Celebrating the 100 Most Influential Figures Working in Toy and Game Design Today
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Business Segment Report V4 FINAL.Indd
SPIN MASTER CORP. BUSINESS SEGMENT REPORT APRIL 2020 REMOTE CONTROL & INTERACTIVE CHARACTERS Our Remote Control business brings motion and interaction to a diverse group of consumers and includes a wide range of innovative land vehicles and ying toys. Our product range emphasizes innovative, interactive and gravity-defying experiences. Using industry-leading advanced technology we are incorporating new forms of motion and control methods to deliver immersive and exciting experiences to consumers. Together with our strong licensed partnerships, we are leveraging technology and innovation, bringing new forms of motion to iconic brands in the most compelling ways. Our Interactive Characters business is driven by innovation through our leading-edge robotics expertise that blends technology and compelling characters, bringing them to life for ™ interactive and immersive experiences. We continue to push the boundaries in this category, expanding our repertoire with new unboxing experiences and unique twists on classic play ™ patterns as seen in two secret items we are expecting to launch in the fall. One item will be targeted at boys and one at girls, both o ering something completely new in this area. Spin Master Corp. Spin Master NEW FOR 2020 2 In 2019, we saw the introduction of Owleez™, Spin Master’s rst interactive ying toy pet and the only interactive pet that can be nurtured and taught to y using programming and sensors, creating a magical ight experience without any controller. Based on the response to Owleez ® and appeal of character based ight, we have expanded our interactive ight technology incorporating it into our licensed product How to Train Your Dragon® Flying Toothless as well as Spin Master’s owned intellectual property Hatchimals Pixies™ Crystal Flyers™. -
TOYS Balls Barbie Clothes Board Books-English and Spanish Books
TOYS Balls Ping Pong Balls Barbie clothes Ping Pong Paddles Board Books-English and Spanish Play Food and Dishes Books-English and Spanish Playskool KickStart Cribgym Busy Boxes Pool Stick Holder Colorful Rainsticks Pool Stick repair kits Crib Mirrors Pool sticks Crib Mobiles-washable (without cloth) Pop-up Toys Etch-A-Sketch Puzzles Fisher Price Medical Kits Rattles Fisher Price people and animals See-n-Say FisherPrice Infant Aquarium Squeeze Toys Infant Boppy Toddler Riding Toys Magna Doodle Toys that Light-up Matchbox Cars Trucks Musical Toys ViewMaster and Slides Nerf Balls-footballs, basketballs GAMES Battleship Life Scattergories Boggle Lotto Scattergories Jr. Boggle Jr. Lucky Ducks Scrabble Checkers Mancala Skipbo Cards Chess Mastermind Sorry Clue Monopoly Taboo Connect Four Monopoly Jr. Trivial Pursuit-90's Cranium Operation Trouble Family Feud Parchesi Uno Attack Guess Who Pictionary Uno Cards-Always Needed Guesstures Pictionary Jr Upwords Jenga Playing Cards Who Wants to Be a Millionaire Lego Game Rack-O Yahtzee ARTS AND CRAFTS Beads & Jewelry Making Kits Crayola Washable Markers Bubbles Disposable Cameras Children’s Scissors Elmer's Glue Coloring Books Fabric Markers Construction Paper-esp. white Fabric Paint Craft Kits Foam shapes and letters Crayola Colored Pencils Glitter Crayola Crayons Glitter Pens Glue Sticks Play-Doh tools Journals Scissor w/Fancy edges Letter Beads Seasonal Crafts Model Magic Sizzex Accessories Paint Brushes Stickers Photo Albums ScrapBooking Materials Plain White T-shirts -all sizes Play-Doh ELECTRONICS -
Masters of the Universe: Action Figures, Customization and Masculinity
