms of play. These seven rhetorics are progress, fate, power, (community) identity, imaginary, self, and frivolity. Three of these—fate, power, and identity—Sutton-Smith identifies as ancient but still active and associates with

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1952-534: The United States tend to set aside time to play and teach their children through games and activities. In the Mayan community, children are supported in their playing but also encouraged to play while watching their parents do household work in order to become familiar with how to follow in their footsteps. All around the world, children use natural materials like stones, water, sand, leaves, fruits, sticks, and

2013-460: The arts, or curiosity-driven science. Some adult " hobbies " are examples of such creative play. In creative professions, such as design, playfulness can dispel more serious attitudes (such as shame or embarrassment) that impede brainstorming or artistic experimentation in design. Imaginative play and role play may allow adults to practice useful habits such as learned optimism , which is helpful in managing fear or terrors . Play also offers adults

2074-495: 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. The International Center for the History of Electronic Games collects, studies, and interprets video games , other electronic games, and related materials and

2135-733: The classic objects of play. 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 and the Director of the International Center for the History of Electronic Games. 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 . The Second Class consists of an additional six games: Space Invaders , Grand Theft Auto III , The Oregon Trail , Sonic

2196-832: The data surrounding children and adults, play and activity are associated with improved health and quality of life among seniors. Additionally, play and activity tend to affect successful aging as well as boost well-being throughout the lifespan. Although children, adults, and seniors all tend to benefit from play, older adults often perform it in unique ways to account for possible issues, such as health restrictions, limited accessibility, and revised priorities. For this reason, elderly people may partake in physical exercise groups, interactive video games , and social forums specifically geared towards their needs and interests. One qualitative research study found older adults often chose to engage in specific games such as dominoes , checkers , and bingo for entertainment. Another study indicated

2257-655: The design and development of other games, other forms of entertainment, or popular culture and society. 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. The American Journal of Play

2318-444: The development of preventative measures, such as establishing safer recreational areas, that promote play throughout elderly life. A moderate level of play has numerous positive outcomes in the lives of senior citizens. To support and promote play within the older population, institutions should set up more diverse equipment, improve conditions within recreational areas, and create more video games or online forums that appeal to

2379-628: The developmental and evolutionary importance of play. Brian Sutton-Smith Brian Sutton Smith (July 15, 1924 – March 7, 2015), better known as Brian Sutton-Smith , was a play theorist who spent his lifetime attempting to discover the cultural significance of play in human life, arguing that any useful definition of play must apply to both adults and children . He demonstrated that children are not innocent in their play and that adults are indeed guilty in theirs. In both cases play pretends to assist them in surmounting their Darwinian struggles for survival. His book Play As Emotional Survival

2440-430: The elderly are more likely to experience a variety of barriers, such as difficulty with environmental hazards and accessibility issues, that may hinder their abilities to play. Although playing may benefit seniors, it also has the potential to negatively impact their health. For example, those who play may be more susceptible to injury. Investigating these barriers may assist in the creation of useful interventions and/or

2501-404: The form of improvisation, pretense, interaction, performance, mimicry, games, sports, and thrill-seeking (including extreme or dangerous sports like sky-diving, high-speed racing, etc.). Philosopher Roger Caillois wrote about play in his 1961 book Man, Play and Games . Free-form play gives children the freedom to decide what they want to play and how it will be played. Both the activity and

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2562-422: The formal characteristic of play, we might call it a free activity standing quite consciously outside "ordinary" life as being "not serious" but at the same time absorbing the player intensely and utterly. It is an activity connected with no material interest, and no profit can be gained by it. It proceeds within its own proper boundaries of time and space according to fixed rules and in an orderly manner. It promotes

2623-443: The formation of social groupings that tend to surround themselves with secrecy and to stress the difference from the common world by disguise or other means. This definition of play as constituting a separate and independent sphere of human activity is sometimes referred to as the "magic circle" notion of play, a phrase also attributed to Huizinga. Many other definitions exist. Jean Piaget stated, "the many theories of play expounded in

2684-401: The importance of learning how to care for one's self. Other cultures, such as people of African American or Asian American heritages, stress more group oriented learning and play where kids can learn what they can do with and for others. Parent interactions at playtime also differ within communities. Parents in the Mayan culture interact with their children in a playful mindset while parents in

2745-479: The interplay between parental control of toys and games and children's drive for freedom to play. In the colonial era, toys were makeshift and children taught each other very simple games with little adult supervision. The market economy of the 19th century enabled the modern concept of childhood as a distinct, happy life stage. Factory-made dolls and doll houses delighted young girls. Organized sports filtered down from adults and colleges, and boys learned to play with

2806-508: The maintenance of cognitive skills. As a result, play has been integrated into physiotherapy and occupational therapy interventions for seniors. The ability to incorporate play into one's routine is important because these activities allow participants to express creativity, improve verbal and non-verbal intelligence, and enhance balance. These benefits may be especially crucial to seniors because cognitive and physical functioning declines with age. However, it might not be aging itself that

