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Rules of Play - Game Design Fundamentals
Table of Contents Table of Contents Table of Contents Rules of Play - Game Design Fundamentals.....................................................................................................1 Foreword..............................................................................................................................................................1 Preface..................................................................................................................................................................1 Chapter 1: What Is This Book About?............................................................................................................1 Overview.................................................................................................................................................1 Establishing a Critical Discourse............................................................................................................2 Ways of Looking.....................................................................................................................................3 Game Design Schemas...........................................................................................................................4 Game Design Fundamentals...................................................................................................................5 Further Readings.....................................................................................................................................6 -
Power Relations and Promotionalism in Hobbykidstv
Wilfrid Laurier University Scholars Commons @ Laurier Theses and Dissertations (Comprehensive) 2021 Advertainers and their Audience: Power Relations and Promotionalism in HobbyKidsTV Sherry Morley [email protected] Follow this and additional works at: https://scholars.wlu.ca/etd Part of the Communication Commons Recommended Citation Morley, Sherry, "Advertainers and their Audience: Power Relations and Promotionalism in HobbyKidsTV" (2021). Theses and Dissertations (Comprehensive). 2368. https://scholars.wlu.ca/etd/2368 This Thesis is brought to you for free and open access by Scholars Commons @ Laurier. It has been accepted for inclusion in Theses and Dissertations (Comprehensive) by an authorized administrator of Scholars Commons @ Laurier. For more information, please contact [email protected]. Family Advertainers and their Audience: Power Relations and Promotionalism in HobbyKidsTV by Sherry Morley © Master of Arts, Wilfrid Laurier University, 2021 Thesis Submitted to the Department of Communication Studies in partial fulfillment of the requirements for Master of Arts Wilfrid Laurier University 2021 Abstract YouTube presents itself as an egalitarian platform that promotes creativity and free expression among its creators, and that breaks with legacy media models. Among the mass of YouTube creators are top-earning “family influencers” who produce videos in which parents and their children are portrayed as leisurely playing and merely having fun. Behind the scenes, however, family influencer channels are capitalist, structured, and highly profitable. This thesis offers a case study of one family influencer channel, HobbyKidsTV. Exploring concepts of labour, leisure, agency, and consumer subjectivity, I de-naturalize HobbyKidsTV through a multimodal critical discourse analysis. Surfacing the power relations within HobbyKidsTV, my analysis reveals that the channel’s content is saturated by promotionalism. -
Hasbro 2021 Investor Event Transcript
