Disney a Force to Be Reckoned With; a Deep Dive Into the Consumer Products Division
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Trouble in Toyland Table of Contents
Trouble in Toyland Table of Contents 1. Executive Summary..................................................................................2 2. Introduction...............................................................................................5 3. Choking Hazards Regulatory History .............................................................................5 Requirements of the 1994 Child Safety Protection Act ......................6 4. Phthalates in Children’s Toys ...................................................................7 5. Dangerously Loud Toys............................................................................11 6. Other Toy Hazards ...................................................................................12 7. Gaps Remaining in Toy Safety ................................................................14 8. Positive Trends in 2002 ............................................................................17 9. Appendices...............................................................................................18 The 2002 PIRG Potentially Hazardous Toys List Deaths from Toys 1990-2001 Toys Recalled As a Result of PIRG Toy Surveys PIRG’s 2002 Survey of Online Toy Retailers Toy Companies and their Policies Regarding Phthalates PIRG’s Tips for Toy Safety PIRG’s 2002 Trouble in Toyland Report – Page 1 Executive Summary The 2002 Trouble in Toyland report is the seventeenth annual Public Interest Research Group (PIRG) toy safety survey. PIRG uses its survey to educate parents and the general public -
2008 CORPORATE RESPONSIBILITY REPORT 2 2008 CORPORATE RESPONSIBILITY REPORT Table of Contents
2008 CORPORATE RESPONSIBILITY REPORT 2 2008 CORPORATE RESPONSIBILITY REPORT Table of Contents Message from Our CEO .........................................5 Product Safety .................................................34 Food Safety ......................................................36 Overview of The Walt Disney Company ...............7 Labor Standards ..............................................36 Media Networks .................................................8 Parks and Resorts .............................................8 Experiences .........................................................36 Studio Entertainment .........................................8 Park Safety .......................................................37 Consumer Products ...........................................8 Accessibility at Disney Parks ...........................37 Interactive Media ..............................................8 Environment ..........................................................39 Governance ...........................................................9 Legacy of Action .................................................40 Public Policy ......................................................9 Environmental Policy ...........................................41 Corporate Responsibility .....................................10 Key Focus Areas ..............................................41 Our Vision.........................................................10 Our Commitments ...............................................42 Corporate -
Games and Other Uncopyrightable Systems Bruce E
Marquette University Law School Marquette Law Scholarly Commons Faculty Publications Faculty Scholarship 1-1-2011 Games and Other Uncopyrightable Systems Bruce E. Boyden Marquette University Law School, [email protected] Follow this and additional works at: http://scholarship.law.marquette.edu/facpub Part of the Law Commons Publication Information Bruce E. Boyden, Games and Other Uncopyrightable Systems, 18 Geo. Mason L. Rev. 439 (2011) Repository Citation Boyden, Bruce E., "Games and Other Uncopyrightable Systems" (2011). Faculty Publications. Paper 82. http://scholarship.law.marquette.edu/facpub/82 This Article is brought to you for free and open access by the Faculty Scholarship at Marquette Law Scholarly Commons. It has been accepted for inclusion in Faculty Publications by an authorized administrator of Marquette Law Scholarly Commons. For more information, please contact [email protected]. 2011] 439 GAMES AND OTHER UNCOPYRIGHTABLE SYSTEMS Bruce E. Boyden* INTRODUCTION Games are deceptively simple objects of human culture.1 They are familiar, commonplace, and often easy to learn: young children play them at an early age. For most people, games are a pastime, a form of recreation that involves relatively little preparation or time commitment.2 They are thus the very opposite of work, and hardly comparable to such serious pursuits as scholarship or art.3 For all their seeming ingenuousness, however, games are also deeply puzzling. Defining games is a notoriously difficult enterprise.4 Scholars from several different disciplines have struggled to determine what the nature, or essence, of games really is. And the elusiveness of games poses problems for intellectual property law as well. -
Andrew Sugerman Executive Vice President, Publishing and Digital Media Andrew Sugerman Serves As EVP of Disney Consumer Products
