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Toys and Games
A ​toy ​is an item that is used in play, especially one designed for such 
use. Playing with toys can be an enjoyable means of training young 
children for life in society. Different materials like wood, clay, paper, 
and plastic are used to make toys. Many items are designed to serve as 
toys, but goods produced for other purposes can also be used. For 
instance, a small child may fold an ordinary piece of paper into an 
airplane shape and "fly it". Newer forms of toys include interactive 
digital entertainment. Some toys are produced primarily as collectors' 
items and are intended for display only. 
AddressBazar.com is an Bangladeshi Online Yellow Page. From here you
will find important and necessary information of various ​toys and games
related organizations in Bangladesh.
The origin of toys is prehistoric; dolls representing infants, animals, and 
soldiers, as well as representations of tools used by adults are readily 
found at archaeological sites. The origin of the word "toy" is unknown, 
but it is believed that it was first used in the 14th century. Toys are 
mainly made for children. The oldest known doll toy is thought to be 
4,000 years old. 
Playing with​ toys is considered to be important when it comes to 
growing up and learning about the world around us. Younger children 
use toys to discover their identity, help their bodies grow strong, learn 
cause and effect, explore relationships, and practice skills they will 
need as adults. Adults on occasion use toys to form and strengthen 
social bonds, teach, help in therapy, and to remember and reinforce 
lessons from their youth. 
History
Antiquity
Most ​children​ have been told to play with whatever they can find, such 
as sticks and rocks. Toys and games have been unearthed from the sites 
of ancient civilizations. They have been written about in some of the 
oldest literature. Toys excavated from the Indus valley civilization 
(3010–1500 BCE) include small carts, whistles shaped like birds, and toy 
monkeys which could slide down a string. 
 
The earliest toys are made from materials found in nature, such as 
rocks, sticks, and clay. Thousands of years ago, Egyptian children 
played with dolls that had wigs and movable limbs which were made 
from stone, pottery, and wood. Given their love of games, it is highly 
likely that the ancient Egyptians also had children's toys, but they are 
exceptionally difficult to identify with certainty in the archaeological 
record. Small figurines and models found in tombs are usually 
interpreted as ritual objects; those from settlement sites are more 
easily labelled as toys. They include spinning tops, balls of spring, and 
wooden models of animals with movable parts. 
In Ancient Greece and Ancient Rome, children played with dolls made 
of wax or terracotta, sticks, bows and arrows, and yo-yos. When Greek 
children, especially girls, came of age it was customary for them to 
sacrifice the toys of their childhood to the gods. On the eve of their 
wedding, young girls around fourteen would offer their dolls in a 
temple as a rite of passage into ​adulthood​. 
The oldest known mechanical puzzle also comes from Greece and 
appeared in the 3rd century BCE. The game consisted 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). 
Enlightenment era
Toys became more widespread with the changing attitudes towards 
children engendered by the ​Enlightenment​. Children began to be seen 
as people in and of themselves, as opposed to extensions of their 
household and that they had a right to flourish and enjoy their 
childhood. The variety and number of toys that were manufactured 
during the 18th century steadily rose; John Spilsbury invented the first 
jigsaw puzzle in 1767 to help children learn geography. He created 
puzzles on eight themes – the World, Europe, Asia, Africa, America, 
England and Wales, Ireland and Scotland. The rocking horse (on bow 
rockers) was developed at the same time in England, especially with the 
wealthy as it was thought to develop children's balance for riding real 
horses. 
 
Blowing bubbles from leftover washing up soap became a popular 
pastime, as shown in the painting The Soap Bubble (1739) by 
Jean-Baptiste-Siméon Chardin. Other popular toys included hoops, toy 
wagons, kites, spinning wheels and puppets. Many board games were 
produced by John Jefferys in the 1750s, including A Journey Through 
Europe. The game was very similar to modern board games; players 
moved along a track with the throw of a die (a teetotum was actually 
used) and landing on different spaces would either help or hinder the 
player. 
In the ​nineteenth ​century, the emphasis was put on toys that had an 
educational purpose to them, such as puzzles, books, cards and board 
games. Religiously themed toys were also popular, including a model 
Noah's Ark with miniature animals and objects from other Bible scenes. 
With growing prosperity among the middle class, children had more 
leisure time on their hands, which led to the application of industrial 
methods to the manufacture of toys. 
More complex mechanical and optics-based toys were also invented. 
Carpenter and Westley began to mass-produce the kaleidoscope, 
invented by Sir David Brewster in 1817, and had sold over 200,000 items 
within three months in London and Paris. The company was also able to 
mass-produce magic lanterns for use in phantasmagoria and galanty 
shows, by developing a method of mass production using a copper 
plate printing process. Popular imagery on the lanterns included 
royalty, flora and fauna, and geographical/man-made structures from 
around the world. The modern zoetrope was invented in 1833 by British 
mathematician William George Horner and was popularized in the 
1860s. Wood and porcelain dolls in miniature doll houses were popular 
with middle-class girls, while boys played with marbles and toy trains. 
Mass market
 
