Is New Material Always Better? Plastics and Games inFinnish Popular Media in the 1950s and 1960s

This paper examines the relationship between plastics and games in Finland during the decades of plastic's breakthrough in consumer goods in the 1950s and 1960s. Primary sources of the study include digitized newspaper and magazine articles as well as advertisements. While I discuss several games and toys made of plastic, the primary focus is on the hula hoop, which became a global craze in 1958. At the time of the study, plastic was widely regarded as a new and useful material, employed not only in kitchens and bathrooms but also in toys and games. However, over time, plastic has come to represent a significant environmental challenge. This case study highlights how phenomena initially perceived as positive can later prove to have detrimental effects. The paper highlights the need for game history research that considers the material dimension of games and the challenges of sustainability.

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Publication Details

Published
2025-05-26
DOI
https://doi.org/10.26503/dl.v2025i1.2412
Primary Topic
Art, Politics, and Modernism
Type
article
Field-Weighted Citation Impact
0.00
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article

Is New Material Always Better? Plastics and Games inFinnish Popular Media in the 1950s and 1960s

Jaakko Suominen
Art, Politics, and Modernism
article

Is New Material Always Better? Plastics and Games inFinnish Popular Media in the 1950s and 1960s

Jaakko Suominen
article en

Abstract

This paper examines the relationship between plastics and games in Finland during the decades of plastic's breakthrough in consumer goods in the 1950s and 1960s. Primary sources of the study include digitized newspaper and magazine articles as well as advertisements. While I discuss several games and toys made of plastic, the primary focus is on the hula hoop, which became a global craze in 1958. At the time of the study, plastic was widely regarded as a new and useful material, employed not only in kitchens and bathrooms but also in toys and games. However, over time, plastic has come to represent a significant environmental challenge. This case study highlights how phenomena initially perceived as positive can later prove to have detrimental effects. The paper highlights the need for game history research that considers the material dimension of games and the challenges of sustainability.

University of Turku (FI), Turku University of Applied Sciences (FI)
Openalex Percentile: Top 84%
Art, Politics, and Modernism
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