The Business of Toys and Games

The Business of Toys and Games
Author: Aspatore Books
Publisher: Aspatore Books
Total Pages: 100
Release: 2006
Genre: Business & Economics
ISBN: 9781596226272

The Business of Toys and Games is an authoritative, insider's perspective on the ins and outs of the children's toy industry and the strategic thinking behind running a toy company. Featuring senior management from the nation's leading toy and game manufacturers, this book provides a broad, yet comprehensive overview of the current shape and future state of this fast-paced industry. As they raise critical points around the unique aspects of creating merchandise for a young audience, these authorities offer practical and adaptable strategies for succeeding on the shelves and with their customers. From conducting market research and developing new products to creating a company vision and building a winning team, these leaders articulate the finer points of an industry where work and play intersect. The different niches represented enable readers to get inside some of the great strategic minds of today, as experts explore in detail what it takes to stay ahead of trends and compete on a global scale.

Business Builders in Toys and Games

Business Builders in Toys and Games
Author: Nathan Aaseng
Publisher:
Total Pages: 0
Release: 2003
Genre: Businesspeople
ISBN:

Provides a history of the toy and game industry and profiles seven people who have succeeded in that realm.

Toys and Games Then and Now

Toys and Games Then and Now
Author: Robin Nelson
Publisher: Lerner Publications
Total Pages: 34
Release: 2003-01-01
Genre: Juvenile Nonfiction
ISBN: 9780822546443

Briefly describes how toys and games have changed through the years, including such topics as how playgrounds differ and how today's toys relate to those of the past.

A Game Maker's Life

A Game Maker's Life
Author: Jeffrey Breslow
Publisher: Post Hill Press
Total Pages: 206
Release: 2022-08-30
Genre: Biography & Autobiography
ISBN: 1637584385

In his captivating memoir, Jeffrey Breslow tells how: •Creating a game is a mix of Rube Goldberg, Santa’s elves, mass production, and the bottom line. •He oversaw two multi-million dollar businesses that earned profits for more than four decades. Even while the industry transformed itself from using cardboard and plastics into electronics, his companies never acquired debt and never borrowed money from a bank! •He overcame the terrible misfortune of a deadly workplace shooting and led his shaken employees through the tragedy and back to running a thriving business. Millions of people around the world have played with games and toys Breslow and his partners invented—perhaps you have, too! Now, read Breslow’s remarkable story and see how a flash of inspiration, followed by hard work and ingenuity, brought these wonderful games to life.

Toyland

Toyland
Author: Sydney Ladensohn Stern
Publisher: McGraw-Hill/Contemporary
Total Pages: 376
Release: 1990
Genre: Antiques & Collectibles
ISBN:

An account of the world of toys, examining the successes and failures of the products of many toy companies.

Dictionary of Toys and Games in American Popular Culture

Dictionary of Toys and Games in American Popular Culture
Author: Frank Hoffmann
Publisher: Routledge
Total Pages: 181
Release: 2013-10-08
Genre: Sports & Recreation
ISBN: 1135418535

Keep the information you need on playthings and pop culture at your fingertips! The Dictionary of Toys and Games in American Popular Culture is an A-to-Z reference guide to the playthings that amused us as children and fascinate us as adults. This enlightening—and entertaining—resource, complete with cross-references, provides easy access to concise but detailed descriptions that place toys and board games in their social and cultural contexts. From action figures to yo-yos, the book is your tour guide through the museum of sought-after collectibles and forgotten treasures that mirror the fads and fashions that helped define pop culture in the United States. The Dictionary of Toys and Games in American Popular Culture is a historical, yet current, reflection of society’s ever-changing attitudes toward childhood and its cultural touchstones. The book is filled with physical descriptions of each entry, including size, color, and material composition, and the age group most often associated with the item. It also includes biographical sketches of inventors, manufacturers, and distributors— a virtual “Who’s Who” of the American toy industry, including Milton Bradley, Walt Disney, and Jim Henson. With a brief glimpse through its pages or a lengthy look from cover to cover, you’ll discover (or re-discover) real hero action figures, toys with commercial tie-ins, fast-food promotional giveaways, penny prize package toys, and advertising icons and characters in addition to beloved toys and board games like Etch-a-Sketch®, Lincoln Logs®, Colorforms®, Yahtzee®, and Burp Gun, the first toy advertised on nationwide television. The Dictionary of Toys and Games in American Popular Culture presents easy-to-access and easy-to-read descriptions of such toys as: Barbie®, bendies, and Beanie Babies® Monopoly®, Mr. Machine®, and Mr. Potato Head™ Pez®, Plah-Doh®, and Pound Puppies® Scrabble®, Silly Putty®, and Slinky® Tiddly Winks®, Tinker Toys®, and Twister™ and looks at the people behind the scenes of the biggest names in toys, including LEGO® (Ole Kirk Christiansen) Fisher-Price® (Homer G. Fisher) Mattel® (Ruth and Elliott Handler) Hasbro™ (Alan, Merrill, and Stephen Hassenfeld) Toys R Us® (Charles Lazarus) Parker Brothers® (Edward and George Parker) F.A.O. Schwartz (Frederick Schwartz) Kenner® (Albert Steiner) Tonka® (Russell L. Wenkstern) The Dictionary of Toys and Games in American Popular Culture also includes an index and a selected bibliography to meet your casual or professional research needs. Faster (and more entertaining) than searching through a vast assortment of Web sites for information, the book is a vital resource for librarians, toy collectors and appraisers, popular culture enthusiasts, and anyone with an interest in toys—past and present.