The golden age of toy development was at the turn of the 20th century. 
Real wages were rising steadily in the Western world, allowing even 
working-class families to afford toys for their children, and industrial 
techniques of precision engineering and mass production was able to 
provide the supply to meet this rising demand. Intellectual emphasis 
was also increasingly being placed on the importance of a wholesome 
and happy childhood for the future development of children. William 
Harbutt, an English painter, invented plasticine in 1897, and in 1900 
commercial production of the material as a children's toy began. Frank 
Hornby was a visionary in toy development and manufacture and was 
responsible for the invention and production of three of the most 
popular lines of toys based on engineering principles in the twentieth 
century: Meccano, Hornby Model Railways and Dinky Toys. 
Meccano was a model construction system that consisted of reusable 
metal strips, plates, angle girders, wheels, axles and gears, with nuts 
and bolts to connect the pieces and enabled the building of working 
models and mechanical devices. Dinky Toys pioneered the manufacture 
of die-cast toys with the production of toy cars, trains and ships and 
model train sets became popular in the 1920s. The Britain's company 
revolutionized the production of toy soldiers with the invention of the 
process of hollow casting in lead in 1893 – the company's products 
remained the industry standard for many years. 
Puzzles became greatly fashionable as well. In 1893, the English lawyer 
Angelo John Lewis, writing under the pseudonym of 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 was very popular at the time. The Tangram puzzle, originally from 
China, spread to Europe and America in the 19th century. 
During the Second World War, some new types of toys were created 
through accidental innovation. After trying to create a replacement for 
synthetic rubber, the American Earl L. 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 originally created as a wallpaper cleaner. In 
1943 Richard James was experimenting with 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. 
After the Second World War as society became ever more affluent and 
new technology and materials (plastics) for toy manufacture became 
available, toys became cheap and ubiquitous in households across the 
Western World. Among the more well known products of the 1950s 
there was the Danish company Lego's line of colourful interlocking 
plastic brick construction sets, Rubik's Cube, Mr. Potato Head, the 
Barbie doll and Action Man. Today there are computerized dolls that 
can recognize and identify objects, the voice of their owner, and choose 
among hundreds of pre-programmed phrases with which to respond. 
The materials that toys are made from have changed, what toys can do 
has changed, but the fact that children play with toys has not. 
 
Game
 
A ​game ​is a structured form of play, usually undertaken for 
entertainment or fun, and sometimes used as an educational tool. 
Games are distinct from work, which is usually carried out for 
remuneration​, and from art, which is more often an expression of 
aesthetic or ideological elements. However, the distinction is not 
clear-cut, and many games are also considered to be work (such as 
professional players of spectator sports or games) or art (such as jigsaw 
puzzles or games involving an artistic layout such as Mahjong, solitaire, 
or some video games). 
Games ​are sometimes played purely for enjoyment, sometimes for 
achievement or reward as well. They can be played alone, in teams, or 
online; by amateurs or by professionals. The players may have an 
audience of non-players, such as when people are entertained by 
watching a chess championship. On the other hand, players in a game 
may constitute their own audience as they take their turn to play. 
Often, part of the entertainment for children playing a game is deciding 
who is part of their audience and who is a player. 
Key components of games are goals, rules, challenge, and interaction. 
Games generally involve mental or physical stimulation, and often both. 
Many games help develop practical skills, serve as a form of exercise, or 
otherwise perform an educational, simulational, or psychological role. 
Attested as early as 2600 BC, games are a universal part of human 
experience and present in all cultures. The Royal Game of Ur, Senet, 
and Mancala are some of the oldest known games. 
Definitions
Ludwig Wittgenstein
Ludwig ​Wittgenstein ​was probably the first academic philosopher to 
address the definition of the word game. In his Philosophical 
Investigations, Wittgenstein argued that the elements of games, such as 
play, rules, and competition, all fail to adequately define what games 
are. From this, Wittgenstein concluded that people apply the term 
game to a range of disparate human activities that bear to one another 
only what one might call family resemblances. As the following game 
definitions show, this conclusion was not a final one and today many 
philosophers, like Thomas Hurka, think that Wittgenstein was wrong 
and that Bernard Suits' definition is a good answer to the problem. 
 

