National Toy Hall of Fame Inductees for 2024

The National Toy Hall of Fame today revealed its three inductees for 2024 — My Little Pony, Phase 10, and Transformers.

The three inducted toys have been enshrined and are on view at The Strong National Museum of Play, home to the National Toy Hall of Fame.

“These are three very deserving toys that showcase the wide range of how people play,” says Christopher Bensch, vice president for collections and chief curator. “But for My Little Pony, in particular, this year is extra validating. The beloved toy was a finalist seven times before finally crossing the finish line!”

About My Little Pony: Introduced in the 1980s and reintroduced in 2003, the My Little Pony line of mini-horses encourages children in traditional forms of doll play—fantasy, storytelling, hair grooming, and collecting. The small pastel ponies have come in more than a thousand varieties, all with elongated tails and manes made to be brushed. The toys peaked in popularity between 1982 and 1993—even outselling Barbie for several years.

Says Michelle Parnett-Dwyer, curator of dolls and toys, “The My Little Pony line has endured for decades because it combines several traditional forms of doll play with children’s fascination with horses. The variety of figures promotes collecting as a pastime, too. The continued popularity of the line proves that this brand—pardon the pun—has legs.”

About Phase 10: In 1982, Black game inventor and entrepreneur Ken Johnson introduced Phase 10. The rummy-style card game challenged players to collect various groups of cards to complete 10 phases, in sequential order, before their opponents. The game took off, spawning sequels, variations, and a popular mobile app game. Today, it is one of the bestselling card games in the world, second only to National Toy Hall of Fame inductee Uno.

Says Mirek Stolee, curator of board games and puzzles, “Today Mattel reportedly sells four million Phase 10 decks annually in 60 countries and in more than 20 languages. Whether played in its original form or in one of its variations, Phase 10 has become an iconic game title that continues to encourage multigenerational social and competitive play.”

About Transformers: Hasbro, Inc. first offered Transformers, a toy line of action figures that change their shapes, in the mid-1980s. Marketed with an elaborate backstory supported by a Marvel comic book series, a cartoon television series, animated movies, electronic games, consumer goods, and even its own cereal, Transformers have remained popular ever since. Their popularity has been fueled by additional movies, television shows, and comic books. For more than 40 years now, the appeal of Transformers is, in part, that the toys do what kids do anyway—change the toy to suit the needs of play.

Says Chris Bensch, chief curator, “Transformers enjoy such popularity, in part, because Hasbro has used tried-and-true marketing methods—the multimedia venues for toy-related shows, books, and movies; related consumer products; and new variations and characters regularly added to the line—to keep the toy in front of American kids. But the toys are also popular because they are so suited to the ways kids play. The toy line feeds kids’ imaginations and fantasy play.”

The National Toy Hall of Fame at The Strong, established in 1998, recognizes toys that have inspired creative play and enjoyed popularity over a sustained period. Each year, the hall inducts new honorees and showcases both new and historic versions of classic toys beloved by generations.

[Based on a press release.]

Meet the 2024 National Toy Hall of Fame Finalists

Which toys will make it into the National Toy Hall of Fame this November? Can My Little Pony outrun the stick horse? Will Hess Toy Trucks cross the finish line before remote-controlled vehicles? Can Phase 10 play a better hand than Sequence?

The Strong’s National Toy Hall of Fame in Rochester, New York, today announced the 12 finalists for induction into the hall: Apples to Apples, balloons, Choose Your Own Adventure gamebooks, Hess Toy Trucks, My Little Pony, Phase 10, Pokémon Trading Card Game, remote-controlled (R/C) vehicles, Sequence, stick horse, trampoline, and Transformers.

The National Toy Hall of Fame receives thousands of nominations annually, and fans may vote for their favorite finalists from September 18 to 25 as part of a “Player’s Choice” ballot at toyhalloffame.org. The three toys that receive the most public votes will be submitted and will join the other top-three submissions by members of the National Selection Advisory Committee. (The public will collectively act as one member of the 23-member committee.) The final 2024 toy inductees, chosen based on the ballots, will be announced by The Strong National Museum of Play in November.

To date, 84 toys have been inducted into the National Toy Hall of Fame. The Strong’s National Toy Hall of Fame recognizes toys that have engaged and delighted multiple generations. Criteria for induction include: Icon-status (the toy is widely recognized, respected, and remembered); Longevity (the toy is more than a passing fad and has enjoyed popularity over multiple generations); Discovery (the toy fosters learning, creativity, or discovery through play); and Innovation (the toy profoundly changed play or toy design).

Here’s more information about this year’s finalists:

Apples to Apples

From its debut in 1999, Apples to Apples was a commercial success and reshaped the field of party games. By encouraging a group to offer creative or provocative answers to the questions posed by the player acting as judge, Apples to Apples prompts a lively and humor-filled interchange that can supercharge any gathering of friends and family. The game’s popularity has persisted for a quarter century, and it has influenced other games that now compete with it in the marketplace.

Balloons

From a single balloon on a string to glittering foil balloon arrangements to intricate balloon sculptures of clouds, play with balloons is something everyone can enjoy. Blowing up a balloon improves lung capacity. Tying a ribbon to the end of a balloon bouquet develops fine motor skills. Kneading a balloon filled with flour promotes sensory play and relieves stress. And there’s nothing like a water balloon to make a good prank. Balloons stem from and encourage creativity, experimentation, and innovation.