Andrew Sugerman Executive Vice President, Publishing and Digital Media Andrew Sugerman serves as EVP of Disney Consumer Products and Interactive Media’s (DCPI) Publishing and Digital Media business unit, which is the physical and digital media publishing business for The Walt Disney Company. Sugerman leads a global team of storytellers charged with creating stories across multiple formats and platforms. He oversees creative, operations, and strategic direction for the business and manages its $3 billion retail publishing, social media, digital products, digital influencers, and digital short form video efforts, along with commercialization channels that span retail, advertising, distribution, subscription, and more. Sugerman’s purview includes all global licensed and vertical publishing across books, e-books, mobile apps, magazines, and comics under Disney Publishing Worldwide and Disney Book Group; Disney’s digital publishing platforms across owned & operated channels (Disney.com, Oh My Disney, Babble, Polaris, StarWars.com and more); mobile apps; 3rd party social and digital media platforms that reach 1.5 billion fans; and one of the leading digital influencer networks. His group works in partnership with all segments of The Walt Disney Company to extend content for Disney, Pixar, Marvel, Lucasfilm, Disney Channel, and ABC while creating new original properties across all formats. Sugerman joined The Walt Disney Company in 2007 as senior vice president and general manager, Disney English, which he quickly built into a thriving multi-location brick-and-mortar business in China with 30 learning centers in 6 cities. Under his leadership, Disney English set the benchmark for the way children learn English, combining storytelling and cutting-edge technology. -
Disney and Lucasfilm Celebrate Iconic Heroes from a Galaxy Far, Far Away...With Star Wars Forces of Destiny
Disney and Lucasfilm Celebrate Iconic Heroes from a Galaxy Far, Far Away...with Star Wars Forces of Destiny April 13, 2017 Micro-series of original, animated shorts will focus on untold stories of everyday heroism that shape the destinies of Rey, Jyn Erso, Sabine Wren, Princess Leia, Ahsoka Tano and others Daisy Ridley, Felicity Jones, Tiya Sircar, Ashley Eckstein and Lupita Nyong'o reprise their roles for new series launching in July Books, apparel and toys including new ‘Adventure Figures' from Hasbro launching this summer GLENDALE, Calif.--(BUSINESS WIRE)-- Disney and Lucasfilm today announced Star Wars Forces of Destiny, a new initiative celebrating the inspiring stories of iconic heroes from across the Star Wars universe. An original series of animated shorts (each 2-3 minutes in length) will explore exciting, all new adventures of key characters including Rey, Jyn Erso, Sabine Wren, Princess Leia, Ahsoka Tano and others, ahead of books and a TV special later in the year. The stories will also be supported by a line of toys from Hasbro, including new ‘Adventure Figures' - a fusion between traditional dolls and action figures, creating a whole new way to play Star Wars. This Smart News Release features multimedia. View the full release here: http://www.businesswire.com/news/home/20170412006283/en/ "Star Wars Forces of Destiny is for anyone who has been inspired by Leia's heroism, Rey's courage, or Ahsoka's tenacity," said Kathleen Kennedy, President of Lucasfilm. "We're thrilled that so many of the original actors are reprising their roles in these shorts which capture the small moments and everyday decisions that shape who these characters are. -
Pokemon Fans Can Now Choose Yahoo! Auctions to Bid on Hasbro's
Pokemon Fans Can Now Choose Yahoo! Auctions To Bid On Hasbro's "I Choose You Pikachu™" Toys Charity Auction of "Must Have" Toy for Holiday Season to Benefit Hasbro Children's Hospital Pokemon Fans Can Now Choose Yahoo! Auctions To Bid On Hasbro's "I Choose You Pikachu™" Toys Charity Auction of "Must Have" Toy for Holiday Season to Benefit Hasbro Children's Hospital CINCINNATI, OH -- December 2, 1999 -- Consumers can help make a difference in the lives of children this holiday season by heading to Yahoo!® Auctions (http://auctions.yahoo.com). Hasbro, Inc. (NYSE: HAS) today announced that it has teamed with Yahoo! Inc. (NASDAQ: YHOO) to host a series of online auctions of Hasbro's "I Choose You Pikachu," already a hot toy since making its retail debut in November. "I Choose You Pikachu" is the first in a series of electronic plush Pokémon toys to be released by Hasbro, Nintendo's worldwide master toy and board game licensee for Pokémon. "Pokémon, The First Movie " opened to record box office attendance in November. "I Choose You Pikachu" is no ordinary plush toy; it is an electronic plush version of the most popular Pokémon character of all, #25 Pikachu. The adorable eight-inch huggable Pikachu is the ultimate combination of today's hot electronic plush toy and the even hotter Pokémon phenomenon. All proceeds from the Yahoo! charity auction will benefit Hasbro Children's Hospital in Providence, Rhode Island. The more that kids interact with their "I Choose You Pikachu," the more talkative it gets. Squeeze its hand and Pikachu's mouth wiggles while saying its name (at first, "Pi," then "Pi-ka," then "Pikachu!"). -
The Walt Disney Company: a Corporate Strategy Analysis