REFINITIV STREETEVENTS EDITED TRANSCRIPT HAS.OQ - Hasbro Inc Investor Event 2021 EVENT DATE/TIME: FEBRUARY 25, 2021 / 3:00PM GMT REFINITIV STREETEVENTS | www.refinitiv.com | Contact Us ©2021 Refinitiv. All rights reserved. Republication or redistribution of Refinitiv content, including by framing or similar means, is prohibited without the prior written consent of Refinitiv. 'Refinitiv' and the Refinitiv logo are registered trademarks of Refinitiv and its affiliated companies. FEBRUARY 25, 2021 / 3:00PM, HAS.OQ - Hasbro Inc Investor Event 2021 CORPORATE PARTICIPANTS Brian D. Goldner Hasbro, Inc. - Chairman & CEO Casey Collins Hasbro, Inc. - Senior VP & GM of Consumer Products Chris Cocks Wizards of the Coast LLC - President Darren Dennis Throop Entertainment One Ltd. - CEO, President & Director Debbie Hancock Hasbro, Inc. - SVP of IR Deborah M. Thomas Hasbro, Inc. - Executive VP & CFO Eric C. Nyman Hasbro, Inc. - Chief Consumer Officer Kathrin Belliveau Hasbro, Inc. - Senior VP & Chief Purpose Officer Kim Boyd Hasbro, Inc. - Senior Vice President & General Manager of Global Brands Olivier Dumont Entertainment One Ltd. - President of Family Brands Steve Bertram Entertainment One Ltd. - President of Film & Television CONFERENCE CALL PARTICIPANTS Arpine Kocharyan UBS Investment Bank, Research Division - Director and Analyst David James Beckel Joh. Berenberg, Gossler & Co. KG, Research Division - Analyst Eric Owen Handler MKM Partners LLC, Research Division - MD, Sector Head & Senior Analyst Frederick Charles Wightman Wolfe Research, LLC -
Barbie As Cultural Compass
College of the Holy Cross CrossWorks Sociology Student Scholarship Sociology & Anthropology Department 5-2017 Barbie As Cultural Compass: Embodiment, Representation, and Resistance Surrounding the World’s Most Iconized Doll Hannah Tulinski College of the Holy Cross, [email protected] Follow this and additional works at: http://crossworks.holycross.edu/soc_student_scholarship Part of the American Material Culture Commons, Feminist, Gender, and Sexuality Studies Commons, and the Gender and Sexuality Commons Recommended Citation Tulinski, Hannah, "Barbie As Cultural Compass: Embodiment, Representation, and Resistance Surrounding the World’s Most Iconized Doll" (2017). Sociology Student Scholarship. 1. http://crossworks.holycross.edu/soc_student_scholarship/1 This Department Honors Thesis is brought to you for free and open access by the Sociology & Anthropology Department at CrossWorks. It has been accepted for inclusion in Sociology Student Scholarship by an authorized administrator of CrossWorks. “Barbie As Cultural Compass: Embodiment, Representation, and Resistance Surrounding the World’s Most Iconized Doll” Hannah Rose Tulinski Department of Sociology & Anthropology College of the Holy Cross May 2017 Table of Contents Acknowledgements 3 Abstract 4 Chapter 1: Barbie™ 5 Chapter 2: Cultural Objects and the Meaning of Representation 30 Chapter 3: Locating Culture in Discourse 45 Chapter 4: Barbie’s World is Our World 51 Chapter 5: Competing Directions of Cultural Production 74 Chapter 6: Role Threat 89 Role Transformation 104 Discussion 113 References 116 Appendix I: Popular Discourse 122 Appendix II: Scholarly Discourse 129 2 Acknowledgements First, thank you to Professor Selina Gallo-Cruz, who not only advised this thesis project but also who has mentored me throughout my development at College of the Holy Cross. -
2012 Annual Report
2012 ANNUAL ••••••••••••••••••••••• REPORT To Our Fellow 2012 In Review In 2012, we made significant strides toward accomplishing Shareholders many objectives we set and communicated for Hasbro. We grew 2012 EPS to $2.81 versus $2.74 per share Over the past several years, we have shared in 2011, including a ten cent negative impact of with you our vision and our plan to develop foreign exchange. This excludes restructuring charges in both years and a tax benefit in 2011.* Hasbro into a global, branded-play company. Together, we are building an industry- We returned the U.S. & Canada segment to leading organization with global reach and historical operating profit margins, despite recording lower revenues in the year. In turn, multi-faceted competencies. This begins overall operating profit margin for Hasbro increased to 14.7% excluding charges.* with our unmatched portfolio of Hasbro and partner brands and reaches across consumer We leveraged our international investments, experiences, including innovative and fun toys, growing our emerging markets’ revenues by 16%. These are markets in which we have significantly games, digital engagement, lifestyle licensing invested over the past several years. Importantly, and entertainment experiences. we delivered better than break even profit for all major emerging markets, outside of China, one We are still in the early stages of unlocking year ahead of plan. the full potential of our brands, but our We grew the Games category against an brand blueprint strategy is working. Our objective of stabilization and improved operating infrastructure to execute this strategy is in profit margins in the category. place and everyone at Hasbro is focused on We grew revenue in our Girls category, driven by brand building that resonates globally with innovation and immersive experiences across the consumers and retailers. -