Choose Your Own Adventure Gamebooks

With their roots in oral storytelling that asked listeners for their input, and the branching stories and role-playing simulations of the mid-20th century, Choose Your Own Adventure gamebooks gave kids new opportunities to play with reading. By empowering readers to choose what paths their stories took, it influenced a generation of future game designers, sold more than 270 million copies, and became one of the bestselling children’s book series of all time.

Hess Toy Trucks

Since 1964, the Hess toy trucks have signaled the beginning of the holiday season. For many, the trucks (and their iconic TV jingle) evoke memories of times past and the fun of playing with complex, battery-powered toys. Over the past 60 years, Hess trucks have appealed to kids with the realistic play they engender and to collectors (both adults and kids) who find pleasure in hunting for and acquiring these scarce and coveted reminders of childhood and holiday happiness. As the jingle says, “The Hess Truck’s back and it’s better than ever”

My Little Pony

Introduced in the 1980s and reintroduced in 2003, the My Little Pony line of mini-horses encourages children in traditional forms of doll play—fantasy, storytelling, hair grooming, and collecting. The small pastel ponies have come in more than 1,000 varieties, all with elongated tails and manes made to be brushed. The toys peaked in popularity between 1982 and 1993—even outselling Barbie for several years.

Phase 10

In 1982, Black game inventor and entrepreneur Ken Johnson introduced Phase 10. The rummy-style card game challenged players to collect various groups of cards to complete 10 phases, in sequential order, before their opponents. The game took off, spawning sequels, variations, and a popular mobile app game. Today, it is one of the bestselling card games in the world, second only to National Toy Hall of Fame inductee Uno.

Pokémon Trading Card Game

Pokémon Trading Card Game has impacted trading card games throughout the world, with more than 64 billion cards produced since it debuted in 1996. The game’s mechanics are straightforward and can be grasped within a single game. Supported by a dedicated community of anime enthusiasts, manga readers, and video game players, the Pokémon TCG is renowned for its accessibility, making it an attractive option for players of diverse ages and backgrounds.

Remote-Controlled (R/C) Vehicles

Radio-controlled vehicles—self-powered model cars manipulated from a distance by a special transmitter—offer kids the exhilaration of speed and control in miniature form. The thrill of R/C vehicles for kids is in manipulating the model to go as fast as possible without crashing and to wait to the very last nanosecond to turn left or right to avoid certain calamity.

Sequence

Sequence uses the familiar elements of a standard 52-card deck of playing cards in concert with a board on which players seek to occupy five-chip rows, columns, or diagonals before their competition. The game is easy to learn and one in which kids and grownups can compete on an even playing field. There’s enough luck (the cards in your hand) and enough strategy (where on the board to try to assemble a sequence) that gameplay stays interesting and speedy.

Stick Horse (Hobbyhorse)

In its simplest form, a stick horse, sometimes referred to as a hobbyhorse, is a pretend horse head mounted to a straight stick. Play with a stick horse inspires creativity and imagination. Whether a child has a simple stick horse or one with an elaborate halter and shiny mane, they can gallop off into the sunset.

Trampoline

On March 6, 1945, George Nissen received a patent for his innovative “Tumbling Device,” which he later trademarked “trampoline” based on the Spanish word for diving board. In recent years, trampoline parks and backyard setups have become increasingly popular among people of all ages. Jumping on a trampoline gives kids a chance to release energy and to enjoy that split, playful second of being suspended midair.

Transformers

Hasbro, Inc. first offered Transformers, a toy line of action figures that change their shapes, in the mid-1980s. Marketed with an elaborate backstory supported by a Marvel comic book series, a cartoon television series, animated movies, electronic games, consumer goods, and even its own cereal, Transformers have remained popular ever since. Their popularity has been fueled by additional movies, television shows, and comic books. For more than 40 years now, the appeal of Transformers is, in part, that the toys do what kids do anyway—change the toy to suit the needs of play.

[Based on a press release.]

National Toy Hall of Fame Inductees for 2022

The ancient top, cultural phenomenon Masters of the Universe, and the Lite-Brite are the 2022 inductees to the National Toy Hall of Fame. They were chosen from a field of 12 finalists that also included bingo, Breyer Horses, Catan, Nerf, piñata, Phase 10, Pound Puppies, Rack-O, and Spirograph.

TOP

Since ancient times, the spinning top has been a childhood staple of cultures in Asia, Europe, the Americas, and Australia. The toy form has entertained adults, too. (Ancient Greek pottery shows women playing with tops more than 2,000 years ago!) Special eight-sided tops called teetotums supply the element of chance in board games and similar pastimes. Modern kids play with this classic toy still, calculating the placement, centrifugal force, and velocity needed to execute the longest spin or to capture their competitors’ prized tops.

