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Mattel's Intellivision: Toy to Video Game Transition

The paper examines the development of the Intellivision videogame system by Mattel Electronics, highlighting the company's innovative approach to toy production and its integration of technology. It argues that the historical context of toys significantly influenced the emergence of videogames, offering an alternative perspective on videogame history that emphasizes analog rather than digital origins. By analyzing Mattel's toy principles and their evolution, the authors contribute to platform studies and the understanding of the videogame industry's development in the U.S.

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0% found this document useful (0 votes)
6 views3 pages

Mattel's Intellivision: Toy to Video Game Transition

The paper examines the development of the Intellivision videogame system by Mattel Electronics, highlighting the company's innovative approach to toy production and its integration of technology. It argues that the historical context of toys significantly influenced the emergence of videogames, offering an alternative perspective on videogame history that emphasizes analog rather than digital origins. By analyzing Mattel's toy principles and their evolution, the authors contribute to platform studies and the understanding of the videogame industry's development in the U.S.

Uploaded by

Javier Castillo
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Toys, Video Games, Platforms, and

Mattel Electronics’s Intellivision


Tom Boellstorff
The University of California, Irvine
Department of Anthropology
3151 Social Science Plaza
Irvine, CA 92697-5100
949-824-9944
tboellst@[Link]

Braxton Soderman
University of California, Irvine
Department of Film and Media Studies
2000 Humanities Gateway
Irvine, California 92697-2435
949-824-3532
asoderma@[Link]

ABSTRACT

Keywords

Platform, Platform Studies, Intellivision, Toys, Toy Industry, Video Game History,
Mattel, Mattel Electronics

BODY TEXT

Intellivision was a home videogame system developed in the late 1970s by Mattel
Electronics, a division of Mattel, an innovative, US-based toy company best known for
Barbie and Hot Wheels. The history of toys is germane to the rise of videogames
generally, but for Intellivision the context of toy production at Mattel was pivotal
(Herman 1982). Why did a toy company famous for Barbie and Hot Wheels end up
making Intellivision? At first glance, toys and sophisticated computer technologies
might appear to be at odds. Yet from its beginnings Mattel—a company that
fundamentally transformed the toy industry—integrated technology into its products
(Kline 1993). Tracing Mattel’s path from toys to videogame technology illuminates
why, despite unprecedented challenges and expense, Mattel executives eventually
supported developing Intellivision. It also reveals underappreciated connections
between videogames, platforms, and toys.
While toys have been discussed in relation to the emergence of videogames
(Kline et. al 2003; Newman 2017) their precise influence on this emergence remains
understudied. Maaike Lauwaert (2009) has argued that game studies scholars typically
“do not focus on the long-term historical perspective of play as a cultural practice, the
role of technological innovations within this history and the changing dynamics
between players, toys and companies.” Moreover, recent work from Miguel Sicart
(2022) opens avenues for examining a history of “playthings,” a conceptualization that
allows for more nuanced ways of thinking about the historical relationship between
toys and videogames. Building on such scholarship, we examine Intellivision’s

