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Formerly | Binary Arts (1985–2003) |
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Founded | 1985Virginia | in
Founder |
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Headquarters | 1725 Jamieson Avenue, , |
Parent | Ravensburger |
Website | www |
ThinkFun, formerly known as Binary Arts, is a toy and board game company founded in 1985 by Bill Ritchie and Andrea Barthello. The two started the company from the basement of their home in Virginia, with a product base that initially consisted of four games invented by a family friend William Keister (Spin-out, The Cat, The Horse and Hexadecimal Puzzle). The husband and wife team used these products as a launching pad for their company, and within six months they were able to move the company headquarters out of their basement and into a more workable space and were able to begin to expand their product line. [1]
ThinkFun was founded in 1985 in the basement of husband and wife team Bill Ritchie and Andrea Barthello, with the mission "To translate the brilliant ideas of the craziest mathematicians, engineers and inventors into simple toys that can be appreciated by boys and girls around the world." [2]
The 1980s were a difficult time in the toy industry. Retailers were moving away from games, and the Rubik's Cube, which had broken through in the mass market, was losing popularity. In 1990 the retail market transformed and the number of shopping malls began to increase rapidly. Retail-lifestyle stores looking for specialty products discovered ThinkFun's games and the company grew. From 1992 to 1994, ThinkFun was listed on Inc 500's fastest growing companies list (#299 in 1992, #261 in 1993 and #396 in 1994). [3] [4] [5]
In 1996, ThinkFun released its most successful game to date: Rush Hour . Rush Hour, invented by Nob Yoshigahara, is a traffic-jam themed board game with 40 puzzles varying in difficulty. As a result, the company grew to do business internationally. ThinkFun has relied on a network of the world's premier inventors, including Yoshigahara and Scott Kim, among others, to continue to develop their product line.
ThinkFun has focused much of their attention on early learning products geared towards the education of young children with games such as Zingo, What's Gnu, Snack Attack, and S'Match! In 2012, ThinkFun introduced Roll & Play, [6] a game for toddlers.
ThinkFun was one of the first toy companies to move into the app market, and versions of its Rush Hour, Solitaire Chess, and Chocolate Fix games were launched on the iPhone, iPod touch, and Android.
In 2017, ThinkFun was acquired by Ravensburger. [7]
ThinkFun has encouraged formal research into problem solving instruction and brain training. The company partnered with the Bunge Cognitive Control and Development Lab at UC Berkeley, who have used brain imaging to measure the effects of gameplay on reasoning ability. In an initial study, Dr. Silvia Bunge and her team of researchers found that elementary students who played games including ThinkFun's Rush Hour and Chocolate Fix for a total of 20 hours over an 8-week period demonstrated an average increase of 13 points on a measure of performance IQ.[ citation needed ] ThinkFun and the Bunge Lab later planned a large-scale study that would use fMRI technology to measure the effects of gameplay on the brain.
A puzzle is a game, problem, or toy that tests a person's ingenuity or knowledge. In a puzzle, the solver is expected to put pieces together in a logical way, in order to arrive at the correct or fun solution of the puzzle. There are different genres of puzzles, such as crossword puzzles, word-search puzzles, number puzzles, relational puzzles, and logic puzzles. The academic study of puzzles is called enigmatology.
Parker Brothers was an American toy and game manufacturer which in 1991 became a brand of Hasbro. More than 1,800 games were published under the Parker Brothers name since 1883. Among its products were Monopoly, Clue, Sorry!, Risk, Trivial Pursuit, Ouija, Aggravation, Bop It, Scrabble, and Probe. The trade name became defunct with former products being marketed under the "Hasbro Gaming" label with the logo shown on Monopoly games.
Yahtzee is a dice game made by Milton Bradley. It was first marketed under the name of Yahtzee by game entrepreneur Edwin S. Lowe in 1956. The game is a development of earlier dice games such as Poker Dice, Yacht and Generala. It is also similar to Yatzy, which is popular in Scandinavia.
Rush Hour is a sliding block puzzle invented by Nob Yoshigahara in the 1970s. It was first sold in the United States in 1996. It is now being manufactured by ThinkFun.
Nobuyuki Yoshigahara was perhaps Japan's most celebrated inventor, collector, solver, and communicator of puzzles.
Scott Kim is an American puzzle and video game designer, artist, and author of Korean descent. He started writing an occasional "Boggler" column for Discover magazine in 1990, and became an exclusive columnist in 1999, and created hundreds of other puzzles for magazines such as Scientific American and Games, as well as thousands of puzzles for computer games. He was the holder of the Harold Keables chair at Iolani School in 2008.
Ravensburger AG is a German game, puzzle and toy company, publishing house, and market leader in the jigsaw puzzle market.
Freeverse Inc. was a developer of computer and video game and desktop software based in New York City which was acquired by Ngmoco in 2010. Ngmoco was itself acquired later that year, and shut down in 2016.
Hare and Tortoise is a Eurogame designed by David Parlett in 1974 and first published by Intellect Games. In 1978 it was released by Ravensburger in Germany, and received generally positive reviews critically and won the 1979 Spiel des Jahres. It has since sold some 2 million units in at least ten languages. The current editions are published by Gibsons Games in the UK, Ravensburger in Germany and Rio Grande Games in the United States.
MindTrap is a series of lateral thinking puzzle games played by two individuals or teams. Invented in Canada, it is the main product of MindTrap Games, Inc., who license the game for manufacture by various companies including Outset Media, Blue Opal, the Great American Puzzle Factory, Pressman Toy Corporation, Spears Games and Winning Moves.
The following outline is provided as an overview of and topical guide to games and gaming:
TDC Games is a board game and jigsaw puzzle manufacturer formerly located in Itasca, Illinois. The company creates and sells family games, jigsaw puzzles, board games, and adult-oriented games. The company has merged with Wood Expressions of California, www.woodexpressions.com
Non-games are a class of software on the border between video games and toys. The term "non-game game" was coined by late Nintendo president Satoru Iwata, who describes it as "a form of entertainment that really doesn't have a winner, or even a real conclusion". Will Wright had previously used the term "software toy" for the same purpose. The main difference between non-games and traditional video games is the lack of structured goals, objectives, and challenges. This allows the player a greater degree of self-expression through freeform play, since they can set up their own goals to achieve. Some genres that have been considered non-games include language-learning software, digital tabletop games, puzzle games, simulation games, and art games.
A game is a structured type of play, usually undertaken for entertainment or fun, and sometimes used as an educational tool. Many games are also considered to be work or art.
Telegames, Inc. is an American video game company based in Mabank, Texas, with a sister operation based in England.
Hoppers is a classic Peg solitaire game released by ThinkFun in 1999. Players set up the board according to the pictures on each challenge card, then "leap frog" all the green frogs until only the red frog remains.
Wizard's Quest is a fantasy board wargame published by Avalon Hill in 1979.