Toys and Games

Playing has been a universal human activity since ancient times, regardless of culture or era. However, since the 1830s, toys and games have become an increasingly important industry. Before then, they were usually handmade and costly. However, technological advances and mass production have made toys and games more affordable and accessible to a much wider audience.  

New materials and manufacturing techniques also improved the quality and durability of playthings. Metal toys, like trains and tin soldiers, became popular as they were more efficient to produce and more robust than wooden toys. Better transport and communication systems, such as railways and postal services, allowed for easier distribution and broader availability of toys and games. The Industrial Revolution also brought significant social changes, including the rise of the middle class, which had more disposable income and leisure time to spend on toys and games. This increased demand for these products, further expanding the industry. 

Today, companies that manufacture toys and games study children's routines, play habits, media use, reading behavior, and access to money to create more appealing products. They also rely on branding, franchising, and tie-in promotional items to increase sales and profits. The business of playthings supports a variety of other industries. 

Our archival collections document the significant role that toys and games have played and continue to play in shaping our world. At Hagley, toys and games are not just child's play.

TOYS

Austin Homer (1896-1974) was president of J.E. Caldwell Company, a Philadelphia jeweler, silversmith, and antiquarian. Homer was a well-known business executive and recognized as one of the nation's foremost authorities on contemporary and antique silver. He was also involved in designing children's toys. His papers include correspondence, contracts, sketches, and prototypes from his toy designs. 

The Chicago Century of Progress International Exposition, which took place from May 27, 1933, to November 1, 1933, was held in Chicago. The exposition's theme was "Science Finds, Industry Applies, Man Conforms." This souvenir box includes a miniature diecast metal toilet and a ceramic chamber pot from the Tootsietoy Company, which is known for manufacturing diecast toys and doll furniture. 

John T. Houlihan (1944-) is an industrial designer who worked for General Motors, SCM Corporation, General Electric, Timex, and South Bend Toy as a design manager in new toy development. His papers consist of sketches, drawings, and renderings from those companies, spanning nearly forty years.  

Helen Baker Cushman (1922-) was the founder and manager of H.M. Baker Associates, consultants in business archives and records from 1958 to 1993, headquartered in Westfield, New Jersey. While conducting her business, Cushman collected various business publications, trade cards, ephemera, and other memorabilia, emphasizing world expositions. She also assembled a general picture archive for use in her business. The trade cards that Cushman collected include toys, dolls, and games.   

Irv Koons (1922-2017) was a graphic artist, designer, and illustrator who became one of the leading consumer package designers of the twentieth century. The photographic collection contains slides, negatives, color transparencies, and prints documenting Koons's major design projects over his lengthy career as a package designer. There are examples of toy-related designs for the Ideal Toy Corporation, including the Crissyand Kerry Doll, the Marx Toys: Navarone Play Set, and Sieper Werke GmbH (Siku® Eurobilt™): Die-cast model cars. 

GAMES

Even though the game of chess is over 1,500 years old, inventors continue to tweak the game board, as seen in the Patent Model - Improvement in Game Apparatus.

Card Games

Johnnie Walker card game scoring tablet

 Seagram's magic age card game with Seagram whisky advertisements on each card.

Mr. McGillicuddy's Great Klondike Gold Rush game. 

Inspired by the Chicago Board of Trade and the U.S. Corn Exchange, PIT is a fast-paced 1904 card game where players try to corner the market on a specific commodity. 

This small collection of photographs and ephemera documents objects found in casinos, including blackjack, craps, and roulette tables made in the 1930s and 1940s. 

Puzzles

Raymond Loewy Auto-Styling Kit, 1977 - Concept for a game like a jigsaw puzzle 

Five wooden "jigsaw" puzzles showing buildings at the 1876 Centennial Exhibition in Philadelphia, PA, five prints of the same views as the ones on the puzzles, and the original wooden box. 

This small collection consists of two Milton Bradley products, the Official World's Fair Game, and the Official World's Fair Jigsaw Puzzle. 

Game Prototypes: 

As in any industry, some products never make it to market. Hagley preserves a large collection of game prototypes, including:

Careers: Parker Brothers Game of Optional Goals 

Hershey's Chockers: The Checkers Game for Chocolate Lovers

What Shall I Be?: The Exciting Game of Career Girls

What Shall I Be?: The Exciting Career Game for Boys

Dispatcher, a Realistic Railroad Game 

The Money Game of Junior Executive

Grocery Cart. 

