Tracing developments in toy making and marketing across the evolving landscape of the 20th century, this encyclopedia is a comprehensive reference guide to America's most popular playthings and the culture to which they belong. From the origins of favorite playthings to their associations with events and activities, the study of a nation's toys reveals the hopes, goals, values, and priorities of its people. Toys have influenced the science, art, and religion of the United States, and have contributed to the development of business, politics, and medicine. Toys and American Culture: An Encyclopedia documents America's shifting cultural values as they are embedded within and transmitted by the nation's favorite playthings. Alphabetically arranged entries trace developments in toy making and toy marketing across the evolving landscape of 20th-century America. In addition to discussing the history of America's most influential toys, the book contains specific entries on the individuals, organizations, companies, and publications that gave shape to America's culture of play from 1900 to 2000. Toys from the two decades that frame the 20th century are also included, as bridges to the fascinating past—and the inspiring future—of American toys.
The Wonder of American Toys reflects not only the toys of perhaps the most formative era of American history, but what they meant to the children who played with them and to the society that produced them.
For the first time, Richard O'Brien has collected hundreds of articles and features he wrote for various toy soldier collecting magazines in one compelling book. Filled with pictures and information on the best known -- and the most obscure -- toy soldiers of the past century.
Folklore has been described as the unwritten literature of a culture: its songs, stories, sayings, games, rituals, beliefs, and ways of life. Encyclopedia of American Folklore helps readers explore topics, terms, themes, figures, and issues related to this popular subject. This comprehensive reference guide addresses the needs of multiple audiences, including high school, college, and public libraries, archive and museum collections, storytellers, and independent researchers. Its content and organization correspond to the ways educators integrate folklore within literacy and wider learning objectives for language arts and cultural studies at the secondary level. This well-rounded resource connects United States folk forms with their cultural origin, historical context, and social function. Appendixes include a bibliography, a category index, and a discussion of starting points for researching American folklore. References and bibliographic material throughout the text highlight recently published and commonly available materials for further study. Coverage includes: Folk heroes and legendary figures, including Paul Bunyan and Yankee Doodle Fables, fairy tales, and myths often featured in American folklore, including "Little Red Riding Hood" and "The Princess and the Pea" American authors who have added to or modified folklore traditions, including Washington Irving Historical events that gave rise to folklore, including the civil rights movement and the Revolutionary War Terms in folklore studies, such as fieldwork and the folklife movement Holidays and observances, such as Christmas and Kwanzaa Topics related to folklore in everyday life, such as sports folklore and courtship/dating folklore Folklore related to cultural groups, such as Appalachian folklore and African-American folklore and more.
Keep the information you need on playthings and pop culture at your fingertips! The Dictionary of Toys and Games in American Popular Culture is an A-to-Z reference guide to the playthings that amused us as children and fascinate us as adults. This enlightening—and entertaining—resource, complete with cross-references, provides easy access to concise but detailed descriptions that place toys and board games in their social and cultural contexts. From action figures to yo-yos, the book is your tour guide through the museum of sought-after collectibles and forgotten treasures that mirror the fads and fashions that helped define pop culture in the United States. The Dictionary of Toys and Games in American Popular Culture is a historical, yet current, reflection of society’s ever-changing attitudes toward childhood and its cultural touchstones. The book is filled with physical descriptions of each entry, including size, color, and material composition, and the age group most often associated with the item. It also includes biographical sketches of inventors, manufacturers, and distributors— a virtual “Who’s Who” of the American toy industry, including Milton Bradley, Walt Disney, and Jim Henson. With a brief glimpse through its pages or a lengthy look from cover to cover, you’ll discover (or re-discover) real hero action figures, toys with commercial tie-ins, fast-food promotional giveaways, penny prize package toys, and advertising icons and characters in addition to beloved toys and board games like Etch-a-Sketch®, Lincoln Logs®, Colorforms®, Yahtzee®, and Burp Gun, the first toy advertised on nationwide television. The Dictionary of Toys and Games in American Popular Culture presents easy-to-access and easy-to-read descriptions of such toys as: Barbie®, bendies, and Beanie Babies® Monopoly®, Mr. Machine®, and Mr. Potato Head™ Pez®, Plah-Doh®, and Pound Puppies® Scrabble®, Silly Putty®, and Slinky® Tiddly Winks®, Tinker Toys®, and Twister™ and looks at the people behind the scenes of the biggest names in toys, including LEGO® (Ole Kirk Christiansen) Fisher-Price® (Homer G. Fisher) Mattel® (Ruth and Elliott Handler) Hasbro™ (Alan, Merrill, and Stephen Hassenfeld) Toys R Us® (Charles Lazarus) Parker Brothers® (Edward and George Parker) F.A.O. Schwartz (Frederick Schwartz) Kenner® (Albert Steiner) Tonka® (Russell L. Wenkstern) The Dictionary of Toys and Games in American Popular Culture also includes an index and a selected bibliography to meet your casual or professional research needs. Faster (and more entertaining) than searching through a vast assortment of Web sites for information, the book is a vital resource for librarians, toy collectors and appraisers, popular culture enthusiasts, and anyone with an interest in toys—past and present.