MASTERS OF THE UNIVERSE: ACTION FIGURES, CUSTOMIZATION AND MASCULINITY Eric Sobel A Thesis Submitted to the Graduate College of Bowling Green State University in partial fulfillment of the requirements for the degree of MASTER OF ARTS December 2018 Committee: Montana Miller, Advisor Esther Clinton Jeremy Wallach ii ABSTRACT Montana Miller, Advisor This thesis places action figures, as masculinely gendered playthings and rich intertexts, into a larger context that accounts for increased nostalgia and hyperacceleration. Employing an ethnographic approach, I turn my attention to the under-discussed adults who comprise the fandom. I examine ways that individuals interact with action figures creatively, divorced from children’s play, to produce subjective experiences, negotiate the inherently consumeristic nature of their fandom, and process the gender codes and social stigma associated with classic toylines. Toy customizers, for example, act as folk artists who value authenticity, but for many, mimicking mass-produced objects is a sign of one’s skill, as seen by those working in a style inspired by Masters of the Universe figures. However, while creativity is found in delicately manipulating familiar forms, the inherent toxic masculinity of the original action figures is explored to a degree that far exceeds that of the mass-produced toys of the 1980s. Collectors similarly complicate the use of action figures, as playfully created displays act as frames where fetishization is permissible. I argue that the fetishization of action figures is a stabilizing response to ever-changing trends, yet simultaneously operates within the complex web of intertexts of which action figures are invariably tied. To highlight the action figure’s evolving role in corporate hands, I examine retro-style Reaction figures as metacultural objects that evoke Star Wars figures of the late 1970s but, unlike Star Wars toys, discourage creativity, communicating through the familiar signs of pop culture to push the figure into a mental realm where official stories are narrowly interpreted. -
Vtech/Leapfrog Initial Submission
Completed Acquisition by VTech Holdings Limited of LeapFrog Enterprises Inc. Initial Submission to the Competition and Markets Authority 11 October 2016 i ii Table of Contents Contents Page I. EXECUTIVE SUMMARY ........................................................................................................ 2 I.1 No realistic counterfactual scenario, let alone the most likely one, is substantially more competitive than the post-Transaction outcome ..................................................................... 3 I.2 In any event, the Transaction fails to raise substantive issues even against a more typical counterfactual .......................................................................................................................... 4 I.3 Conclusion ............................................................................................................................... 9 II. THE PARTIES ....................................................................................................................... 10 II.1 VTech .................................................................................................................................... 10 II.2 LeapFrog ............................................................................................................................... 12 III. THE TRANSACTION ............................................................................................................ 14 III.1 Transaction structure ............................................................................................................ -
Women in Toys Recognizes Industry Innovators at Annual Awards Gala
WOMEN IN TOYS RECOGNIZES INDUSTRY INNOVATORS AT ANNUAL AWARDS GALA Mattel Honored with Game Changer Award; Hasbro, SpinMaster, Moose Toys and Walmart Top Winners New York City – February 15, 2016 – More than 500 executives in toys, licensing and entertainment gathered Sunday night to honor women leaders at the 12th Annual Wonder Women Awards Gala, Celebrating 25 Years of Women in Toys in New York City. The event, hosted by leading global organization for professional women in the toy, licensing and children’s entertainment industry, Women in Toys (WIT), awarded 12 distinguished winners from over 50 nominees from around the world. Among the Wonder Women Gala Award Winners, WIT presented awards to special honorees that included the: Founders Award to Anne Pitrone and Susan Matsumoto who created WIT 25 years ago. Started