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Toys and games

  • 1. Toys and Games A ​toy ​is an item that is used in play, especially one designed for such  use. Playing with toys can be an enjoyable means of training young  children for life in society. Different materials like wood, clay, paper,  and plastic are used to make toys. Many items are designed to serve as  toys, but goods produced for other purposes can also be used. For  instance, a small child may fold an ordinary piece of paper into an  airplane shape and "fly it". Newer forms of toys include interactive 
  • 2. digital entertainment. Some toys are produced primarily as collectors'  items and are intended for display only.  AddressBazar.com is an Bangladeshi Online Yellow Page. From here you will find important and necessary information of various ​toys and games related organizations in Bangladesh. The origin of toys is prehistoric; dolls representing infants, animals, and  soldiers, as well as representations of tools used by adults are readily  found at archaeological sites. The origin of the word "toy" is unknown,  but it is believed that it was first used in the 14th century. Toys are  mainly made for children. The oldest known doll toy is thought to be  4,000 years old.  Playing with​ toys is considered to be important when it comes to  growing up and learning about the world around us. Younger children  use toys to discover their identity, help their bodies grow strong, learn  cause and effect, explore relationships, and practice skills they will  need as adults. Adults on occasion use toys to form and strengthen  social bonds, teach, help in therapy, and to remember and reinforce  lessons from their youth.  History Antiquity Most ​children​ have been told to play with whatever they can find, such  as sticks and rocks. Toys and games have been unearthed from the sites 
  • 3. of ancient civilizations. They have been written about in some of the  oldest literature. Toys excavated from the Indus valley civilization  (3010–1500 BCE) include small carts, whistles shaped like birds, and toy  monkeys which could slide down a string.    The earliest toys are made from materials found in nature, such as  rocks, sticks, and clay. Thousands of years ago, Egyptian children  played with dolls that had wigs and movable limbs which were made  from stone, pottery, and wood. Given their love of games, it is highly  likely that the ancient Egyptians also had children's toys, but they are  exceptionally difficult to identify with certainty in the archaeological  record. Small figurines and models found in tombs are usually 
  • 4. interpreted as ritual objects; those from settlement sites are more  easily labelled as toys. They include spinning tops, balls of spring, and  wooden models of animals with movable parts.  In Ancient Greece and Ancient Rome, children played with dolls made  of wax or terracotta, sticks, bows and arrows, and yo-yos. When Greek  children, especially girls, came of age it was customary for them to  sacrifice the toys of their childhood to the gods. On the eve of their  wedding, young girls around fourteen would offer their dolls in a  temple as a rite of passage into ​adulthood​.  The oldest known mechanical puzzle also comes from Greece and  appeared in the 3rd century BCE. The game consisted 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).  Enlightenment era Toys became more widespread with the changing attitudes towards  children engendered by the ​Enlightenment​. Children began to be seen  as people in and of themselves, as opposed to extensions of their  household and that they had a right to flourish and enjoy their  childhood. The variety and number of toys that were manufactured  during the 18th century steadily rose; John Spilsbury invented the first  jigsaw puzzle in 1767 to help children learn geography. He created  puzzles on eight themes – the World, Europe, Asia, Africa, America, 
  • 5. England and Wales, Ireland and Scotland. The rocking horse (on bow  rockers) was developed at the same time in England, especially with the  wealthy as it was thought to develop children's balance for riding real  horses.    Blowing bubbles from leftover washing up soap became a popular  pastime, as shown in the painting The Soap Bubble (1739) by  Jean-Baptiste-Siméon Chardin. Other popular toys included hoops, toy  wagons, kites, spinning wheels and puppets. Many board games were  produced by John Jefferys in the 1750s, including A Journey Through  Europe. The game was very similar to modern board games; players  moved along a track with the throw of a die (a teetotum was actually 
  • 6. used) and landing on different spaces would either help or hinder the  player.  In the ​nineteenth ​century, the emphasis was put on toys that had an  educational purpose to them, such as puzzles, books, cards and board  games. Religiously themed toys were also popular, including a model  Noah's Ark with miniature animals and objects from other Bible scenes.  With growing prosperity among the middle class, children had more  leisure time on their hands, which led to the application of industrial  methods to the manufacture of toys.  More complex mechanical and optics-based toys were also invented.  Carpenter and Westley began to mass-produce the kaleidoscope,  invented by Sir David Brewster in 1817, and had sold over 200,000 items  within three months in London and Paris. The company was also able to  mass-produce magic lanterns for use in phantasmagoria and galanty  shows, by developing a method of mass production using a copper  plate printing process. Popular imagery on the lanterns included  royalty, flora and fauna, and geographical/man-made structures from  around the world. The modern zoetrope was invented in 1833 by British  mathematician William George Horner and was popularized in the  1860s. Wood and porcelain dolls in miniature doll houses were popular  with middle-class girls, while boys played with marbles and toy trains. 