THEY CAME to PLAY 100 Years of the Toy Industry Association
THEY CAME TO PLAY 100 Years of the Toy Industry Association By Christopher Byrne The Hotel McAlpin in New York was the site of the Association’s inaugural meeting in 1916. Contents 4 6 Foreword Introduction 8 100 Years of the Toy Industry Association Graphic Timeline 30 12 Chapter 2: Policy and Politics Chapter 1: Beginnings • Shirley Temple: The Bright Spot 32 and Early Days in the Great Depression • World War II and the Korean War: 33 • A Vision Realized, An Association Formed 12 Preserving an Industry • Early Years, Early Efforts 20 • Mr. Potato Head: Unlikely Cold War Hero 38 • Playing Safe: The Evolution of Safety Standards 39 • Creepy Crawlers: Rethinking a Classic 46 • TV Transforms the Industry 47 • Tickle Me Elmo and His TV Moment 51 2 64 Chapter 4: A Century of Growth and Evolution • A Century of Expansion: From TMUSA to TIA 65 • Supporting the Business of Toys 68 • Educating an Industry 73 • Creating Future Toy Designers 74 82 • Rewarding the Industry 75 Conclusion: • Worldwide Reach and Global Impact 76 Looking to the Future • Government Affairs 78 • Philanthropy 80 52 Chapter 3: Promoting Play– 84 A Consistent Message Appendix I: For 100 Years Toy Industry Hall 12 2 of Fame Inductees Appendix II: Toy Industry Association Chairmen 3 Foreword In the spring of 1916, a small group of toy manufacturers gathered in the heart of New York City to discuss the need to form an association. Their vision was to establish an organization that would serve to promote American-made products, encourage year-round sales of toys, and protect the general interests of the burgeoning U.S. -
The Play Pyramid: a Play Classification and Ideation Tool for Toy Design
The play pyramid: a play classification and ideation tool for toy design The MIT Faculty has made this article openly available. Please share how this access benefits you. Your story matters. Citation Kudrowitz, Barry M., and David R. Wallace. “The Play Pyramid: a Play Classification and Ideation Tool for Toy Design.” International Journal of Arts and Technology 3, no. 1 (2010): 36. As Published http://dx.doi.org/10.1504/IJART.2010.030492 Publisher Inderscience Publishers Version Author's final manuscript Citable link http://hdl.handle.net/1721.1/119897 Terms of Use Creative Commons Attribution-Noncommercial-Share Alike Detailed Terms http://creativecommons.org/licenses/by-nc-sa/4.0/ Int. J. Arts and Technology, Vol. X, No. X, xxxx 1 The play pyramid: a play classification and ideation tool for toy design Barry M. Kudrowitz* and David R. Wallace Department of Mechanical Engineering, Massachusetts Institute of Technology, 77 Massachusetts Avenue, Room 3-452, Cambridge, MA 02139, USA E-mail: [email protected] E-mail: [email protected] *Corresponding author Abstract: Toy designers and students may benefit from a universal classification system to communicate and ideate new toy concepts. In this paper, we present two graphical tools that help designers to classify and manipulate toy product concepts. The play pyramid is a three-dimensional map that allows designers to classify a toy concept by placing it in a space between what we believe to be four independent axes of play (sensory, fantasy, construction and challenge). The sliding scales of play are modifiers or adjectives that one can use to further describe the play of a toy concept. -
A Play Classification and Ideation Tool for Toy Design Barry M. Kudrowitz* and David R. Wallace