MASTERS OF THE UNIVERSE

The Master of the Universe line of action figures, which includes the iconic He-Man and She-Ra, traces its popularity to maker Mattel’s use of comic books, television, and the big screen. The cartoon series He-Man and the Masters of the Universe, which ran from 1983 to 1985,created a cohesive, fantasy world that allowed Mattel to introduce new characters and new toys to the line. Over the years, Mattel has paired the brand with everything from toothbrushes to sleeping bags. In 2021, a new Netflix series based on Masters of the Universe proved the toy’s staying power.

LITE-BRITE

Created in 1966, Lite-Brite uses the same concept as stained-glass windows, allowing children to create glowing images against a black background, either following manufactured designs or creating their own picture. Through the years, Lite-Brite has gradually changed its format and technology but the potential for open-ended creativity has kept Lite-Brite popular for more than 50 years.

The National Toy Hall of Fame® at The Strong, established in 1998, recognizes toys that have inspired creative play and enjoyed popularity over a sustained period. Each year, the hall inducts new honorees and showcases both new and historic versions of classic toys beloved by generations.

[Based on a press release.]

Meet the 2022 National Toy Hall of Fame Finalists

The twelve National Toy Hall of Fame 2022 finalists were revealed on September 14. Only three will take their honored places in the hall this year when they are announced by The Strong on Thursday, November 10, at 10:30 a.m.

Bingo

American bingo is descended from a lottery game first played in Italy around 1530. The game came to be known as lotto and was played in France and in Germany as a teaching tool. A marketer copied the 1920s American carnival game beano, changed its name to bingo, and the game has become a staple of adult play and fundraisers for churches and charity organizations. Different versions of Bingo are played world-wide, and it is especially popular in Mexico.

Breyer Horses

In 1951, The Breyer Molding Company introduced Breyer Horses, which realistically captured the spirt and magic of the living creatures. Hand-designed by artists, the unique horses seized the imaginations of children, drew interest from collectors, and became cherished keepsakes for equestrians. The brand continues its popularity today after more than 70 years.

Catan

The Settlers of Catan, now called “Catan,” was first published by Kosmos in Germany in 1995. It’s one of the first German-style board games to find widespread popularity outside of Europe. It is a cooperative game in which players representing settlers establish a settlement on an island by spending resources, which are earned through trade and rolls of the dice. It’s been called the “game of our time” by the Washington Post, is sold in more than 30 languages, and has won multiple international awards in game design.

Lite-Brite

Created in 1966, Lite-Brite uses backlit plastic pegs on a black background for children to create glowing images, either following manufactured designs or creating their own picture. Through the years, Lite-Brite has gradually changed its format and technology but the potential for open-ended creativity has kept Lite-Brite popular for more than 50 years.

Masters of the Universe

The Master of the Universe line of action figures, which includes the iconic He-Man and She-Ra, traces its popularity to maker Mattel’s use of comic books, television, and the big screen. The cartoon series He-Man and the Masters of the Universe, which ran from 1983 to 1985,created a cohesive, fantasy world that allowed Mattel to introduce new characters and new toys to the line. Over the years, Mattel has paired the brand with everything from toothbrushes to sleeping bags.

Nerf Toys

Introduced in the 1960s as a foam ball harmless enough to throw indoors, Nerf toys have evolved into a line of blasters that shoot harmless foam darts for outdoor fun that encourages physical exertion, social interactions, and strategic thinking.

Piñata

As the centerpiece of a party game, a piñata is a paper mâché object filled with small toys, confetti, fruits, candies, or coins and raised high with rope. Both children and adults can play; while blindfolded, players swing a stick and try to break open the piñata and shower guests with the treats inside. Commonly associated with Mexican culture, the object may date back to early 13th-century China. Although there is an inherent impermanence to the piñata as a plaything, it has been and continues to be used in religious and secular celebrations all over the world.

Phase 10

In 1982, Black game inventor and entrepreneur Ken Johnson introduced Phase 10. The rummy-style card game challenged players to collect various groups of cards to complete 10 phases, in sequential order, before their opponents. The game took off, spawning sequels, variations, and a popular mobile app game. Today, it is one of the bestselling card games in the world, second only to National Toy Hall of Fame inductee Uno.

Pound Puppies

Pound Puppies hit the marketplace in 1984. Parents were thrilled to appease their kids’ need to nurture a puppy without the responsibilities of a real dog. Kids were equally pleased and doted on their pets. By 1985, Tonka brought Pound Puppies to the United States. They sold out across the country in short order, and that year alone more than 2.5 million puppies were adopted. As with many toys from the 1980s, an animated series further reinforced the commercial power of Pound Puppies. A contemporary line of Pound Puppies was released in 2014.

Rack-O

The Milton Bradley Company introduced the card game Rack-O in 1956. Rack-O falls under the card game category known as pattern building. Specifically, players replace numbered cards in their racks during each round so their card numbers read in a progression from lowest to highest. The game teaches the order of numbers and is one of the few card games that can be easily enjoyed by both younger and older people, making it a great example of a family game.

Spirograph

For more than 50 years, Spirograph has combined play, art, math, and education to create unique patterns and drawings. Spirograph was first conceived as a plaything where “gears” helped guide special pens in geometric patterns, but it proved to be much more. Educators found in the set a tool for improving hand-eye coordination and for developing creativity, design, and spatial thinking and planning. Either way, it found the winning formula for fun.

