Browse Exhibits (2 total)
Dolls and action figures have been providing imaginative entertainment to children for centuries, dating as far back as Ancient Rome where children played with dolls made of cloth, wood, terracotta, bones, and ivory. Psychologists suggest that imaginative play goes beyond its entertainment value but allows children to explore interpersonal relationships, communication, creativity, and emotional regulation. Further, dolls and action figures provide children with a safe environment with minimal consequences to develop these necessary life skills.
Adults also benefit from owning dolls and action figures. Similar to children, engaging with these types of toys give adults an outlet to express their creativity and escape from the stresses of daily life. Additionally, it serves as a touchstone back to their childhood, bringing a sense of nostalgia and reminiscing.
This exhibit uses items from the 2026 Internal History Harvest that tells the story of dolls and action figures influencing individuals’ lives. Each item has a unique story touching on points of childhood memories and adult free will. The two American Girl Dolls and the Batman action figure hold strong childhood memories of family, vacation, and gifts. While the Mothman,Star Wars, and Batman Funkopop action figures demonstrate that imagination transcends childhood and it is never too late to express imagination and wonder.
References:
Harlow, Mary. “Toys, Dolls, and the Material Culture of Childhood.” In The Oxford Handbook of Childhood and Education in the Classical World, ed. Judith Evans Grubbs, Tim Parkins, and Roslynne Bell. Oxford University Press, 2013.
Helijakka, Katrina and J. Tuomas Harviainen. “From Displays and Diorama to Doll Drama: Adult World Building and World Playing with Toys.” American Journal of Play 11, no. 3 (2019): 351-378.
Keough, Kathryn. L. “The Power of Pretend Play for Children.” Child Mind Institute, Published March 24, 2025, https://childmind.org/article/the-power-of-pretend-play-for-children/
Throughout history, few things have had as great an impact on children's games as computing, dry batteries, and digital innovation. Video game consoles and electronic toys first entered the commercial market throughout the 1970s, beginning with the 1972 launch of the Magnavox Odyssey. Initially, the concept of a video game console was foreign to consumers, and with the console’s $99.95 price tag (nearly $800 in 2026, adjusted for inflation), it was not considered a commercial success. Instead, the Magnavox Odyssey became a pioneer in digital gaming. In the following years, electronic arcade machines, most notably Atari’s Pong, started appearing in various social spaces, attracting younger generations. These arcade machines led to the gradual expansion of video game popularity by offering a cheaper way to play them. By the time Atari released the Atari 2600 in 1976 and later launched in 1977, video games had become popular enough for some people to justify paying the $189.95 price (about $1,000 in 2026).
This fascination with video games would continue to grow as the years went by, with several other companies making their mark in gaming history. From 1976 to the turn of the century, the video game industry in the U.S. alone was one of the fastest-growing entertainment industries in the world, valued at $5.5 billion in 1998. The video game industry continued this exponential climb, growing from $5.5 billion to over $60 billion in 2025, with the global market revenue reaching over $200 billion in the same year. Throughout this time, more and more children in the United States have gained access to video games through portable and home consoles, from Microsoft’s Xbox, Sony’s PlayStation, Nintendo, and more. This exhibit aims to showcase how prevalent such games have been in American homes.
Sources:
Waite, Mitchell, and Larry Brown. “TV Electronic Game Projects.” Popular Electronics, April 1976, 35.
Interactive Digital Software Association. 1999 State of the Industry Report. Washington, DC: Interactive Digital Software Association, 1999.
Entertainment Software Association. “2025 U.S. Consumer Spending on Video Games Nears Pandemic-Level Peak at $60.7 Billion, Second-Highest on Record.” Press release, February 11, 2026. https://www.theesa.com/2025-u-s-consumer-spending-on-video-games-nears-pandemic-level-peak-at-60-7-billion-second-highest-on-record/.
Buijsman, Michiel. “Global games revenue cracked $200 billion in 2025.” Newzoo, June 18, 2026. https://newzoo.com/articles/global-games-market-2025.
