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The Good the Bad and the Barbie: A Doll's History and Her Impact on Us
The Good the Bad and the Barbie: A Doll's History and Her Impact on Us
Outline on the history of barbie
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The 1980’s were a decade full of spiked hair, hot pink leg warmers, and toys like Lincoln logs and the rubric cube. Many new and exciting toys were on store shelves. From pets that were merely rocks, to boards that could connect you to the spirit world, the 80’s toy trends were totally unique. The children of this decade defiantly had a wide selection of toys to choose from. Some of the most memorable toys came in the form of board games, dolls, and videogames.
Many board games came to be in the 80’s including Candyland, Twister, and the Ouija board. Candyland was invented in 1949 by Eleanor Abbot in San Diego, California. She got this idea when she was on the road to recovery from polio. She saw all of the ill children around her and decided to create a game that would amuse them. She then presented Candyland to the Milton Bradley toy company, and they immediately loved the idea. The game became an instant success (1). Twister is a game where you need no pieces except yourself and a few friends. Twister was invented by Charles Foley and Neil Rabens, though they are not the ones credited with it. Reyn Guyer is the one who received the fame for inventing Twister. Guyer received credit because after Foley and Rabens invented Twister, Guyer fired them from his father’s company. Guyer then gave this game to Milton Bradley who knew they had yet another hit on their hands. Twister was a game that anyone could play and it was cheap to make, considering the only parts were the mat and spinner (2). Another board game is the Ouija board. This toy was not really invented, but refined. The Parker Brothers sold this board. People believed that the Ouija board had spirits that answer questions as well as spell out
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"History of Barbie." Web. 09 May 2011. .
"The History of Tetris." Tetris - Official Web Site. Web. 09 May 2011. .
"The History of the Arcade Game Pacman." PACMAN, Play Pac Man Flash Game FREE at PACMAN1.NET. Web. 09 May 2011. .
"History Of The Ouija Board." Essortment Articles: Free Online Articles on Health, Science, Education & More... Web. 09 May 2011. .
"The Twister History." Department of Mathematics | Department of Mathematics. Web. 09 May 2011. .
"Welcome to Atari Video Games." Welcome to the Atari History Museum. Web. 09 May 2011. .
McCarthy, Erin. “A Brief History of the Ouija Board”. 31 October 2012. Web. 3 March 2014.
During the 1990’s the video games were constantly changing.this decade saw tons of innovations in the gaming industry. The creation of 32-bit games and 3D games dominated the virtual world: Contra, Battletoads, Mortal Kombat, etc. Video game genres developed and branched out, creating some of the popular genres in video games today, such Role-playing games(RPGs),
“I still collect toys.Toys are a reflection of society. They are the tools that society uses to teach and enculturate children into the adult world. Toys are not innocent.” (Burden). When you think of toys you probably think about dolls or Hot Wheels. What you probably don’t know is the toys can vary into anything. Toys are usually used to entertain yourself, but what if they represent more than just that. It can be a famous cite, make you question society, or just make you think about how we’re treating each other. Anything can be a toy. You just have to be creative to make it more than a toy. Chris Burden, an amazing artist, famously known for creating artwork that reflect on society, in most of his work he used toys to help him. Burden is famously known for two pieces of artwork, Shoot and Urban
An examination of videogames in popular culture is a complicated one. There is a large debate as to what is the very first video game. The supposed earliest known video game was created by Thomas T. Goldsmith Jr. and Estle Ray Mann on a cathode ray tube in 1947. The game was a missile simulator similar to radar displays from World War II, and overlaid sheets of paper were used for targets since graphics were unknown at this time. On May 5, 1951, the NIMROD computer was presented in Britain. It used a panel of lights for its display and was used to play a game called “NIM”. Later, in 1952, Alexander S. Douglas made the first compu...
Video games started as arcade machines with simple graphics and even simpler stories, soon evolving into home gaming with The Magnavox Odyssey, the world’s first home-gaming console. It invaded living rooms in 1972, selling 300,000 units. Since then there has been many consoles and games released, some have been huge commercial successes which
people improvise a ouija board as a game, it is always best to protect yourself.
Additional environmental cartoon stimulus may foster enhanced development temporarily. Paiget’s cognitive-developmental theory may be useful in the child’s adaptation of how he or she plays. The child may also be able to maneuver the toy, but may not be able to understand the concept or story of the Transformer. The child is able to understand the symbols that label what toys are and may also be able to better process the parent’s teachings with symbolic knowledge. Works Cited Bee, Helen, & Boyd, Denise (2010).
Although the 1980s appeared to be a great time, it was actually mainly in a recession causing many to be jobless. The consumerism culture impacted the lives of many Americans and they were influenced by the people around them to continue to go out and buy the wants and ignore the needs in life; “there was a huge assortment of goods
One of the very first video games to have been developed was a simple graphical computer application used to resemble virtual Tic-Tac-Toe (Bellis). Although the game was simple in nature and basic in control, it was one of the first few innovative designs that would eventually lead to establishment of other well known video games (Bellis).... ... middle of paper ... ...
The types of toys that were found on the boys aisles were mostly a combination of the following: seventy-five Weapons, 164 Superhero Dolls/ Muscular Action Figures, thirty-nine Blue Collar Work, 300 Building Blocks/ Legos, 340 Remote Control Vehicles or Racing Vehicles, twenty Animals portrayed as “scary, mean, or aggressive,” twenty-five Military and sixty-...
“The History of Video Arcade Games.” BMI Gaming. BMI Worldwide, n.d. Web. 6 May 2014.
3. “Video Games” by Chris Jozefowics. Published by Gareth Stevens Publishing 2010. Pleasantville, NY 10570-70000 USA. Produced by Editorials Directions Inc.
Society in the 1980s saw games as distraction and a waste of time. Arcade games in 1981 were regarded as a reason for cutting classes. Children and the youth were banned from playing arcade games during school hours and past ten in the evening on weekdays, and past midnight on weekends. Laws against children playing in arcades during the banned hours were implemented in order to prevent further disturbances in their studies (Kent 152). Games to the people in the 1980s were merely forms of entertainment that brought about many video game addicts. However, in the early 1980s video game consoles and personal computers were globally popular. This was because most of the machines that had enough power to...
According to the united stat patent office: the idea of Monopoly game has been originated by Elizabeth J. Magie back in 1903 when she registered similar board game which was called the landlord's game (Orbanes, 2006). After that, different kinds of board games has been created.
Wham, bang, hay-ya! Those were probably the kinds of sounds you might have heard if you passed by my room as a child. All of those greatly preformed sound effects came from none other than myself, unless I had a friends help who was of course only allowed to be the villain in whichever toys we were playing. I guess this interests me now because I can realize as an adult just how much watching certain shows, having certain toys, and playing certain games have had a part in shaping the person I am today.