Top

Since ancient times, the spinning top has been a childhood staple of cultures in Asia, Europe, the Americas, and Australia. The toy form has entertained adults too. Ancient Greek pottery shows women playing with tops more than 2,000 years ago. Special eight-sided tops called teetotums supply the element of chance in board games and similar pastimes. Modern kids play with this classic toy still, calculating the placement, centrifugal force, and velocity needed to execute the longest spin or to capture their competitors’ prized tops.

[Based on a press release.]

National Toy Hall of Fame 2021 Inductees

American Girl Dolls, board game Risk, and universal plaything sand are the 2021 National Toy Hall of Fame Inductees. They were chosen from a field of 12 finalists that also included Battleship, billiards, Cabbage Patch Kids, Fisher-Price Corn Popper, Mahjong, Masters of the Universe, piñata, the Settlers of Catan, and toy fire engine.

AMERICAN GIRL DOLLS

Created in 1986 by educator Pleasant Rowland, the 18-inch American Girl dolls—and their accompanying books—explore America’s social and cultural history. Each historical doll comes with a unique narrative that fits her era, such as Molly McIntire, who is waiting for her father to return home from World War II. American Girl released the Truly Me 18-inch contemporary doll line in 1995 (originally under the name American Girl Today) to help girls express their individuality and build confidence. 

American Girl Dolls are profiled on The Strong Museum of Play blog:

Following a visit to historic Williamsburg, Virginia, and a Christmas shopping trip for her nieces, educator and newscaster Pleasant Rowland pondered, “Here I am, in a generation of women at the forefront of redefining women’s roles, and yet our daughters are playing with dolls that celebrate being a teen queen or mommy.” Rowland spent a weekend creating a concept intended to redefine how girls interacted with their playthings, and in 1986, she launched a new line of 18-inch dolls—American Girl dolls—representing an era of America’s past paired with rich historical narratives and accurate reproductions of accessories and clothing….

RISK

Based on the French game Le Conquete du Monde, Risk translates the hobby of wargaming with miniature figures into a mass-produced war and strategy board game. First published in the United States in 1959, Risk challenges players to control armies and conquer the world. The game’s innovative mechanics ignited renewed interest in strategy games in the 1970s and continues to influence the board game industry.

SAND

Sand may be the most universal and oldest toy in the world. Educator Maria Montessori has argued that sand “is only one substance that the modern child is allowed to handle quite freely.” Children recognize sand as a creative material suitable for pouring, scooping, sieving, raking, and measuring. Wet sand is even better, ready for kids to construct, shape, and sculpt. Sand provides unique opportunities for tactical, physical, cooperative, creative, and independent free play.

The National Toy Hall of Fame® at The Strong, established in 1998, recognizes toys that have inspired creative play and enjoyed popularity over a sustained period. Each year, the hall inducts new honorees and showcases both new and historic versions of classic toys beloved by generations.

[Based on a press release.]

2021 Finalists for National Toy Hall of Fame

The National Toy Hall of Fame 2021 finalists were revealed on September 15 — American Girl Dolls, the Battleship game, billiards, Cabbage Patch Kids, Fisher-Price Corn Popper, Mahjong, Masters of the Universe, piñata, Risk, sand, The Settlers of Catan game, and toy fire engine.

“These 12 toys represent the wide scope of playthings—from one of the most universal playthings in the world like sand to a game-changing board game like Risk to the popular adult game of billiards,” says Christopher Bensch, vice president for collections.

Fans may vote for their favorite finalists from September 15-22 as part of a “Player’s Choice” ballot at toyhalloffame.org. The three toys that receive the most public votes will be submitted and will join the other top-three submissions by members of the National Selection Advisory Committee. (In effect, the public will collectively act as one member of the 23-member committee.)

The final 2021 toy inductees, chosen based on the ballots, will be announced by The Strong museum on November 4.

The Strong’s National Toy Hall of Fame recognizes toys that have engaged and delighted multiple generations. Criteria for induction include: Icon-status (the toy is widely recognized, respected, and remembered); Longevity (the toy is more than a passing fad and has enjoyed popularity over multiple generations); Discovery (the toy fosters learning, creativity, or discovery through play); and Innovation (the toy profoundly changed play or toy design).

To date, the following 74 toys have been inducted into the National Toy Hall of Fame.

Meet the 2021 National Toy Hall of Fame Finalists. The following 12 toys are finalists for 2021 induction into The Strong’s National Toy Hall of Fame.

  • American Girl Dolls

Created in 1986 by educator and newscaster Pleasant Rowland, the 18-inch American Girl dolls (and their accompanying books) explore America’s social and cultural history. Each doll comes with a unique narrative that fits her era, such as Molly McIntire, who is waiting for her father to return home from World War II. The Pleasant Company released the My American Girl line of dolls in 1995 (originally under the name American Girl Dolls of Today) and designed them to look like their owners. 

  • Battleship

Originally a pencil-and-paper game, Battleship’s inspiration began with similar two-person strategy games in the late 19th century. Various manufacturers printed paper versions beginning in the 1930s and Milton Bradley’s 1967 plastic adaptation became a hit. The game was among the first board games to be computerized in 1979, and today countless electronic versions exist.  