in a restaurant over the quarter century, the professional group has grown to service thousands of professionals from around the globe at more than 50 events annually. Game Changer Award to Mattel for the evolution of its Barbie brand with the recent expansion of the Barbie Fashionistas. The award was presented by fashion and celebrity stylist Micaela Erlanger, and globally recognized advocate for positive body image and self-esteem supermodel EMME. Wonder Girl Award to Sydney and Toni Loew, two young toy making entrepreneurs and the creators of Poketti pocket plush. Wonder Women Awards Gala Winners Manufacturer, Cat Demas, Vice President & Global Business Head, Preschool Girls Spin Master Rising Star, Laura Guilbault, Director of Product & Marketing Strategy for Disney Princess and Frozen, Hasbro Public Relations, Tara Tucker, Vice President of Global Marketing Communications, Spin Master Designer / Inventor, Jacqui Tobias, Director and Head of Girls Product Development, Moose Toys Licensing & Entertainment, Joan Grasso, Vice President of Licensing North America, Entertainment One Marketing, Kimberly Willis Boyd, Vice President of U.S. -
FBIC Global Holiday 2014 Hottest Toys Nov. 15
November 15, 2014 NOVEMBER 15, 2014 DEBORAH WEINSWIG, Executive Director Head Global Retail Research and Intelligence Fung Business Intelligence Centre FBIC Global publication: Holiday 2014’s Hottest Toys [email protected] New York: 646.839.7017 1 November 15, 2014 Holiday 2014’s Hottest TOYS It’s the most wonderful time of the year!! It’s November 15 and the most wonderful time of the year is just getting started. A big part of the magic of the season is seeing kids eyes light up when they open a holiday gift to find their favorite toy from their wish list. What are kids asking for this year? Some of the most desired qualities are tactile, electronic, do-it-yourself, and education made fun. We’ve taken a look at the top toy lists of five major retailers—Toys R Us, Amazon, Target, Kmart and Walmart—and looked at recent events with major toy companies including Mattel and Legos, to give you some shopping insight for the season. These are the toys we think will be hot sellers this season. Most of our toy picks are for kids age 12 and under (because truthfully, after age 12 what kids really want is an iPhone 6.) HOLIDAY 2014 HOT TOY LIST Top 5 Electronics for Kids 1. Disney’s Frozen Snow Glow Elsa Singing Doll 1. Amazon Fire HD, Kids Edition 2. Teenage Mutant Ninja Turtles Battle Shell 2. iPad Mini 3 for kids Leonardo Action Figure 3. Kurio Xtreme tablet for kids 3. Doc McStuffins Get Better Talking Mobile Cart 4. -
Toy Industry Product Categories
Definitions Document Toy Industry Product Categories Action Figures Action Figures, Playsets and Accessories Includes licensed and theme figures that have an action-based play pattern. Also includes clothing, vehicles, tools, weapons or play sets to be used with the action figure. Role Play (non-costume) Includes role play accessory items that are both action themed and generically themed. This category does not include dress-up or costume items, which have their own category. Arts and Crafts Chalk, Crayons, Markers Paints and Pencils Includes singles and sets of these items. (e.g., box of crayons, bucket of chalk). Reusable Compounds (e.g., Clay, Dough, Sand, etc.) and Kits Includes any reusable compound, or items that can be manipulated into creating an object. Some examples include dough, sand and clay. Also includes kits that are intended for use with reusable compounds. Design Kits and Supplies – Reusable Includes toys used for designing that have a reusable feature or extra accessories (e.g., extra paper). Examples include Etch-A-Sketch, Aquadoodle, Lite Brite, magnetic design boards, and electronic or digital design units. Includes items created on the toy themselves or toys that connect to a computer or tablet for designing / viewing. Design Kits and Supplies – Single Use Includes items used by a child to create art and sculpture projects. These items are all-inclusive kits and may contain supplies that are needed to create the project (e.g., crayons, paint, yarn). This category includes refills that are sold separately to coincide directly with the kits. Also includes children’s easels and paint-by-number sets. -
