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Exploring the History of Childhood and Play through 50 Historic Treasures

ebook
1 of 1 copy available
1 of 1 copy available
A full-color trip through the treasures of American Childhood from 1650 to today.
Remember the toys you played with when you were growing up? Each of those objects has a story to tell about the history of American childhood and play. Construction toys like Lincoln Logs and Erector Set offer insight into America's booming urban infrastructure in the early 1910s and 20s, and the important role toys played in preparing children for future careers in engineering and architecture. A stuffed toy monkey from Germany tells the story of young Jewish refugees to the United States during World War II. The board game Candyland has its origins in the dreaded polio epidemic of 1950s.
Exploring Childhood and Play Through 50 Historic Treasures brings together a collection of beloved toys and games from the last two centuries to guide readers on a journey through the history of American childhood and play, 1840-2000. Through color photographs and short essays on each object, this book examines childhood against the backdrop of culture, politics, religion, technology, gender, parenting philosophies, and more. The book features ten categories of objects including board and electronic games, dolls, action figures, art toys, optical toys, animal toys, construction sets, and sports. Each essay tells the story of the individual object its historic context, and each passage builds upon one another to create a fascinating survey of how childhood and play changed over the course of two centuries.
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    • Booklist

      Starred review from April 15, 2020
      There has been considerable research devoted to the importance of childhood play, and there are catalogues that list collectible toys from the past. In this readable overview, author Fletcher draws from both areas to chronicle evolving twentieth-century American social values through the lens of 50 iconic playthings. Brief introductory essays discuss various toy genres, such as dolls or electronic games, before detailed, multi-page entries look at specific products, including who invented them (and for what audience) and why they became, and in many cases, remain, so popular. For instance, the board game Candyland was invented in 1949 to amuse young polio patients. Pac-Man was a 1980s effort to develop a non-violent video game for girls, and was inspired by its creator's disappearing pizza slices. Entries combine interesting facts with relatable anecdotes, resulting in addictive stories that will resonate with researchers and casual readers alike, whether they remember Easy Bake Ovens from the 1960s or lean more towards 1980s Teenage Mutant Ninja Turtles action figures. Period photos, chapter notes, and a timeline attest to this offering's scholarship, while its insightful and often amusing commentary will keep readers' attention. All in all, this is a very attractive package.(Reprinted with permission of Booklist, copyright 2020, American Library Association.)

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Languages

  • English

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