Big Business: The Newest National Money Game. 

Blondie Goes to Leisureland: A Westinghouse Game. 

Stop and Go by Shell Corp.

Champion Road Race: An Exciting Game for the Whole Family. 

Adverteasing: the game of slogans, commercials, and jingles and Adverteasing Junior

What shall I Wear? : A fashion game for girls. 

The Boss: the wheelin' dealin game of big business intrigue, where firing the boss is all part of the fun! 

Ulcers: the game of manipulating company personnel. 

Executive Decision: The Business Management Game. 

Go for Broke: Spend-a-million Game. 

Larry Burkett's Money Matters: the Christian Financial Concepts Game

The Game of Go 

Let's go $hopping: The Original Money Math Game. 

VIDEO AND ELECTRONIC GAMES

The earliest reference to a purely electronic game is a 1947 United States patent registration for what its inventors described as a "cathode-ray tube amusement device." Video and electronic games have come a long way since they were simple experiments on room-size computers. Today, the multi-billion-dollar industry entertains and educates millions of people worldwide.  

The Hagley collections are a valuable resource that documents the remarkable evolution of the technologies that brought games from the laboratory to arcades and homes worldwide. These collections include early ideas and drafts, experiments, packaging and advertising materials, consumer products, and other items that illustrate the impact of electronic games on the history of business and technology. 

David Sarnoff Research Center records The David Sarnoff Research Center (DSRC) in Princeton, New Jersey, was the central research organization for the Radio Corporation of America (RCA) from 1942 to 1987. Following GE's acquisition of RCA in 1986, the DSRC was donated to SRI International as a contract research laboratory. It was renamed the Sarnoff Corporation in 1997 and integrated into SRI in 2011. These records document the pioneering research of its scientists and trace the organization's history from its establishment into the twenty-first century.  The collection includes the papers of individual innovators and departments within the organization. 

  • Joseph A. Weisbecker papers, Joseph A. Weisbecker started at RCA in 1953 as a staff engineer in their Camden location to work on general computer development and design. In 1967, he was transferred to the David Sarnoff Research Center (DSRC) in Princeton, New Jersey, where he continued to be engaged in computer development, design, and research. In the early 1970s, Weisbecker invented an 8-bit microcomputer architecture to be the foundation of RCA’s future microprocessor business. This 8-bit microcomputer was released commercially by RCA as COSMAC. Weisbecker contributed to developing RCA’s programmable video game and educational systems: FRED, STUDIO II, STUDIO III, STUDIO IV, and Microtutor. Additionally, he developed supporting hardware such as light guns, card readers, and cassette interfaces. In 1976, Weisbecker developed the COSMAC Elf, a computer meant to be constructed at home, and the COSMAC VIP, a more advanced version of Elf. In addition to his work at RCA, Weisbecker ran his own business, Komputer Pastimes. With it, Weisbecker developed simple games based on computer language for children and adults, wrote children’s books, and designed toys and greeting cards. He actively marketed his ideas to toy companies, licensing several of them, including “Fleep House” to Parker Brothers, “Dr. Nim” and “Think-a-dot” to E.S.R., and “Psychedelic No. 9” to Cadaco. 
  • Douglas Dixon papers, Douglas Dixon began his career at RCA’s David Sarnoff Research Center (DSRC) in Princeton, New Jersey, where he spent ten years developing interactive video and computer graphics for consumer electronics. Dixon moved to the Intel Corporation in 1988 to work on Digital Video Interactive (DVI) technology. Dixon later returned to DSRC and led teams that developed a virtual reality gaming system, an iris identification prototype, a software program to create panoramic images from multiple still images, a system to convert automated tape to DVD, and image quality analysis technology.  
  • Bruce J. Anderson worked as an MTS (Member of the Technical Staff), researching Advanced Video Technology in the Television Research Laboratory at the David Sarnoff Research Center. In late 1994, Anderson became the Technology Leader for Embedded Systems Research in the Television Research Laboratory. He holds two patents related to information distribution systems. The collection includes professional notebooks, meeting minutes, notes, project schedules, researcher contact information, vendor information, and diagrams. The notes are related to projects involving video formats, television transmitters and receivers, console electronics, and graphic chips. Also included are meeting notes and information about Argonaut, a British video game developer. 
  • The Frank Marlowe papers consist of drafts, design notes, charts, and schematics from Marlowe’s work on Community Information Systems (CIS) at RCA laboratories from 1972 to 1973. They also include Marlowe’s depositions from the 1996 case General Electric Company vs. Nintendo Co., LTD. and Nintendo of America Inc.  
  • Bernard J. Lechner (1932-2014) was a member of the RCA Laboratories Technical Staff from 1957 to 1987. Lechner's work focused on television research, particularly HDTV, and he received awards for his expertise in several areas of electronics. Lechner's files on Magnavox vs. Sega include substantial background on the development of video games and the legal proceedings in the frequent patent disputes of the era. 
  • The Anthony D. Robbi papers are composed of correspondence, reports, and diagrams related to his work at RCA on the FRED program, automotive electronics, and electronic ballot technologies. The papers also contain documents related to Alpex Computer Corporation V. Nintendo Company LTD. and Nintendo of America, Inc., Atari games, and other computer programs. 
MARKET RESEARCH

