When was candyland introduced




















If you grew up playing Candy Land then you already know that game can go on for a quite a while. At the same time, the rules of the game are simple enough for even young children to understand. These two facets together make this game much hated by adults, who have to suffer through a game devoid of strategy that could go on for more than an hour. But, these aspects of the game were intentional design choices made by the creator of Candy Land, Eleanor Abbott. July 29, A post shared by ushistorytoday on Jul 29, at pm PDT.

The polio epidemic of the first half of the 20th century created panic in the public and the hardships of caring for someone with the disease were only made worse by the fact that many cases were presenting in children. The poliomyelitis virus polio for short does not only affect children, but many adults who have already been exposed with no paralysis as children may not have ever known they had it.

The hidden immunity of the days before blood tests and modern medical care made it seem like the virus somehow targeted children. When infected with polio, victims can have abortive polio wherein the the virus ceases to act beyond a certain point.

The experience inspired her to create a game that would entertain children during a painful and lonely time in their lives. Candy Land was so popular among the young hospital patients that Abbott decided to pitch it to toy manufacturer Milton Bradley. During polio outbreaks, children left alone in hospitals without their parents would often be overcome with homesickness and feelings of abandonment. Candy Land offered them an escape into a fantasy world. Even children as young as three-years-old could enjoy the game since it required no reading or writing to play, only the ability to identify colors.

At a time when most board games were designed for all-family play, Candy Land was particularly popular because it could be played alone by children who were confined indoors. Read: The invasion of German board games. It was a tall order. Images of polio wards depict a geometry even more rigid and sterile than that of typical hospital settings: row upon row of treatment beds and iron lungs.

Candy Land offered a soothing contrast. Even tracing it with your eyes is stimulating—an especially welcome feature if illness has rendered them the most mobile part of your body. In theme and execution, the game functions as a mobility fantasy. It simulates a leisurely stroll instead of the studied rigor of therapeutic exercise. Every card drawn either compels you forward or whisks you some distance across the board.

Each turn promises either the pleasure of unencumbered travel or the thrill of unexpected flight. The game counters the culture of restriction imposed by both the polio scare and the disease itself. Read: How board games conquered cafes. The original board even depicts the tentative steps of a boy in a leg brace.

The game also recognizes that mobility entails autonomy. The game may even mark the first time a player feels like a protagonist. This is not to rehash the usual litany of early-childhood skills some Candy Land proponents tout. Yes, the game strengthens pattern recognition. Sure, it can teach children to read and follow instructions. In theory, it shows children how to play together—how to win humbly or lose graciously.

But any game can teach these skills. If you believe you received this message in error, please contact us for assistance. You are now leaving Hasbro. As such, we encourage you to read the third party's privacy policy and terms of use closely.



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