  • Billiards

Billiards is a blanket term for many different cue sports, but pool—or pocket billiards—is the most common term in the United States. The game evolved from earlier European outdoor games, like croquet in the 14th and 15th centuries, and became extremely popular in the 1800s. While the dedicated poolhalls of yesteryear may be mostly gone, billiards remains a popular form of adult play in arcades, restaurants, bars, and entertainment centers.

  • Cabbage Patch Kids

When Cabbage Patch Kids launched in 1979, they offered American children a soft, cuddly playmate in a world of hard toys and cold electronics. Consumers could not get enough of the dolls, each with its own name, its unique, lumpy rounded face, and adoption papers. They became the must-have holiday toy of 1983 and generated massive demand, paving the way for later holiday crazes around Tickle Elmo, Beanie Babies, and Furby. For more than 40 years, these dolls have expanded children’s notions of play and fantasy, of beauty and belonging.

  • Fisher-Price Corn Popper

Fisher-Price introduced the Corn Popper in 1957, calling it an amusement device for young children. Parents quickly discovered that by pushing the device, children could strengthen gross motor skills, and it has become a staple toy for toddlers ever since. The bright, flying balls and popping sound also help to stimulate the senses, promoting curiosity and discovery.

  • Mahjong

Mahjong (also known as Mah-Jongg) evolved from 18th and 19th-century gambling card games in China. Variations spread to Korea, Japan, and other areas of Asia before becoming popular in the United States in the 1920s. Standard Chinese Mah-Jongg played like American gin rummy but was changed in the 1930s when the National Mah Jongg League established more formal and limited rules. According to the 2021 book Mahjong: A Chinese Game and the Making of Modern American Culture, the game caught on with Hollywood starlets, high-society, middle-class housewives, and immigrants and “signified both belonging and standing apart in American culture.”

  • Masters of the Universe

The Master of the Universe line of action figures, which includes the iconic He-Man and She-Ra, traces its popularity to maker Mattel’s use of comic books, television, and the big screen. The cartoon series He-Man and the Masters of the Universe, which ran from 1983 to 1985, created a cohesive, fantasy world that allowed Mattel to introduce new characters and new toys to the line. Over the years, Mattel has paired the brand with everything from toothbrushes to sleeping bags.

  • Piñata

As the centerpiece of a party game, a piñata is a paper mâché object filled with small toys, confetti, fruits, candies, or coins and raised high with rope. Both children and adults can play; while blindfolded, players swing a stick and try to break open the piñata and shower guests with the treats inside. Commonly associated with Mexican culture, the object may date back to early 13th-century China. Although there is an inherent impermanence to the piñata as a plaything, it has been and continues to be used in religious and secular celebrations all over the world.

  • Risk

Based on the French game Le Conquete du Monde, Risk translates the hobby of wargaming with miniature figures into a mass-produced war and strategy board game. First published in the United States in 1959, Risk challenges players to control armies and conquer the world. The game’s innovative mechanics ignited renewed interest in strategy games in the 1970s and continues to influence the board game industry.

  • Sand

Sand may be the most universal and oldest toy in the world. Educator Maria Montessori has argued that sand “is only one substance that the modern child is allowed to handle quite freely.” Children recognize sand as a creative material suitable for pouring, scooping, sieving, raking, and measuring. Wet sand is even better, ready for kids to construct, shape, and sculpt. Sand provides unique opportunities for tactical, physical, cooperative, creative, and independent free play.

  • The Settlers of Catan

The Settlers of Catan, now called “Catan,” was first published by Kosmos in Germany. It’s one of the first German-style board games to find widespread popularity outside of Europe. It is a cooperative game in which players representing settlers establish a settlement on an island by spending resources, which are earned through trade and rolls of the dice. It’s been called the “game of our time” by the Washington Post, is sold in more than 30 languages, and has won multiple international awards in game design.

  • Toy Fire Engine

Although toy fire engines have evolved in materials, design, and technology over time, the benefits of play with these vehicles remain the same. A child might use a toy fire engine to explore role playing by assuming the position of a firefighter or person in danger. A child might spin the wheels or extend the ladder to test the capabilities of a toy fire engine. This variety of possibilities allows a child to practice communication skills, cognitive flexibility, and to explore risk, technical competence, and emotional fortitude.

[Based on a press release.]

National Toy Hall of Fame 2020 Inductees

The groundbreaking doll Baby Nancy, classic sidewalk chalk, and family favorite game Jenga were inducted into the National Toy Hall of Fame on November 5.  

The honorees were chosen from a field of 12 finalists that also included bingo, Breyer Horses, Lite-Brite, Masters of the Universe, My Little Pony, Risk, Sorry!, Tamagotchi, and Yahtzee. 

Baby Nancy

In 1968, Operation Bootstrap launched Shindana Toys, a community-owned company dedicated to making toys that “reflect Black pride, Black talent, and most of all, Black enterprise.” In its first year, Shindana produced Baby Nancy, a baby doll with a dark complexion and textured hair. By Thanksgiving 1968, she was the best-selling Black doll in Los Angeles, and before Christmas, she was selling nationwide. The following year, Shindana gave the baby doll an Afro, challenging white beauty norms and making her the first toy with authentic Black hair. The popularity of Baby Nancy exposed a long-standing demand for ethnically correct Black dolls that the mainstream market had failed to deliver previously.