Proceedings of DiGRA 2023

© 2023 Authors & Digital Games Research Association DiGRA. Personal and educational classroom
use of this paper is allowed, commercial use requires specific permission from the author.
relationship to the social, economic, and technological context of its development,
allowing us to analyze videogames in terms of toys, games, and play while exploring
how Mattel’s status as a dominant toy company fundamentally shaped Intellivision’s
history within the United States. A focused case study analyzing Mattel’s history of toy
production in relation to Intellivision thus contributes significant detail to platform
studies, game studies, and the history of videogames.
In this paper, we analyze the history of toy production at Mattel Toys in terms
of its technological innovations, arguing that Mattel engineers approached toy
production in ways that align conceptually with the later development of videogame
platforms, thus preparing Mattel to pursue similar developments in electronic game
technology. From its beginnings in the 1940s, Mattel developed what toy designers
came to call “principles,” akin to platforms for toy production. These principles were
patented mechanisms that were extended and elaborated through numerous iterations
in different toys (Handler 1994). For instance, Mattel engineers created a music box
mechanism that was rethemed and embedded in various toys. Another example was
miniature vinyl records inserted into mechanisms which produced numerous “talking
toys” such as Mattel’s Chatty dolls, Instant Replay toy radio, and board games such as
Talking Football. These technical structures, or “principles,” were adjusted for different
toy designs, leveraging a razor/razor-blade commodity model which split an underlying
material structure from accessories to be “sold separately.” While redressing Barbie to
change her look, or inserting a miniature record into an analog device to change its
output, are technically simple compared to later developments like inserting a cartridge
into a digital videogame system, they align conceptually. Thus, we argue that such
“principles” provide an alternative history of videogames—stemming from analog
toys, not digital computation—while also explaining how videogame platforms would
appear familiar to an innovative toy company like Mattel.
Further supporting this argument, our paper analyzes how Intellivision was
originally conceived as an extension of the traditional toy category of “games.” Our
research has revealed that Mattel wanted to develop new product categories while also
strengthening its market presence within the “games” category—traditionally including
board and card games for both children and adults. The market for games, both analog
and digital, was expanding in the mid-1970s. Thus, electronic games—including
Intellivision and Mattel’s toy-like, portable, handheld games—were conceptualized as
extensions of the “game” category of toy production, a historical influence that shaped
the kind of realistic simulations and complex videogames that came to define
Intellivision’s early game library.
Our focus on Mattel, toys, games, and videogames allows us to understand the
nascent videogame industry within the US from a different perspective. Platform
studies (and videogame history in general) has focused on digital technologies to
narrate historical transition, for example, locating second-generation videogame
systems (which detached cartridges from platform, software from hardware) as a
rupture and paradigm shift toward programmability (Montfort and Bogost 2009).
Mattel’s history reveals the second generation not only as a rupture, but also as a time
of continuity, teaching us that there are alternative chronologies of videogame history
beyond the technological. In doing so we contribute to scholarship that seeks differing
accounts of historical determination in relation to platforms, such as the economic
(Deterding 2016) and material embodiment (Reynolds 2016).
Overall, this paper provides the following interventions. First, it offers a
historical and conceptual account of the emergence of an important videogame
platform in the US, Intellivision, and explains why a toy company like Mattel decided
to produce a sophisticated videogame system. Second, it provides a specific historical
examination of early videogames in the USA from the perspective of toys and games.
Third, it offers an alternative history of videogames from the perspective of analog
instead of digital technology. Fourth, it expands our understanding of platforms in
terms of the history of videogames, providing an analysis of Mattel’s toy “principles”

-- 2 --
as proto-platforms. Fifth, it demonstrates the importance of linking game studies, toy
studies, and play studies to investigate game history. Our research is based on
thousands of documents from institutional, corporate, and personal employee archives.
In addition, we have interviewed over 150 individuals (largely US-based, English-
speaking respondents) who worked on Intellivision including engineers, programmers,
managers, executives, lawyers, marketers, QA testers, and more.

BIBLIOGRAPHY

Deterding, Sebastian. 2016. “Toward Economic Platform Studies.” Paper presented at


