玩得时间最长、收拾时间最短的玩具
Toys with the highest play-time and lowest clean-up-time

原始链接: https://joannabregan.substack.com/p/toys-with-the-highest-play-time-and

这位家长开发了一套评估玩具的标准,基于游戏时长与整理时间,以及最终的长期参与度。“美好”的玩具在重复性、游戏时长和整理难易度方面得分较高。 高分玩具的关键不在于复杂性,而在于*开放性*。像磁力片这样的玩具表现出色,因为它们可以变成任何东西——机器人、房子、宇宙飞船——从而培养想象力的世界构建。相反,具有严格定义部件的玩具(例如特定的Minecraft套装)由于可能性有限,很快就会失去吸引力。 强大的磁力和令人满意的连接也很重要,不仅在于游戏,还在于让整理变得愉快。作者预测像Clixo这样的玩具,具有灵活的磁性部件,也会成为赢家。最终目标是最大化游戏时间并最大程度地减少父母的挫败感,倾向于激发持续创造力而非短暂娱乐的玩具。

## 黑客新闻讨论:高游玩价值和易于清理的玩具 这个黑客新闻帖子讨论了在游玩时间和清理难易度之间取得良好平衡的玩具。原始帖子强调磁力片是首选玩具之一,引发了父母和前儿童之间的讨论。 许多评论者同意,像木块、Magna-Tiles 和纸箱等简单、开放式的玩具能提供最持久的娱乐。几位用户赞扬了积木的多功能性,指出它们可以与其他玩具结合使用并且非常耐用。其他人提到了乐高(尤其是经典砖块套装)和 Playmobil 作为童年最爱。 一个反复出现的主题是对那些有很多小零件或需要大量组装的玩具的沮丧。一些人戏谑地建议,iPad 或智能手机,尽管不是传统的“玩具”,但在这些指标上得分很高。讨论还涉及考虑玩具的教育价值以及在不造成无尽清理的情况下让孩子们保持参与度的挑战。
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原文

The worst toy is one with many pieces that my kids dump on the ground and then play with for only 2 minutes. This makes a cleaning to playtime ratio: 2 minute play vs 10 minute clean up

Sucking away my life as a parent.

A beautiful toy is one that the kids play with a lot, over a long time, and that isn’t hard to clean up.

1. Repeatability

Play once 1 —|—|—|— 5 Play daily for years

2. Length of play session

One minute 1 —|—|—|—5 30+ minutes

3. Clean up ease

Annoying 1 —|—|—|— 5 Easy

Score: 13

Repeatability: 5
Length of play session: 4
Clean up ease: 4

Score: 13

Repeatability: 5
Length of play session: 5
Clean up ease: 3

Score: 12

Repeatability: 4
Length of play session: 4
Clean up ease: 4

Score: 6

Repeatability: 2
Length of play session: 2
Clean up ease: 2

Comparing the toys I score high and the toy I scored low, here are the principles that I think give a toy a high score.

The high-scoring toys can become many different kinds of objects. At our house, they are robots, they are rocket ships. They are a fishing hook that then we go fishing with.

The giant magnet tiles and small magnet tiles also become containers for a narrative to play out. The magnet tiles are often present boxes to deliver birthday presents to each other, or houses that other toys live inside of. The giant tiles are houses, rocket ships, nap pods, or shops. I would rather have a pile of giant magnet tiles than one “play store”.

By contrast, the pieces in the Minecraft toy are each a specific thing: a tree, water, or lava. There are fewer world building possibilities, with everything fitting into the strong frame that the toy offers. It makes sense that they grow bored of playing with them if it has fewer “games” to offer.

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Each piece of the high scoring toys has a fun relationship with the others. If the pieces are different, they are different enough that it doesn’t take a lot of thought to choose between them.

The toy below looks less fun to me because it looks more fiddly. If I was playing, I would need to figure out if I want a slightly bent angle or a straight one, and it seems like not a fun choice.

Apparently every toy that I find easiest to clean up has magnets on it. Maybe I feel the satisfaction of clicking them together as I clean them up. Cleaning becomes a little like playing.

With the high scoring toys, the magnets are strong, and the connection between parts feels satisfying when you make it.

On the other side, the Minecraft toy magnets are less strong and feel less satisfying to put together. It doesn’t have a satisfying sense of being complete when you stick them together; it’s more like a temporary paste.

The toy Clixo seems cool: flexible play, elegant shapes, and magnetic. I predict it would be a top scoring toy.

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