Says Curator Michelle Parnett-Dwyer, “Although Shindana Toys ceased operations in 1983, Baby Nancy still stands as a landmark doll that made commercial and cultural breakthroughs.”

Sidewalk Chalk

Historians have every reason to believe that the earliest people played with chalk, and traces of Paleolithic cave art executed in chalk have been found throughout the world. Chalk’s use in playful pursuits relies on its physical properties. Chalk that was used on early boards was made of gypsum, the dihydrate form of calcium sulfate. Great masterpieces, clever doodles, informational expressions, educational lessons, and games like tic-tac-toe, hopscotch, and four square all dance together on the tip of a piece of chalk, waiting to be freed by a child’s whim.

Jenga

Englishwoman Leslie Scott created Jenga based on wooden blocks from her childhood in Africa. The word jenga is the imperative form of kujenga, the Swahili verb “to build.” The game challenges players to remove one block at a time from a tower without knocking it down. With its catchy name and edge-of-your-seat gameplay, Jenga has inspired both young and old to enjoy the towering, toppling results for decades.

The National Toy Hall of Fame® at The Strong, established in 1998, recognizes toys that have inspired creative play and enjoyed popularity over a sustained period. Each year, the prestigious hall inducts new honorees and showcases both new and historic versions of classic toys beloved by generations.

Anyone can nominate a toy to the National Toy Hall of Fame. Final selections are made on the advice of historians, educators, and other individuals who exemplify learning, creativity, and discovery through their lives and careers. It houses the world’s largest and most comprehensive collection of historical materials related to play and is home to the International Center for the History of Electronic Games, the National Toy Hall of Fame, the World Video Game Hall of Fame, the Brian Sutton-Smith Library and Archives of Play, the Woodbury School, and the American Journal of Play.

[Based on a press release.]

National Toy Hall of Fame Reveals 2020 Toy Finalists

The twelve National Toy Hall of Fame 2020 finalists have been announced and they include two genre related toys:

  • Masters of the Universe
  • My Little Pony

Other genre-adjacent finalists are the electronic art toy Lite-Brite, and Breyer Horses (their genre connection being that Cat Rambo collects them.)

Fans may vote for their favorite finalists from September 9 to 16 as part of a “Player’s Choice” ballot at toyhalloffame.org. The three toys that receive the most public votes will be submitted and will join the other top-three submissions by members of the National Selection Advisory Committee. (The public will collectively act as one member of the 23-member committee.)

The final 2020 toy inductees, chosen based on the ballots, will be announced by The Strong museum on Thursday, November 5, at 10:30 a.m.

The following 12 toys are finalists for induction into the National Toy Hall of Fame.

Baby Nancy

In 1968, Operation Bootstrap launched Shindana Toys, a community-owned company dedicated to making toys that “reflect Black pride, Black talent, and most of all, Black enterprise.” In its first year, Shindana produced Baby Nancy, a baby doll with a dark complexion and textured hair. The popularity of Baby Nancy exposed a long-standing demand for ethnically correct Black dolls that the mainstream market had failed to deliver previously.

Bingo

American bingo is descended from a lottery game first played in Italy around 1530. The game came to be known as lotto and was played in France and in Germany as a teaching tool. A marketer copied the 1920s American carnival game beano and changed its name to bingo, and the game has become a staple of adult play and fundraisers for churches and charity organizations. Different versions of Bingo are played world-wide, and it is especially popular in Mexico.

Breyer Horses

In 1950, The Breyer Molding Company introduced Breyer Horses, which realistically captured the spirt and magic of the living creatures. Hand-designed by artists, the unique horses seized the imaginations of children, drew interest from collectors, and became cherished keepsakes for equestrians. The brand continues its popularity today as it prepares to celebrate its 70th anniversary next year.

Jenga

Englishwoman Leslie Scott created Jenga based on wooden blocks from her childhood in Africa. The word jenga is the imperative form of kujenga, the Swahili verb “to build.” With its catchy name and edge-of-your-seat gameplay, Jenga has inspired both young and old to enjoy the towering, toppling results.

Lite-Brite

Created in 1966, Lite-Brite uses backlit plastic pegs on a black background for children to create glowing images, either following manufactured designs or creating their own picture. Through the years, Lite-Brite has gradually changed its format and technology but the potential for open-ended creativity has kept Lite-Brite popular for more than 40 years.

Masters of the Universe

The Master of the Universe line of action figures, which includes the iconic He-Man and She-Ra, traces its popularity to maker Mattel’s use of comic books, television, and the big screen. The cartoon series He-Man and the Masters of the Universe, which ran from 1983 to 1985, created a cohesive, fantasy world that allowed Mattel to introduce new characters and new toys to the line. Over the years, Mattel has paired the brand with everything from toothbrushes to sleeping bags.

My Little Pony

Introduced in the 1980s and reintroduced in 2003, the My Little Pony line of mini-horses encourages children in traditional forms of doll play—fantasy, storytelling, hair grooming, and collecting. The small pastel ponies have come in more than 1,000 varieties, all with elongated tails and manes made to be brushed. The toys peaked in popularity between 1982 and 1993—even outselling Barbie for several years—but have made a resurgence in recent years.