2867-627: 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

2928-513: The needs of seniors. Evolutionary psychologists believe that there must be an important benefit of play, as there are so many other reasons to avoid it; observations have shown it has arisen independently in such varied groups as mammals, birds, reptiles, amphibians, fish, and invertebrates. Animals are often injured during play, become distracted from predators, and expend valuable energy. In rare cases, play has even been observed between different species that are natural enemies such as

2989-429: The opportunity to practice concepts that may not have been explicitly or formally taught (e.g. how to manage misinformation or deceit). Thus, even though play is just one of many tools used by effective adults, it remains a necessary one. There has been extensive research on the benefits of play among children , youth , and adolescence . Overlooked are the benefits of play for adults—more specifically, adults who spend

3050-551: The past are clear proof that the phenomenon is difficult to understand." Another definition of play from the twenty-first century comes from the National Playing Fields Association . The definition reads as follows: "play is freely chosen, personally directed, intrinsically motivated behaviour that actively engages the child." This definition focuses more on the child's freedom of choice and personal motivation related to an activity. Play can take

3111-535: The play indoors, and charge admission, as seen at Children's Museums , Science Centers , or Family Entertainment Centers . Family Entertainment Centers (or Play Zones) are typically for-profit businesses that facilitate play and entertainment, while Children's Museums and Science Centers are typically non-profit organisations for educational entertainment. The California-based National Institute for Play describes seven play patterns: Another classification system uses these categories: Some forms overlap, such as

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3172-834: The relationship between real rules and unreal scenarios in play, such as winning or losing a game in the real world when played together with real-world friends, but doing so by slaying a dragon in the fantasy world presented in the shared video game. Play is explicitly recognized in Article 31 of the Convention on the Rights of the Child (adopted by the General Assembly of the United Nations , November 29, 1989), which declares: American historian Howard Chudacoff studied

3233-651: The rules are subject to change in this form, and children can make any changes to the rules or objectives of the play at any time. Some countries in the twenty-first century have added emphasis of free play into their values for children in early childhood, for example Taiwan and Hungary. Structured play has clearly defined goals and rules. Such play is called a " game ". Other play is unstructured or open-ended. Both types of play promote adaptive behaviors and mental states of happiness . Sports with defined rules take place within designated play spaces, such as sports fields—in association football for example, players kick

3294-555: The social life of a youth care institution and sits at the core of what inmates and staff have to deal with Older adults represent one of the fastest growing populations around the world. The United Nations predicted an increase of those aged 60 and above from 629 million in 2002 to approximately two billion in 2050 but increased life expectancy does not necessarily translate to a better quality of life . For this reason, research has begun to investigate methods to maintain and/or improve quality of life among older adults. Similar to

3355-405: The time spent in sedentary pursuits, such as watching TV and playing video games . Although adults who engage in high amounts of play may find themselves described as "childish" or "young at heart" by less playful adults, play is an important activity, regardless of age. Creativity and happiness can result from adult play, where the objective can be more than fun alone, as in adult expression of

3416-423: The ways in which electronic games are changing how people play, learn, and connect with each other, including across boundaries of geography and culture . 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

3477-402: The work environment fun, interactive, and rewarding. Playfighting, i.e. playful fights or fictive disputes, may contribute to organizations and institutions, as in youth care settings. Staff tries to down-key playfight invitations to "treatment" or "learning," but playfighting also offers youth and staff identificatory respite from the institutional regime. Playfighting is a recurrent pattern in

3538-424: The world of integration, which can be a very stressful process. Play is something that most children partake in, but the way play is executed is different between cultures, and the way that children engage with play varies. The seminal text in the field of play studies is the book Homo Ludens first published in 1944 with several subsequent editions, in which Johan Huizinga defines play as follows: Summing up

3599-499: The world. Sports can be played as a leisure activity or within a competition . According to sociologist Norbert Elias it is an important part of "civilization process". Victory and defeat in sports can influence one's emotions to a point where everything else seems irrelevant. Sport fans can also imagine what it feels like to play for their preferred team. The feelings people experience can be so surreal that it affects their emotions and behavior. Youth sport can provide

3660-721: Was born in Wellington , New Zealand in 1924. He trained as a teacher, completed a BA and MA, and was then awarded the first education PhD in New Zealand in 1954. Following the completion of his PhD, Sutton-Smith travelled to the USA on grant from the Fulbright Program , where he began an academic career with a focus on children's games, adult games, children's play, children's drama, films and narratives, as well as children's gender issues and sibling position. Sutton-Smith

3721-703: Was the author of some 50 books, the most recent of which is The Ambiguity of Play , and some 350 scholarly articles. He served as president of The Anthropological Association for the Study of Play and of The American Psychological Association , Division g10 (Psychology and the Arts). As a founder of the Children's Folklore Society he received a Lifetime Achievement Award from the American Folklore Society . For his research in toys he received awards from

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