Submitted by: Submitted by 0901866
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Category: Other Topics
Date Submitted: 05/13/2013 12:58 PM
Current trends in the Toys and Games industry
A) Toys playing inspirational roles
Some Toys and games are designed around real and fictional characters, living or dead, who are seen as role models by young people – Robin Hood, David Beckam.
B) Educational roles
Children tend to spend a long time playing and rather than doing school work during their spare time. Toy and games manufactures have tapped into this market by developing toys and games that not only allow children and young people to play, but to learn and apply their creative talents to use.
C) Developing and nurturing talent
Some toys and games are designed to teach and develop talent. Examples are FIFA video games that teach football skills and toys based on television shows like American Idol and X factor which are largely driven by the pop culture.
D) Culture and anniversaries
These are toys that exploit the cultural beliefs and anniversaries-Christmas, Halloween etc.
E) Gender profile
In 2012 men users of mobile video games slightly outnumbered women users in the US (52%) as well as in Europe (52%).
F) Hardware
Video games can be accessed on consoles, smart phones, android phones and tablets. Tablets have the advantage of being portable; have bigger screens and computing power.
G) Games sources
Currently players have the choice of downloading free applications, freemium, with in-app purchase options or they can pay for a one-time fee for a full-featured app.
H) Social
Currently, most video games avoid time being wasted by waiting for ones turn to play by allowing team playing.
I) Performance Play
Video games have responded to accusations of encouraging lazy and inactive children by introducing games that engages children to exercise not only their brains, but their bodies. This has been done through games that have motion-sensor technology like Nintendo Wii.
Future trends in the Toys and Games industry
A) Purchase of expensive toys
As the economy...