12th Annual Game Research Lab Spring Seminar “Money and Games,” Tampere,
Finland.
Handler, Ruth, and Jacqueline Shannon. Dream Doll: The Ruth Handler Story.
Longmeadow Press, 1994.
Herman, Joan L. 1982. “Research and Development in the Toy Industry.” Performance
Improvement, 21(4), pp. 36–38. [Link]/10.1002/pfi.4170210417.
Kline, Steven. 1993. Out of the Garden: Toys, TV and Children’s Culture in the Age of
Marketing. Verso.
Kline, Stephen, Nick Dyer-Witheford, and Greig de Peuter. 2003. Digital Play: The
Interaction of Technology, Culture, and Marketing. McGill-Queen’s University
Press.
Lauwaert, Maaike. 2009. The Place of Play: Toys and Digital Cultures. Amsterdam
University Press.
Montfort, N, and Bogost, I. 2009. Racing the Beam: the Atari Video Computer System.
MIT Press, Cambridge.
Newman, Michael Z. 2017. Atari Age: The Emergence of Video Games in America.
MIT Press.
Reynolds, Daniel. 2016. “The Vitruvian Thumb: Embodied Branding and Lateral
Thinking with the Nintendo Game Boy.” Game Studies. 16(1).
[Link]
Sicart, Miguel. “Playthings” 2022. Games and Culture. 17 (1).

-- 3 --

Common questions

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Mattel's approach to developing Intellivision was significantly influenced by its understanding of the interplay between toys, technology, and play. The company applied technological innovations from its toy production, such as mechanical apparatuses, to create a videogame platform. This approach reflects a seamless transition from analog play mechanisms to electronic gaming, indicating that historical play dynamics were integral to Intellivision's development .

Mattel's strategic vision for Intellivision was shaped by its goal to expand its market share both in traditional and electronic games. By positioning Intellivision as an extension of the existing 'games' category, which included board and card games, Mattel sought to capitalize on the growing interest in electronic games in the 1970s while reinforcing its presence in familiar market segments .

Mattel's history of integrating technology into toys, such as through mechanical and sound-producing toys, laid the conceptual groundwork for entering the electronic games market. This background in technical innovation made the development of a sophisticated system like Intellivision a logical extension of Mattel's existing skills and market strategies .

Mattel's history of creating 'toy production principles' involved the use of patented mechanisms that could be adapted across various toys, such as the music box mechanism and miniature vinyl records in talking toys, demonstrating a concept of platform development similar to videogame systems. This approach allowed Mattel to view videogame platforms like Intellivision as extensions of its existing toy production methodology, thus facilitating the transition into the electronic game market .

Intellivision's development history highlights an alternative chronology of videogame evolution by emphasizing continuity with traditional toy principles and analog technologies, rather than being purely a result of advances in digital computation. This challenges traditional narratives that focus on technological ruptures and paradigm shifts and underscores the role of material and economic factors in the evolution of videogame platforms .

Mattel's historical toy principles contributed significantly to the conceptualization and design of the Intellivision platform by providing a framework for integrating and adapting technological innovations into product design. These principles enabled Mattel to view videogame systems as extensions of their existing platforms, fostering innovation in game design that combined both analog and digital elements, thereby enriching the Intellivision platform with a unique hybrid quality .

Viewing videogame development through toy production offers a more nuanced historical narrative that acknowledges the analog roots of game platforms. Mattel's Intellivision exemplifies this by showing that videogame platforms can emerge from existing toy production principles, challenging the digital-centric focus in videogame history. This perspective not only aligns with historical trends in play culture but also highlights how cross-industry knowledge can innovate new entertainment forms .

Mattel's concept of 'platform' in toy production, involving adaptable and patentable mechanisms, parallels modern platform studies in games where digital platforms serve as adaptable frameworks for game development. This historical perspective on non-digital platforms helps understand how Mattel viewed videogames as a natural progression of existing production methodologies, providing depth to platform studies beyond digital-only narratives .

The Intellivision case study illustrates how a product's platform can be influenced by various contexts: economically, Mattel aimed to expand within the games market; socially, games were seen as extensions of play culture; technologically, Mattel built on its innovative toy mechanisms. These factors show that platform development is not solely a technological pursuit but involves broader considerations, enriching platform studies by providing a multidimensional analysis .

Mattel's experience in the toy industry influenced early Intellivision games by treating them as extensions of traditional game categories, like board and card games. This background contributed to Intellivision's focus on realistic simulations and complex games, leveraging Mattel's understanding of games as both playthings and products .

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