  • 7. Mass market   The golden age of toy development was at the turn of the 20th century.  Real wages were rising steadily in the Western world, allowing even  working-class families to afford toys for their children, and industrial  techniques of precision engineering and mass production was able to  provide the supply to meet this rising demand. Intellectual emphasis  was also increasingly being placed on the importance of a wholesome  and happy childhood for the future development of children. William  Harbutt, an English painter, invented plasticine in 1897, and in 1900  commercial production of the material as a children's toy began. Frank 
  • 8. Hornby was a visionary in toy development and manufacture and was  responsible for the invention and production of three of the most  popular lines of toys based on engineering principles in the twentieth  century: Meccano, Hornby Model Railways and Dinky Toys.  Meccano was a model construction system that consisted of reusable  metal strips, plates, angle girders, wheels, axles and gears, with nuts  and bolts to connect the pieces and enabled the building of working  models and mechanical devices. Dinky Toys pioneered the manufacture  of die-cast toys with the production of toy cars, trains and ships and  model train sets became popular in the 1920s. The Britain's company  revolutionized the production of toy soldiers with the invention of the  process of hollow casting in lead in 1893 – the company's products  remained the industry standard for many years.  Puzzles became greatly fashionable as well. In 1893, the English lawyer  Angelo John Lewis, writing under the pseudonym of 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 was very popular at the time. The Tangram puzzle, originally from  China, spread to Europe and America in the 19th century.  During the Second World War, some new types of toys were created  through accidental innovation. After trying to create a replacement for  synthetic rubber, the American Earl L. Warrick inadvertently invented 
  • 9. "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 originally created as a wallpaper cleaner. In  1943 Richard James was experimenting with 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.  After the Second World War as society became ever more affluent and  new technology and materials (plastics) for toy manufacture became  available, toys became cheap and ubiquitous in households across the  Western World. Among the more well known products of the 1950s  there was the Danish company Lego's line of colourful interlocking  plastic brick construction sets, Rubik's Cube, Mr. Potato Head, the  Barbie doll and Action Man. Today there are computerized dolls that  can recognize and identify objects, the voice of their owner, and choose  among hundreds of pre-programmed phrases with which to respond.  The materials that toys are made from have changed, what toys can do  has changed, but the fact that children play with toys has not.   
  • 10. Game   A ​game ​is a structured form of play, usually undertaken for  entertainment or fun, and sometimes used as an educational tool.  Games are distinct from work, which is usually carried out for  remuneration​, and from art, which is more often an expression of  aesthetic or ideological elements. However, the distinction is not  clear-cut, and many games are also considered to be work (such as  professional players of spectator sports or games) or art (such as jigsaw 
  • 11. puzzles or games involving an artistic layout such as Mahjong, solitaire,  or some video games).  Games ​are sometimes played purely for enjoyment, sometimes for  achievement or reward as well. They can be played alone, in teams, or  online; by amateurs or by professionals. The players may have an  audience of non-players, such as when people are entertained by  watching a chess championship. On the other hand, players in a game  may constitute their own audience as they take their turn to play.  Often, part of the entertainment for children playing a game is deciding  who is part of their audience and who is a player.  Key components of games are goals, rules, challenge, and interaction.  Games generally involve mental or physical stimulation, and often both.  Many games help develop practical skills, serve as a form of exercise, or  otherwise perform an educational, simulational, or psychological role.  Attested as early as 2600 BC, games are a universal part of human  experience and present in all cultures. The Royal Game of Ur, Senet,  and Mancala are some of the oldest known games.  Definitions Ludwig Wittgenstein Ludwig ​Wittgenstein ​was probably the first academic philosopher to  address the definition of the word game. In his Philosophical  Investigations, Wittgenstein argued that the elements of games, such as 
  • 12. play, rules, and competition, all fail to adequately define what games  are. From this, Wittgenstein concluded that people apply the term  game to a range of disparate human activities that bear to one another  only what one might call family resemblances. As the following game  definitions show, this conclusion was not a final one and today many  philosophers, like Thomas Hurka, think that Wittgenstein was wrong  and that Bernard Suits' definition is a good answer to the problem.