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History of World Toys




Introduction

Toys and play in general are an important part of the process of learning about the world and growing up. The young use toys and play to discover their identity, help their bodies grow strong, learn cause and effect, explore relationships, and practice skills they will need as adults. Adults use toys and play to form and strengthen social bonds, teach, remember and reinforce lessons from their youth, discover their identity, exercise their minds and bodies, explore relationships, practice skills, and decorate their living spaces.

Toys are more than simple amusement, they and the ways that they are used profoundly influence many aspects of life. Most young mammals will play with whatever they can find, turning such things as pinecones, rocks, and food into toys. It simply makes sense then that toys have a history as old as human civilization itself. Toys and games have been unearthed from the sites of ancient civilizations. They have been written about in some of our oldest literature.

In 2005, toy sales in the United States totaled about $22.9 billion. Money spent on children between the ages of 8 and twelve alone totals approximately $221 billion annually in the U.S.

Toy makers change and adapt their toys to meet the changing demands of children thereby gaining a larger share of the substantial market. In recent years many toys have become more complicated with flashing lights and sounds in an effort to appeal to children raised around television and the internet. According to Mattel’s president, Neil Friedman, “Innovation is key in the toy industry and to succeed one must create a ‘wow’ moment for kids by designing toys that have fun, innovative features and include new technologies and engaging content.”

In an effort to reduce costs, many mass-producers of toys locate their factories in areas where wages are lower. 75% of all toys sold in the U.S., for example, are manufactured in China.[7] Issues and events such as power outages, supply of raw materials, supply of labor, and raising wages that impact areas where factories are located often have an enormous impact on the toy industry in importing countries.

Invention

Some new toys and new types of toys are created by accidental innovation. After trying to create a replacement for synthetic rubber, Earl Warrick inadvertently invented “nutty putty” during World War II. Later, Peter Hodgson recognized the potential as a childhood plaything and packaged it as Silly Putty. Similarly, Play-Doh was created as a wallpaper cleaner. In 1943 Richard James was experimenting with torsion springs as part of his military research when he saw one come loose and fall to the floor. He was intrigued by the way it flopped around on the floor. He spent two years fine-tuning the design to find the best gauge of steel and coil; the result was the Slinky, which went on to sell in stores throughout the United States.

Practical Toys

Toys are most often seen in terms of their ability to amuse. However, Chinese people, who are known for their thrifty and practical nature, make toys for other purposes, as well.

Foods have long served as a source for artistic creation. Culturally expressive and emphasizing traditional materials and culinary devices, some Chinese foods serve not only the need to eat but also the purpose of play. A good example is the sugar-molded figurine popular throughout China.

Sugar-molded toys are children’s favorites. Melted sugar is poured into wooden or metal molds, which are then carved into various patterns. The most common motifs are chickens, fish, pigs, horses, lions and tigers. Candy figurines are also made without molds. In city parks, candy-making artists create various figures with a few quick strokes of a spatula. Fun to watch and eat, these figurines represent the figures and designs important to Chinese culture.

Construction sets

The Greek philosopher Plato wrote that the future architect should play at building houses as a child.[12] A construction set is a collection of separate pieces that can be joined together to create models. Popular models to make include cars, spaceships, and houses. The things that are built are sometimes used as toys once completed, but generally speaking, the object is to build things of one’s own design, and old models often are broken up and the pieces reused in new models.

The oldest and, perhaps most common construction toy is a set of simple wooden blocks, which are often painted in bright colors and given to babies and toddlers. Construction sets such as Lego bricks and Lincoln Logs are designed for slightly older children and have been quite popular in the last century. Construction sets appeal to children (and adults) who like to work with their hands, puzzle solvers, and imaginative sorts.

Some other examples include Bayko, Konstruk-Tubes, K’NEX, Erector Sets, Tinkertoys, and Meccano.

History of mechanical puzzles

The oldest known mechanical puzzle comes from Greece and appeared in the 3rd century BC. The game consists of a square divided into 14 parts, and the aim was to create different shapes from these pieces. In Iran “puzzle-locks” were made as early as the 17th century AD. In 1742 Japan there is a mention of a game called “Sei Shona-gon Chie No-Ita” in a book. Around the year 1800 the Tangram puzzle from China became popular, and 20 years later it had spread through Europe and America. The company Richter from Rudolstadt began producing large amounts of Tangram-like puzzles of different shapes, the so-called “Anker-puzzles”.

Puzzles were greatly fashionable towards the end of the 19th century and the beginning of the 20th century. The first patents for puzzles were recorded at this time. In 1893 professor Hoffman wrote a book called “Puzzles Old and New”. It contained, amongst other things, more than 40 descriptions of puzzles with secret opening mechanisms. This book grew into a reference work for puzzle games and modern copies exist for those interested.

With the invention of materials easy to shape such as plastic, the range of puzzle possibilities grew. Rubik’s Cube, arguably the most famous puzzle worldwide, would not be possible without modern polymers.

Many traditional toy makers have been losing to video game makers for years. Because of this, some traditional toy makers are enhancing the brands that they have by introducing interactive extensions or internet connectivity to their current toys.

Himfr Mary is a professional researcher, focusing researches on toys history of the world. If you are interested in world toys, please visit www.himfr.com

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