Master List of Games This Is a List of Every Game on a Fully Loaded SKG Retro Box, and Which System(S) They Appear On
Master List of Games This is a list of every game on a fully loaded SKG Retro Box, and which system(s) they appear on. Keep in mind that the same game on different systems may be vastly different in graphics and game play. In rare cases, such as Aladdin for the Sega Genesis and Super Nintendo, it may be a completely different game. System Abbreviations: • GB = Game Boy • GBC = Game Boy Color • GBA = Game Boy Advance • GG = Sega Game Gear • N64 = Nintendo 64 • NES = Nintendo Entertainment System • SMS = Sega Master System • SNES = Super Nintendo • TG16 = TurboGrafx16 1. '88 Games ( Arcade) 2. 007: Everything or Nothing (GBA) 3. 007: NightFire (GBA) 4. 007: The World Is Not Enough (N64, GBC) 5. 10 Pin Bowling (GBC) 6. 10-Yard Fight (NES) 7. 102 Dalmatians - Puppies to the Rescue (GBC) 8. 1080° Snowboarding (N64) 9. 1941: Counter Attack ( Arcade, TG16) 10. 1942 (NES, Arcade, GBC) 11. 1943: Kai (TG16) 12. 1943: The Battle of Midway (NES, Arcade) 13. 1944: The Loop Master ( Arcade) 14. 1999: Hore, Mitakotoka! Seikimatsu (NES) 15. 19XX: The War Against Destiny ( Arcade) 16. 2 on 2 Open Ice Challenge ( Arcade) 17. 2010: The Graphic Action Game (Colecovision) 18. 2020 Super Baseball ( Arcade, SNES) 19. 21-Emon (TG16) 20. 3 Choume no Tama: Tama and Friends: 3 Choume Obake Panic!! (GB) 21. 3 Count Bout ( Arcade) 22. 3 Ninjas Kick Back (SNES, Genesis, Sega CD) 23. 3-D Tic-Tac-Toe (Atari 2600) 24. 3-D Ultra Pinball: Thrillride (GBC) 25. 3-D WorldRunner (NES) 26. 3D Asteroids (Atari 7800) 27. -
Dolltalk: a Computational Toy to Enhance Children's Creativity
Dolltalk: A computational toy to enhance children’s creativity Catherine Vaucelle Tristan Jehan MIT Media Laboratory MIT Media Laboratory Gesture and Narrative Language Group Hyperinstruments Group 20 Ames street, E15-320N 20 Ames street, E15- 445 Cambridge, MA 02139 USA Cambridge, MA 02139 USA +1 617 253 6096 +1 617 253 0095 [email protected] [email protected] ABSTRACT mat the child is playing and plays back related stories from This paper presents a novel approach and interface for peers, as appropriate. Research with Storymat has shown encouraging children to tell and act out original stories. that when children listened to and incorporated elements “Dolltalk” is a toy that simulates speech recognition by from their peer’s stories, their own became richer. Similar capturing the gestures and speech of a child. The toy then results were found with TellTale [5], a toy made of body plays back a child’s pretend-play speech in altered voices pieces of a caterpillar. Each body piece can record a representing the characters of the child’s story. Dolltalk’s sentence as well as an entire story. The child can put the tangible interface and ability to retell a child’s story may pieces together and hear the story organized in the order the enhance a child’s creativity in narrative elaboration. child has chosen. Keywords DESCRIPTION Tangible interface, toy, children, performance, perspective- Continuing in this vein of research, we have built Dolltalk taking, narrative elaboration, motion and speech detection to allow children to record their stories and hear them back with the same content but with different voices. -
Simulacra of Social Desire: Reflection on Collecting and the “Lost Toy Archive”
