Computer systems and those professionals that maintain, troubleshoot, program, administer, community, and construct them are central to most each trade. Toys and video games, key components of play, have developed from selfmade trinkets to extremely engineered objects in a multi-billion-dollar industry. Students explore the connections between technology and play, particularly the advantages, drawbacks and moral implications of toy and sport design. Case research enable students to contemplate familial, cultural, sociological, and other influences upon toy and recreation design during the last century. By way of discussion, evaluation and workshops, students move towards designing their very own toy or recreation, or modifying an current one.