The Walt Disney Company: A Corporate Strategy Analysis November 2012 Written by Carlos Carillo, Jeremy Crumley, Kendree Thieringer and Jeffrey S. Harrison at the Robins School of Business, University of Richmond. Copyright © Jeffrey S. Harrison. This case was written for the purpose of classroom discussion. It is not to be duplicated or cited in any form without the copyright holder’s express permission. For permission to reproduce or cite this case, contact Jeff Harrison at [email protected]. In your message, state your name, affiliation and the intended use of the case. Permission for classroom use will be granted free of charge. Other cases are available at: http://robins.richmond.edu/centers/case-network.html "Walt was never afraid to dream. That song from Pinocchio, 'When You Wish Upon a Star,' is the perfect summary of Walt's approach to life: dream big dreams, even hopelessly impossible dreams, because they really can come true. Sure, it takes work, focus and perseverance. But anything is possible. Walt proved it with the impossible things he accomplished."1 It is well documented that Walt Disney had big dreams and made several large gambles to propel his visions. From the creation of Steamboat Willie in 1928 to the first color feature film, “Snow White and the Seven Dwarves” in 1937, and the creation of Disneyland in Anaheim, CA during the 1950’s, Disney risked his personal assets as well as his studio to build a reality from his dreams. While Walt Disney passed away in the mid 1960’s, his quote, “If you can dream it, you can do it,”2 still resonates in the corporate world and operations of The Walt Disney Company. -
MAHESH SAMAT Executive Vice President Disney Consumer Products Commercialization the Walt Disney Company Asia Pacific
MAHESH SAMAT Executive Vice President Disney Consumer Products Commercialization The Walt Disney Company Asia Pacific Mahesh Samat is the Executive Vice President, Disney Consumer Products Commercialization, for The Walt Disney Company Asia Pacific. Reporting into Ken Potrock, President, Disney Consumer Products Commercialization, Mahesh is responsible for the commercialization of Disney franchises across merchandise, publishing and licensed games throughout India, Southeast Asia, Greater China, Korea, Japan, Australia and New Zealand. Mr. Samat rejoined The Walt Disney Company in India in November 2016 and went on to integrate the Southeast Asia and India businesses to form The Walt Disney Company’s South Asia regional hub in September 2017. He led most of Disney’s integrated business units driving new strategies that are providing tremendous growth for global franchises and unilaterally creating new business opportunities for all Disney businesses. He previously led The Walt Disney Company’s India operations from 2008-2012. In 2012, Mr. Samat founded Epic Television Networks. Epic is a popular Hindi entertainment channel focused on history, folklore and mythology-based content. Prior to 2008, he was Managing Director at Johnson & Johnson, Southern Europe, J&J Vision Care, based out of London. He also worked for Kellogg’s, where he was responsible for marketing, nutrition marketing and research for the company in India as well as Warner Lambert/Parke-Davis as Director of Consumer Health Products, and Boots India Limited. Mr. Samat has over twenty-five years of experience in FMCG and Healthcare across India, Asia-Pacific and Europe. He holds a Bachelor of Commerce degree from Sydenham College and a Masters of Business Administration from the Indian Institute of Management. -
The Walt Disney Company Australia Pty Limited (ACN 054 610 025) (“TWDCA”) and Its Subsidiaries
Australian Modern Slavery Act Transparency Statement 2020 1. Reporting Entity This statement is made pursuant to the requirements of Modern Slavery Act 2018 (Cth) on behalf of The Walt Disney Company Australia Pty Limited (ACN 054 610 025) (“TWDCA”) and its subsidiaries. The Walt Disney Family of Companies (“Disney”) which TWDCA is a part of, does not tolerate any form of slavery, human trafficking, forced labour or other similar work environments or practices and is committed to maintaining and improving the processes it has in place to help ensure that these abuses do not occur in the operations of Disney’s businesses around the world (including those operations of TWDCA) or in those operations of its suppliers. The following statement reflects the activities and efforts undertaken in support of the financial year ending 30 September 2020. 2. Our Structure, Operations and Supply Chains TWDCA is an Australian proprietary company with offices located in Melbourne, Victoria and Sydney, New South Wales, and employs over 250 people across both offices. TWDCA is a member of The Walt Disney Family of Companies which operates businesses around the world, and TWDCA operates its own business in accordance with the practices and policies of Disney. The ultimate parent company of TWDCA is The Walt Disney Company, incorporated in the United States. TWDCA’s operations are conducted within Australia and New Zealand and include, among other things, the marketing and distribution of the Disney+ streaming service; production, promotion and distribution of films, television programmes and digital content which are exhibited and broadcasted in cinemas and on television stations (free to air and Pay-TV) ; the operation of subscription television channels; the promotion and licensing of Disney, Marvel, Lucasfilm, 20th Century Studios, National Geographic and other properties to third parties for the production of merchandise and publications; the sourcing and sale of merchandise; the operation of e-commerce websites and the production and promotion of live stage shows. -