SIMON ORPANA siMulacrA oF soCiAl desire: reFleCtion on ColleCtinG And the “lost toy ArChive” In 2009, I started to construct an archive that records traces of the toys I collected and played with as a child. While most of these toys have been lost in various garage sales, moves and purges, I started to search out photographic records of my collections, and used these to evoke reflection regarding the role that toys have played in shaping my memories, identity and modes of relating to the world. Rather than simply amassing images, I started to make drawings of them in a sketchbook. This process was aided by my mother’s unearthing of a family photo album, spanning from the late seventies to the early eighties, which contained the originals of many of the images included in my archive. The act of re-drawing these images into my sketchbook expanded the microsecond of time captured in the photograph into a longer meditation through which details in the photos summoned memories and affect. This exercise challenged the abstract, spectacularized place the toys held in my adult imagination and placed the artifacts back into a context of 211 family, friends and personal history, offering a remedy to the “archive fever” SIMULACRA OF SOCIAL DESIRE that overtook me in early adulthood, when recollecting the physical toys I owned as a child became an obsessive preoccupation. The process by which the mass-produced toys of my youth were translated from mere simulacra into a meaningful personal narrative by employing the same logic of simulation is the general theme this paper explores. -
Master List of Games This Is a List of Every Game on a Fully Loaded SKG Retro Box, and Which System(S) They Appear On
Master List of Games This is a list of every game on a fully loaded SKG Retro Box, and which system(s) they appear on. Keep in mind that the same game on different systems may be vastly different in graphics and game play. In rare cases, such as Aladdin for the Sega Genesis and Super Nintendo, it may be a completely different game. System Abbreviations: • GB = Game Boy • GBC = Game Boy Color • GBA = Game Boy Advance • GG = Sega Game Gear • N64 = Nintendo 64 • NES = Nintendo Entertainment System • SMS = Sega Master System • SNES = Super Nintendo • TG16 = TurboGrafx16 1. '88 Games (Arcade) 2. 007: Everything or Nothing (GBA) 3. 007: NightFire (GBA) 4. 007: The World Is Not Enough (N64, GBC) 5. 10 Pin Bowling (GBC) 6. 10-Yard Fight (NES) 7. 102 Dalmatians - Puppies to the Rescue (GBC) 8. 1080° Snowboarding (N64) 9. 1941: Counter Attack (TG16, Arcade) 10. 1942 (NES, Arcade, GBC) 11. 1942 (Revision B) (Arcade) 12. 1943 Kai: Midway Kaisen (Japan) (Arcade) 13. 1943: Kai (TG16) 14. 1943: The Battle of Midway (NES, Arcade) 15. 1944: The Loop Master (Arcade) 16. 1999: Hore, Mitakotoka! Seikimatsu (NES) 17. 19XX: The War Against Destiny (Arcade) 18. 2 on 2 Open Ice Challenge (Arcade) 19. 2010: The Graphic Action Game (Colecovision) 20. 2020 Super Baseball (SNES, Arcade) 21. 21-Emon (TG16) 22. 3 Choume no Tama: Tama and Friends: 3 Choume Obake Panic!! (GB) 23. 3 Count Bout (Arcade) 24. 3 Ninjas Kick Back (SNES, Genesis, Sega CD) 25. 3-D Tic-Tac-Toe (Atari 2600) 26. 3-D Ultra Pinball: Thrillride (GBC) 27. -
Section N/A MEMBERS' PACK No 30
AMENDMENT AND upDATE SERVICE MEMBERS' PACK No 30 - NOVEMBER 1994 Section Description N/A Al REPLACEMENT SHEET: Helpline Details A2 REPLACEMENT SHEET: Back Issues of Packs c 143/144 In The Cauldron, latest news from the 145/146 adventuring world. 147/148 149/150 o 2/2a REPLACEMENT SHEETS: Index to review sections for packs 26 - 30 319/320 Reviews of Planet Football, Return to 321/322 Ringworld, Dragon Quest, On The Ball - 323/324 World Cup Edition, System Shock, Warlords 2: 325/326 Scenario Builder, The Bardic Rite, 327/328 Lycanthropy, Shadow of the Comet CD, Sam & 329/330 Max Hit The Road, Ishar 3 - The Seven Gates 331/332 of Infinity, A Promotional Prospect, Robinson's Requiem, The Fabled Black Rose. H 9/10 Conventional Matters by Sue Roseblade. 11/12 Scared by Hugh T. Walker. 13/14 I 35/36 CD-ROM Games by Wayne Roberts of Cheet Sheets. Q 33/34 Part 2 of Serialised Solution to Al-Qadim. 35/36 Part 1 of Serialised Solution to Alone in the 37/38 Dark II. S 65/66 Notice Board for November. T 51/52 Part 1 of Playing Guide for Myst. u 51/52 Brief Encounters: Battle Force, The Black Cauldron, The End is Nigh, The Boyd File HELP-LINE DETAILS * BY MAIL: Sue Roseblade will deal with requests for help by mail. Please write to her at 22 Pembroke Avenue, Eynesbury, st Neots, CAMBS PE19 2SW, enclosing a stamped addressed envelope. state the title and version of the game, and details of your query. She will usually reply to you on the day of receipt of your letter.