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The Strong is an interactive, collections-based educational institution in Rochester, New York, United States, devoted to the study and exploration of play.[1] It carries out this mission through six programmatic arms called “Play Partners.” These are the National Toy Hall of Fame, the World Video Game Hall of Fame, the International Center for the History of Electronic Games, the Brian Sutton-Smith Library and Archives of Play, the American Journal of Play, and the Woodbury School. The Strong houses the National Museum of Play.

Independent and not-for-profit, The Strong houses hundreds of thousands of historical materials related to play. These enable a multifaceted array of research, exhibition, and other interpretive activities that serve a diverse audience of adults, families, children, students, teachers, scholars, collectors, and others around the globe.


Known originally as the Margaret Woodbury Strong Museum and later simply as the Strong Museum, it became the Strong National Museum of Play in 2006 after completing renovations and an expansion that nearly doubled its size to 282,000 square feet (26,200m2). The institution rebranded as The Strong in 2010—housing the National Museum of Play and four additional Play Partners.[2][3]

The Strong collects and preserves artifacts, documents, and other materials that illuminate the meaning and importance of play. The hundreds of thousands of objects in The Strong’s collections comprise the world’s most comprehensive assemblage of toys, games, dolls, electronic games, and other items related to play.

Woodbury SchoolEdit

Woodbury School at The Strong offers a preschool program for three- and four-year-old children and an early kindergarten program for four- and five-year-old children. Both programs are Reggio Emilia-inspired and are therefore responsive to the interests of the children. This curriculum approach encourages teachers and students to work together to plan the curriculum and create projects. Guided by teachers who facilitate their explorations, children delve deeply into topics that fascinate and stimulate learning.[4]

The International Center for the History of Electronic GamesEdit

The International Center for the History of Electronic Games collects, studies, and interprets video games, other electronic games, and related materials and the ways in which electronic games are changing how people play, learn, and connect with each other, including across boundaries of geography and culture.

National Toy Hall of FameEdit

The National Toy Hall of Fame recognizes toys that have demonstrated popularity over multiple generations and thereby gained national significance in the world of play and imagination. Each year the hall inducts additional honorees and showcases both new and historic versions of the classic icons of play.

World Video Game Hall of FameEdit

On June 4, 2015, The Strong opened the doors to its World Video Game Hall of Fame. The new addition's curator is Jon-Paul C. Dyson, who is The Strong's Vice President for Exhibit Research and Development[5] and the Director of the International Center for the History of Electronic Games.[6]

The First Class of the World Video Game Hall of Fame consists of a total of six games: Tetris, Super Mario Bros, Pac-Man, Doom, World of Warcraft and Pong.[7]

The Second Class of the World Video Game Hall of Fame consists of an additional six games: Space Invaders, Grand Theft Auto III, The Oregon Trail, Sonic the Hedgehog, The Legend of Zelda, and The Sims.[8]

The Third Class includes: Donkey Kong, Halo: Combat Evolved, Pokémon Red and Green, and Street Fighter II.[9]

The Fourth Class includes: Final Fantasy VII, John Madden Football, Spacewar!, and Tomb Raider.[10]

Games become eligible for the World Video Game Hall of Fame by meeting four basic criteria. They’re iconic, have longevity, reach across international boundaries, and exert influence on the design and development of other games, on other forms of entertainment, or on popular culture and society.[11]

Brian Sutton-Smith Library and Archives of PlayEdit

The Brian Sutton-Smith Library and Archives of Play is a multidisciplinary research repository devoted to the intellectual, social, and cultural history of play. In addition to housing the personal library and papers of eminent play scholar Brian Sutton-Smith, this Play Partner holds a full spectrum of primary and secondary resources, including scholarly works, popular and children’s books, professional journals, other periodicals, trade catalogs, comics, manuscripts, game design materials, personal papers, and business records.

American Journal of PlayEdit

The American Journal of Play is a peer-reviewed, interdisciplinary periodical that serves as a forum for discussing the history, science, and culture of play. The Journal includes articles, interviews, and book reviews written for a broad readership of educators, scholars, designers, and others.


  1. ^ "Q4: Rollie Adams, president and CEO, the Strong | Rochester Business Journal New York business news and information". Retrieved 2013-01-21.
  2. ^
  3. ^ Rafferty, Rebecca. "City Newspaper". Retrieved 2013-01-21.
  4. ^ "Woodbury School". Retrieved 2018-05-25.
  5. ^ Arrant,, Chris (June 4, 2015). "WORLD VIDEO GAME HALL OF FAME Announces Inaugural First Class". Purch Company. Newsarama. Retrieved 9 June 2015.CS1 maint: extra punctuation (link)
  6. ^ "International Center for the History of Electronic Games". The Strong Museum. The Strong.
  7. ^ "Pong and Doom enter first video game Hall of Fame". BBC News. 2015-06-04.
  8. ^ "Space Invaders has been inducted into the World Video Game Hall of Fame, almost 40 years after its release". BBC News. 2016-05-06.
  9. ^ "2017 World Video Game Hall of Fame Inductees Announced". Retrieved 2018-04-23.
  10. ^ "Inducted Games | World Video Game Hall of Fame". Retrieved 2018-05-25.
  11. ^ Thompson, Carolyn (June 4, 2015). "Pong, Tetris make Video Game Hall of Fame's first class". Evening Post Industries. The Post and Courier.

External linksEdit