Some Key Toy Manufacturers
45936 MOC Must Toys Book6 12/1/05 7:53 am Page 41 Some key toy manufacturers Britain Abbatt Toys Paul and Marjorie Abbatt were pioneers of innovative educational toys in the 1930s. They set up in business in 1932 selling toys to friends and by mail order from their flat in Tavistock Square, London. Demand was such that in 1936 they opened a child friendly shop at 94 Wimpole Street, designed by their friend the architect Ernö Goldfinger. The Abbatts were his main clients at the time and he designed toys and nursery equipment for them. They were concerned with the play needs of children in general, introducing a range of toys for children with physical disabilities devised by Milan Morgenstern. In 1951 they were instrumental in setting up the Children’s Play Activities Trust Ltd. to promote excellence in toy design and manufacture. After Paul Abbatt died in 1971 the business was bought by the Educational Supply Association. William Britain Ltd. Britains Ltd. was founded by William Britain in London in 1840. At first Britains made tin and clockwork toys and from the 1890s they made model soldiers. It also opened an office in Paris, France in 1905. The company made munitions for both world wars. In 1954 Herald miniatures, makers of unbreakable plastic toys, became a subsidiary of Britains. In 1966 Britains ceased to manufacture its metal soldiers. It was purchased by Ertl Co. in 1997. The Chad Valley Co. Ltd. The Chad Valley trademark was first registered in 1897 when the original company of Johnson Brothers added games to its stationery range. -
Atari Games Corp. V. Nintendo of America, Inc. ATARI GAMES CORP
Atari Games Corp. v. Nintendo of America, Inc. ATARI GAMES CORP. and TENGEN, INC., Plaintiffs-Appellants, vs. NINTENDO OF AMERICA INC. AND NINTENDO CO., LTD., Defendants-Appellees. 91-1293 United States Court Of Appeals For The Federal Circuit 975 F.2d 832, 24 U.S.P.Q.2D (BNA) 1015, Copy. L. Rep. (CCH) P26,978, 1992-2 Trade Cas. (CCH) P69,969, 92 Cal. Daily Op. Service 7858, 92 Daily Journal DAR 12936, 1992 U.S. App. Decision September 10, 1992, Decided Appealed from: U.S. District Court for the Northern District of California. Judge Smith M. Laurence Popofsky, Heller, Ehrman, White & McAuliffe, of San Francisco, California, argued for plaintiffs-appellants. With him on the brief were Robert S. Venning, Peter A. Wald, Kirk G. Werner, Robert B. Hawk, Michael K. Plimack and Dale A. Rice. Also on the brief were James B. Bear, Knobbe, Martens, Olson & Bear, of Newport Beach, California and G. Gervaise Davis, II, Schroeder, Davis & Orliss, Inc., of Monterey, California. Thomas G. Gallatin, Jr., Mudge, Rose, Guthrie, Alexander & Ferdon, of New York, New York, argued for defendants-appellees. With him on the brief was John J. Kirby, Jr.. Also on the brief was Larry S. Nixon, Nixon & Vanderhye, P.C., of Arlington, Virginia. Before CLEVENGER, Circuit Judge, SMITH, Senior Circuit Judge, and RADER, Circuit Judge. [F.2d 835] RADER, Circuit Judge. Nintendo of America Inc., and Nintendo Co., Ltd. sell the Nintendo Entertainment System (NES). Two of Nintendo's competitors, Atari Games Corporation and its wholly-owned subsidiary, Tengen, Inc., sued Nintendo for, among other things, unfair competition, Sherman Act violations, and patent infringement. -
Global Licensors, the Exclusiven Annual Compilation and Retail
MAY 2011 VOLUME 14 NUMBER 2 ® TOP GL OB AL LIC EN SO RS This exclusive report ranks the world’s largest licensors and spotlights hundreds of the hottest properties that are driving sales of licensed merchandise at all the major retailers around the globe. Sponsored by TOP GL OB AL LIC EN SO RS S R O S The Top 125 Global Licensors, the exclusiveN annual compilation and retail E C I sales ranking of the world’s largestL licensed brands from License! Global, L A reveals continued growth andB consumer demand for the hottest merchandise O L G from entertainmentG properties to fashion brands to corporate icons to sports leagues and franchises. By Tony Lisanti isney Consumer Products once again ranked as the No. The top three global licensors by major sectors are as follows: 1 global licensor reporting $28.6 billion in retail sales of Entertainment–DCP, WBCP and Marvel; Dlicensed merchandise worldwide in 2010, up from $27.2 Apparel–Iconix Brand Group, Phillips-Van Heusen and Cherokee; billion in 2009. DCP’s Toy Story franchise, influenced by box office Toy/Character–Mattel, Sanrio and Hasbro; success and merchandise demand for Toy Story 3, was the most Sports–Major League Baseball, Collegiate Licensing and National dominant property of the year at retail generating $2.4 billion in Football League; retail sales. DCP believes that Cars 2 could have a similar impact in Corporate Brands (non-apparel, non-automotive)–Westinghouse, the marketplace this year. Electrolux and Sunkist. DCP’s retail sales do not include Marvel Entertainment, a wholly The top ranked non-U.S.