Int. J. Arts and Technology, Vol. X, No. X, xxxx 1 The play pyramid: a play classification and ideation tool for toy design Barry M. Kudrowitz* and David R. Wallace Department of Mechanical Engineering, Massachusetts Institute of Technology, 77 Massachusetts Avenue, Room 3-452, Cambridge, MA 02139, USA E-mail: [email protected] E-mail: [email protected] *Corresponding author Abstract: Toy designers and students may benefit from a universal classification system to communicate and ideate new toy concepts. In this paper, we present two graphical tools that help designers to classify and manipulate toy product concepts. The play pyramid is a three-dimensional map that allows designers to classify a toy concept by placing it in a space between what we believe to be four independent axes of play (sensory, fantasy, construction and challenge). The sliding scales of play are modifiers or adjectives that one can use to further describe the play of a toy concept. By taking a toy design and moving it around inside the play pyramid or along the scales of play, the design can take on new and unforeseen play affordances. Both of these tools have been tested and applied in industry sponsored research and design education settings and were successful in expanding upon toy ideas. Keywords: affordances; arts and technology; classification; idea generation; toys; toy design; toy design education; play; play pyramid; play value. Reference to this paper should be made as follows: Kudrowitz, B.M. and Wallace, D.R. (xxxx) ‘The play pyramid: a play classification and ideation tool for toy design’, Int. -
Score Distribution Analysis, Artificial Intelligence, and Player Modeling for Quantitative Game Design
SCORE DISTRIBUTION ANALYSIS, ARTIFICIAL INTELLIGENCE, AND PLAYER MODELING FOR QUANTITATIVE GAME DESIGN DISSERTATION Submitted in Partial Fulfillment of the Requirements for the Degree of DOCTOR OF PHILOSOPHY (Computer Science) at the NEW YORK UNIVERSITY TANDON SCHOOL OF ENGINEERING by Aaron Isaksen May 2017 SCORE DISTRIBUTION ANALYSIS, ARTIFICIAL INTELLIGENCE, AND PLAYER MODELING FOR QUANTITATIVE GAME DESIGN DISSERTATION Submitted in Partial Fulfillment of the Requirements for the Degree of DOCTOR OF PHILOSOPHY (Computer Science) at the NEW YORK UNIVERSITY TANDON SCHOOL OF ENGINEERING by Aaron Isaksen May 2017 Approved: Department Chair Signature Date University ID: N18319753 Net ID: ai758 ii Approved by the Guidance Committee: Major: Computer Science Andy Nealen Assistant Professor of Computer Science New York University, Tandon School of Engineering Date Julian Togelius Associate Professor of Computer Science New York University, Tandon School of Engineering Date Frank Lantz Full Arts Professor and Director New York University, NYU Game Center Date Michael Mateas Professor of Computational Media and Director University of California at Santa Cruz Center for Games and Playable Media Date Leonard McMillan Associate Professor of Computer Science University of North Carolina at Chapel Hill Date iii Microfilm/Publishing Microfilm or copies of this dissertation may be obtained from: UMI Dissertation Publishing ProQuest CSA 789 E. Eisenhower Parkway P.O. Box 1346 Ann Arbor, MI 48106-1346 iv Vita Aaron Mark Isaksen Education Ph.D. in Computer Science Jan. 2014 - May 2017 New York University, Tandon School of Engineering, Game Innovation Lab - Pearl Brownstein Doctoral Research Award, 2017 - Outstanding Performance on Ph.D. Qualifying Exam, D. Rosenthal, MD Award, 2015 - Best paper in Artificial Intelligence and Game Technology, FDG 2015 M.S. -
2017 Annual Report
2017 ANNUAL REPORT HASBRO ANNUAL REPORT 2017 DEAR FELLOW SHAREHOLDER: Insights, storytelling and innovation. This is how we, at Hasbro, bring meaningful brand experiences to life. Our mission of “Creating the World’s Best Play Experiences” is empowering us to develop persistent, perpetual engagement with audiences and consumers around the world to unlock the full potential of our brands. Hasbro’s Brand Blueprint is our proprietary competitive advantage, informing brands with global more meaningful engagement consumer insights; developing rich, engaging stories with consumers. and creating innovative experiences across toys and To achieve this objective, over the games, digital gaming, entertainment and consumer past decade, we’ve invested over $1 billion products. It is fueled by break-frame innovation, which in the Brand Blueprint and supported it connects us to a consumer universe that loves our with over $2 billion in product design and brands so much they created over 140 billion views of development to create today’s Hasbro. We’re user-generated content over the last few years. building expertise in key competences including consumer insights, storytelling, gaming BrandBrand Blueprint Blueprint and omnichannel retail, while delivering innovative play experiences across Toy & Game HASBRO Product Innovation demographics globally. RANKED During this period, we’ve almost STORYTELLING GLOBAL IN MARKETS tripled the value of our company, and Digital Consumer Developed G11 Gaming HASBRO BRANDS Products Developing in 2017 Hasbro became the -