Risk

Based on the French game Le Conquete du Monde, Risk translates the hobby of wargaming with miniature figures into a mass-produced war and strategy board game. First published in the United States in 1959, Risk challenges players to control armies and conquer the world. The game’s innovative mechanics ignited renewed interest in strategy games in the 1970s and continues to influence the board game industry.

Sidewalk Chalk

Historians have every reason to believe that the earliest people played with chalk, and traces of Paleolithic cave art executed in chalk have been found throughout the world. Chalk’s use in playful pursuits relies on its physical properties. Chalk that was used on early boards was made of gypsum, the dihydrate form of calcium sulfate. Great masterpieces, clever doodles, informational expressions, educational lessons, and games like tic-tac-toe, hopscotch, and four square all dance together on the tip of a piece of chalk, waiting to be freed by a child’s whim.

Sorry!

The Sorry! board game is one of many variants descended from the ancient Indian cross and circle game pachisi, commonly known and branded as Parcheesi in the United States. Instead of traditional dice, players draw cards which control the movement of their four pawns from start to home, on a board that resembles a modern, modified pachisi board. Sorry! has lasted because its game play is so random that it prompts good-natured (and devious gotcha!) fun. Even young players can claim victory over adults if they draw the right cards.

Tamagotchi

While some might consider Tamagotchi a fad, the innovative game helped shape the electronics toy market in the late 1990s and early 2000s, giving it a lasting legacy. Tamagotchi provided kids (and then nostalgic adults) with a digital pet that came alive. Children could raise their virtual pets from birth to adulthood with care, affection, and attention at the press of a button. Inspiring strong attachment and fascination, the Tamagotchi became a personal electronic device that playfully absorbed our attentions and extended our cultural fascination with robots and androids.

Yahtzee

When playing Yahtzee, each player takes a turn rolling the dice in a cup to try to match the combination of the number values with a list of predetermined combinations to score points. Simplicity, speed, and luck-based competition make the fast-paced game a perennial favorite among adults and children. Maker Hasbro estimates that 100 million play Yahtzee today on a “regular basis.

2019 Toy Hall of Fame Inductees

The 2019 inductees to the National Toy Hall of Fame have been announced – Matchbox Cars, the collectible cardgame Magic: The Gathering, and the coloring book.

About Matchbox Cars: Lesney Products debuted Matchbox Cars in England in 1953, and they sped past earlier competitor toy cars by combining high-quality with low prices. The cars appeared in the United States in 1954 and, by 1960, Matchbox sold more than 100 million units annually. They faced stiff competition from Hot Wheels (brought to market by toymaker Mattel in 1968 and inducted into the National Toy Hall of Fame in 2011), and launched their own “superfast” line of cars in response. In 1997, Mattel purchased the Matchbox Cars line, uniting them under the same banner as their longtime rival. Matchbox Cars remain a top seller for Mattel.

Says Chief Curator Christopher Bensch, “Matchbox Cars revolutionized the toy car industry after their introduction, and the name ‘Matchbox’ has become synonymous with miniature cars. It’s only fitting that they join the Toy Hall of Fame to sit in the winner’s circle alongside Hot Wheels, the other titan of the field.”

About Magic: The Gathering: Wizards of the Coast published Magic: The Gathering in 1993, and the uniquely collectible card game became so successful that the firm could not meet demand at first. The game—which draws on popular fantasy themes—requires both chance and skill to defeat opponents in one-on-one battles, encouraging players to collect new cards and to refine their deck and strategies. It continues to evolve and produce new sets of cards and storylines.

Says Curator Shannon Symonds, “Magic: The Gathering changed the landscape of collectible card gaming with its introduction more than 25 years ago, and it’s become a part of pop culture—leading to book series, electronic games,  and even a series on Netflix. The fact that it continues to maintain popularity is a testament to its revolutionary gameplay and constant evolution, making it engaging for beginners and experts alike.”

Symonds also reminisced about youthful experiences playing Magic for the Museum’s blog.

I’d like to say that Magic is one of those games that’s easy to learn and difficult to master, but that would be a lie. It’s just difficult, period. Yes, you can learn the overarching rules quickly, but every card has its own properties and performs individual actions. If it’s not the most basic of basic lands, you’re going to need to read the instructions on every single card as you play it. Some cards can even overturn the game’s main rules.

In fact, Magic is so intricate that it was recently named the most complex game in history, and the first where determining the outcome of a match is non-computable even with our most sophisticated programs. There are simply too many possible outcomes to predict with any level of accuracy. This might actually be of little surprise, considering the game was created by mathematician and inventor Richard Garfield, who drew heavily from pen-and-paper role-playing games such as Dungeons & Dragons.

About Coloring Book: Coloring books appeared in America as an outgrowth of European educational reforms, but McLoughlin Brothers, a New York printing company, is credited as the coloring book’s inventor. Educators now use coloring books to teach such essential and diverse subjects as history, geography, and even geometry. Though often thought of as a children’s activity, more complex coloring books aimed at adults became increasingly popular in the 2000s.

Curator Nic Ricketts says, “People have expressed their creativity by adding color to shapes and images for much more than 100 years, and coloring books have provided educational and calming benefits to children and adults for more than a century.”