The American toy business is massive, world dominating, cutthroat, exciting, and increasingly willing to sacrifice our kids in its frantic rush for profit. And yet, for all its rapaciousness, the industry is in the business of delighting and fascinating our children. Toys are one of the most emotive subjects in the world. We all remember our own toys; we care desperately about those we choose for our kids, knowing these objects help shape children's lives. They are also a constantly newsworthy item: every Christmas, which toys are hot -- and the scramble by parents to grab them before the stores are empty -- is front-page and TV bulletin news. The Real Toy Story tells the tales of these toys and of the vast, world-dominating $22 billion American industry that creates them. The rewards for success are enormous: a top toy can earn billions -- H. Ty Warner shot into Forbes's World's Richest People list with his creation of Beanie Babies. The price of failure is just as huge -- the battlefield is littered with the corpses of once-successful toy companies whose multimillion-dollar gambles did not pay off. It is a world of contrasts. The Real Toy Story looks at both sides: at Slinky, Elmo, Barbie, Transformers, and their creators, but also at the dark side of an industry that leads the way in cold-blooded marketing targeted at children. Parents will want to learn about how this seemingly benign industry exploits, sometimes surreptitiously, the many new media: cable television, the internet, CD-ROMs, sometimes even invading the playgrounds to peddle their wares to unsuspecting young people. Perhaps more disturbingly, this hard-hitting book examines the vast gap between the cuddly image of toys and how almost all toys destined for America are actually produced in China under sweatshop conditions. Today the toy industry is in the midst of rapid change. Tapping into the concern millions of adults have about the toys they choose for the children in their lives, this riveting exposé is essential reading for everyone who cares about kids.
Negotiating the divide between "respectable manhood" and "rough manhood" this book explores masculinity at work and at play through provocative essays on labor unions, railroads, vocational training programs, and NASCAR racing.
The Gilded Age—the time between Reconstruction and the Spanish-American War—marked the beginnings of modern America. The advertising industry became an important part of selling the American Dream. Americans dined out more than ever before, and began to take leisure activities more seriously. Women's fashion gradually grew less restrictive, and architecture experienced an American Renaissance. Twelve narrative chapters chronicle how American culture changed and grew near the end of the 20th century. Included are chapter bibliographies, a timeline, a cost comparison, and a suggested reading list for students. This latest addition to Greenwood's American Popular Culture Through History series is an invaluable contribution to the study of American popular culture. American Popular Culture Through History is the only reference series that presents a detailed, narrative discussion of U.S. popular culture. This volume is one of 17 in the series, each of which presents essays on Everyday America, The World of Youth, Advertising, Architecture, Fashion, Food, Leisure Activities, Literature, Music, Performing Arts, Travel, and Visual Arts
At its height British toymaking was a significant industry, with famous names such as Britains and Meccano known throughout the world. While in essence a specialised form of small-scale engineering, its products and market have always been unique, reflecting the current priorities of both parents and children. Yet, while individual toys and marques have been catalogued extensively, no previous history of toymaking as a whole exists. The British Toy Business provides a fascinating example of the development of a specific industry. Many early early toys were home-made. From the eighteenth century, with its growing recognition of children as something other than small adults, date the beginnings of specialised toys, usually produced by small workshops and sold by street-sellers. The nineteenth century, with its industrial growth and middle-class prosperity, saw an expansion of toymaking. The 1960s and 1970s were the most successful years of British toymaking, with companies like Lesney making record profits. Yet British toy makers failed to solve a number of fundamental problems. Following an unexpected sudden downturn in sales at a time of high interest rates, the major names in British toy making, Lesney, Airfix, Mettoy and Dunbee Combex Marx, all collapsed between 1979 and 1985, leaving the business to be dominated largely by importers.