Reproductions Supplied by EDRS Are the Best That Can Be Made from the Original Document
DOCUMENT RESUME ED 448 857 PS 029 055 TITLE Toy Action Guide [and] Media Violence and Children: A Call to Action! 2000-2001. INSTITUTION TRUCE: Teachers Resisting Unhealthy Children's Entertainment, West Somerville, MA. PUB DATE 2000-11-00 NOTE 17p. AVAILABLE FROM TRUCE, P.O. Box 441261, West Somerville, MA 02144. Web site: http://www.wheelock.edu/truce; e-mail: [email protected]. PUB TYPE Guides Non-Classroom (055) EDRS PRICE MF01/PC01 Plus Postage. DESCRIPTORS Change Strategies; Children; Childrens Games; *Mass Media Effects; Parent Role; Play; Television Viewing; *Toys; Video Games; Violence IDENTIFIERS *Toy Preferences ABSTRACT Play is essential to children's healthy development and learning, and toys are the tools of children's play. Noting that parents are constantly faced with decisions about what toys to buy and what toys to avoid, this guide is intended to help parents promote their children's creative and constructive play by making informed choices about toys, and by working with other adults at home, school, and in the community to promote positive play and toys. Sections of the guide delineate: what parents and other adults can do; choosing toys of value; toys and toy trends to avoid; making shoe box gifts for hours of creative play; and media violence and children. This media violence section includes an action guide with guidelines and resources. (HTH) Reproductions supplied by EDRS are the best that can be made from the original document. Teachers Resisting Unhealthy Children's Entertainment TRUCE 2000-2001 U.S. DEPARTMENT OF EDUCATION Office of Educational Research and Improvement , EDUCATIONAL RESOURCES INFORMATION CENTER (ERIC) , This document has been reproduced as received from the person or organization Minor changes have been made to T® Action Guild improve reproduction quality. -
Designing for Kids
Chapter 6 Play Do you still play? When experimenting in the kitchen, do you explore the com- bination of ingredients to invent something new? When at the park, do you feel the physical freedom and exhilaration when floating on a swing? When designing on the computer, do you lose yourself for hours in color and image? Is design play to you? Danish play researcher Karen Feder explains: Play and design have a lot in common – it is imaginative, cre- ative, explorative, iterative, meaningful, emotional and engaging. Remember how it was when you were a child, and you forgot all about time and place because you were so immersed in playing? To reach a “play state” – you have to go through the design pro- cess with an open mind, let yourself be surprised and embrace unexpected opportunities. This requires a safe and trustful environ- ment – as play does – and an understanding of the process as an Routledge 1 essential journey for the creation of meaningful design. Play begins in infancy, and small children spend much of their time testing hypotheses in play, helping with the mastery of skills. From an evolutionary per- spective, the primary purpose of play is education. Humans are mammals, and children, like all other young mammals, play to practice all types of skills they will need throughout life, including survival skills. While young monkeys play at chasing one another, swinging from trees, human children chase each other in a playground in a game of tag. Someday, children may need to have experienced risk so that they can run to protect their bodies.2 In later childhood, most children play less than younger children, and today even less then they have in our most recent previous generations.