[Based on a press release.]

2019 National Toy Hall of Fame Finalists

The twelve National Toy Hall of Fame 2019 finalists have been announced and they include 3 genre related toys:

  • Magic the Gathering
  • Masters of the Universe
  • My Little Pony

Three of the finalists selected as part of the “Player’s Choice” ballot at will be inducted alongside three selected by the members of the National Selection Advisory Committee.

Fans may cast one vote a day for their favorite finalists from September 11 to 18 as part of a “Player’s Choice” ballot at toyhalloffame.org. The three toys that receive the most public votes will be submitted and will join the other top-three submissions by members of the National Selection Advisory Committee. (The public will collectively act as one member of the 23-member committee.) The final 2019 toy inductees, chosen based on the ballots, will be announced at The Strong museum on Thursday, November 7.

The following 12 toys are finalists for induction into the National Toy Hall of Fame.

Care Bears

Created in the early 1980s for the American Greetings Corporation, the Care Bears began as a line of greeting cards but grew to include plastic mini-dolls and plush teddy bears. The cheerful characters—such as Funshine Bear and Tenderheart Bear—launched storybooks, television shows, movies, games, and home decorations. Their popularity endures and, in 2015, Netflix launched a new animated series featuring the playful band of bears.

Coloring Book

Coloring books appeared in America as an outgrowth of European educational reforms, but McLoughlin Brothers, a New York printing company, is credited as the coloring book’s inventor. Educators now use coloring books to teach such essential and diverse subjects as history, geography, and even geometry. Though often thought of as a children’s activity, more complex coloring books aimed at adults became increasingly popular in the 2000s.

Fisher-Price Corn Popper

Fisher-Price introduced the Corn Popper in 1957, calling it an amusement device for young children. Parents quickly discovered that by pushing the device, children could strengthen gross motor skills. The bright, flying balls and popping sound helped to stimulate the senses, promoting curiosity and discovery.

Jenga

Englishwoman Leslie Scott created Jenga based on wooden blocks from her childhood in Africa. The word jenga is the imperative form of kujenga, the Swahili verb “to build.” With its catchy name and edge-of-your-seat gameplay, Jenga has inspired both young and old to enjoy the towering, toppling results.

Magic the Gathering

Wizards of the Coast published Magic the Gathering in 1993, and the uniquely collectible card game became so successful that the firm could not meet demand at first. The game—which draws on popular fantasy themes—requires both chance and skill to defeat opponents in one-on-one battles, encouraging players to collect new cards and to refine their deck and strategies. The game continues to evolve and produce new sets of cards and rules.

Masters of the Universe

The Master of the Universe line of action figures, which includes the iconic He-Man and She-Ra, traces its popularity to maker Mattel’s use of comic books, television, and the big screen. The cartoon series He-Man and the Masters of the Universe, which ran from 1983 to 1985, created a cohesive, fantasy world that allowed Mattel to introduce new characters and new toys to the line. Over the years, Mattel has paired the brand with everything from toothbrushes to sleeping bags.

Matchbox Cars

Matchbox Cars debuted in 1952 and sped past competitor toy cars by combining high-quality with low prices. By 1960, Matchbox Cars annually sold more than 100 million units in America and the name “Matchbox” became synonymous with miniature cars. Despite stiff competition from Hot Wheels (brought to market in 1968 and inducted into the National Toy Hall of Fame in 2011), Matchbox Cars remain a top-seller for toymaker Mattel.

My Little Pony

Introduced in the 1980s and reintroduced in 2003, the My Little Pony line of mini-horses encourages children in traditional forms of doll play—fantasy, storytelling, hair grooming, and collecting. The small pastel ponies have come in more than 1,000 varieties, all with elongated tails and manes made to be brushed. The toys peaked in popularity between 1982 and 1993—even outselling Barbie for several years. 

Nerf Blaster

Based on the soft foam of Nerf balls from the 1960s, Nerf blasters have created excitement with darts, missiles, disks, and rounds for more than a quarter century. The blasters cultivate social engagement, promote outdoor play, and encourage kids and adults to imaginatively assume the role of some of their favorite pop culture characters while competing with their friends.

Risk

Based on the French game Le Conquete du Monde, Risk translates the hobby of wargaming with miniature figures into a mass-produced war and strategy board game. First published in the United States in 1959, Risk challenges players to control armies and conquer the world. The game’s innovative mechanics ignited renewed interest in strategy games in the 1970s and continues to influence the board game industry.

Smartphone

Since Steve Jobs and Apple introduced the iPhone in 2007, the smartphone has become not only a platform for millions of mobile games but also a plaything that makes possible an endless variety of playful interactions, from sending emojis and GIFs to creating silly videos and altering snapshots. It has transcended its original intended use and revolutionized the way that people across the globe interact with the world and each other in playful ways.

Top

Since ancient times, the spinning top has been a childhood staple of cultures in Asia, Europe, the Americas, and Australia. Depictions of it show up in art and pottery across geographies and throughout human history. Children today still play with this classic toy, calculating the placement, centrifugal force, and velocity needed to execute the longest spin or to capture their competitors’ prized tops.

[Thanks to John King Tarpinian for the story.]