Ernest Dichter (1907-1991) pioneered consumer motivational research. This collection consists of the business records of Ernest Dichter and the several consulting firms he operated through, fully documenting his role as a pioneer of motivational research from the beginning of his career in the United States until a few months before his death. Ernest Dichter's Papers include valuable materials from his work with Mattel, Inc. and other toy companies with market research on toys and games, including Proposed Doll with Sewing-Designing Kit, 1960, A Creative Analysis on the Psychology of Games, 1959, A Motivational Research Study in the Field of Toys for Mattel Toys, Inc., 1959, Proposal for a Motivational Research Study and Pre-Testing of Sales Appeals in the Field of Toys, 1958, A Proposed Motivational Research Program about the Jolly Junior Line of Toys, 1961, and a Memo on Waddington Playing Cards, 1965.

 

PUBLISHED COLLECTIONS

Hagley's Published Collections preserves many toy catalogs from companies like the Vermont Novelty Works Company (1868, 1888), Playskool Manufacturing Company (1940), Mattel, Inc. (1968, 1971) Federal Smallwares Corporation (1974), Hedstrom-Union Company (1934), Novo Educational Toy and Equipment Corporation (1963), Clever Toys & Novelties (1951), Hasbro, Inc. Toy Division (1994), Carlisle & Finch Company (1900), Garton Toy Co. (1953), A.C. Gilbert Company (1922, 1935), American Mechanical Toy Company (1914), iron manufacturers like A.C. Williams Company, Grey Iron Casting Company (1913, 1930, 1933), and Hubley Manufacturing Company (1950, 1952, 1954, 1964). As well as Model Train catalogs from Thorley Hoople Toy Co. (1966), American Flyer Mfg. Co. (1931), Pacific Fast Mail (1964), Athearn, Inc. (1959), Lionel Corporation (1929, 1940, 1965, 1976, 1977, 2007), Atlas Model Railroad Co. (1999), Revell, Inc. (1958, 1959), Aristo-craft Distinctive Miniatures (1964), Ives Manufacturing Corporation (1910s), Tru-Scale Models (1965), A.C. Gilbert Company (1939), and Varney Scale Models (1950),  

Hagley's Published Collections also include rare imprints like “Mr. Hoyle's games of whist, quadrill, piquet, chess and back-gammon, complete; in which are contained, the method of playing and betting, at those games, upon equal, or advantageous terms, including the laws of the several games (1763); La plus nouvelle academie universelle des jeux, ou, divertissemens innocens: contenant les regles des jeux des echecs, du trictrac, de revertier, du toute-table, du tourne-case, des dames rabatues, du plain & du toc (1721), How to behave and how to amuse: a handy manual of etiquette and parlor games (1895), and Hood's sarsaparilla book of parlor games (1885).  

ORAL HISTORIES

The Oral Histories on Work and Daily Life in the Brandywine Valley Collection contains approximately 200 interviews conducted between 1953 and 1990 with people who lived and worked in New Castle County, Delaware. The subjects' recollections cover a period from about 1900 to 1960. In addition to documenting work and labor during this period, the interviewers delve deeply into their subjects' social and cultural lives. The interviews cover domesticity, gender, education, childhood, play, amusements, and leisure.