A profile of the United States toy industry: serious fun
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
New York, New York (222 East 46th Street, New York, NY 10017)
Business Expert Press
2013
|
Ausgabe: | First edition |
Schriftenreihe: | 2013 digital library
Industry profiles collection |
Schlagworte: | |
Beschreibung: | Part of: 2013 digital library. - System requirements: Adobe Acrobat reader. - Mode of access: World Wide Web Includes bibliographical references (page [141]) and index The toy industry is one of the most consistently misunderstood sectors of American business. That's no surprise because on many levels it resists easy definition. It's a commodity business. No, it's a fashion business. No, it's a consumer products business. No, it's an entertainment business. The fact is it's all of these businesses, each of which addresses and responds to market forces differently. And often, especially with the larger, publicly traded companies -- all of these businesses share a balance sheet. Toy consumers are equally diverse, ranging from grandparents planning a splurge, to parents hoping to give their kids a leg up in learning to kids parting with their pocket change. They cross every demographic category. As we often say, if you're going to reproduce and buy stuff -- or if you know someone who is -- you're a toy consumer. And, those consumers have more than 160,000 different toys to choose from at any time -- ranging from the hot, TV-promoted items to inexpensive impulse toys. It's also the only industry where the performance of a multi-billion, multinational company can be largely dependent on the whims of an 8- year-old |
Beschreibung: | 1 Online-Ressource (xvi, 145 pages) |
ISBN: | 9781606495117 |
Internformat
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082 | 0 | |a 338.7688720973 |2 23 | |
100 | 1 | |a Byrne, Christopher. |e Verfasser |4 aut | |
245 | 1 | 0 | |a A profile of the United States toy industry |b serious fun |c Christopher Byrne |
250 | |a First edition | ||
264 | 1 | |a New York, New York (222 East 46th Street, New York, NY 10017) |b Business Expert Press |c 2013 | |
300 | |a 1 Online-Ressource (xvi, 145 pages) | ||
336 | |b txt |2 rdacontent | ||
337 | |b c |2 rdamedia | ||
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490 | 0 | |a 2013 digital library | |
490 | 0 | |a Industry profiles collection | |
500 | |a Part of: 2013 digital library. - System requirements: Adobe Acrobat reader. - Mode of access: World Wide Web | ||
500 | |a Includes bibliographical references (page [141]) and index | ||
500 | |a The toy industry is one of the most consistently misunderstood sectors of American business. That's no surprise because on many levels it resists easy definition. It's a commodity business. No, it's a fashion business. No, it's a consumer products business. No, it's an entertainment business. The fact is it's all of these businesses, each of which addresses and responds to market forces differently. And often, especially with the larger, publicly traded companies -- all of these businesses share a balance sheet. Toy consumers are equally diverse, ranging from grandparents planning a splurge, to parents hoping to give their kids a leg up in learning to kids parting with their pocket change. They cross every demographic category. As we often say, if you're going to reproduce and buy stuff -- or if you know someone who is -- you're a toy consumer. And, those consumers have more than 160,000 different toys to choose from at any time -- ranging from the hot, TV-promoted items to inexpensive impulse toys. It's also the only industry where the performance of a multi-billion, multinational company can be largely dependent on the whims of an 8- year-old | ||
505 | 0 | |a Acknowledgements -- Introduction -- 1. A brief history of the U.S. toy industry -- 2. The toy industry by size and category -- 3. Product still rules -- 4. Buying and selling -- 5. Creating desire: licensing, advertising & marketing -- 6. The money game: the financial realities of the toy industry -- 7. So you still want to play? -- Epilogue -- Bibliography -- Index | |
650 | 4 | |a Mattel | |
650 | 4 | |a operations management | |
650 | 4 | |a product management | |
650 | 4 | |a game development | |
650 | 4 | |a game manufacturing | |
650 | 4 | |a toy marketing | |
650 | 4 | |a toy merchandising | |
650 | 4 | |a toy retailing | |
650 | 4 | |a toy manufacturing | |
650 | 4 | |a toys | |
650 | 4 | |a Hasbro | |
650 | 4 | |a LeapFrog | |
650 | 4 | |a Spin Master | |
650 | 4 | |a VTECH | |
650 | 4 | |a MEGA | |
650 | 4 | |a LEGO | |
650 | 4 | |a Toys "R" Us | |
650 | 4 | |a Kmart/Sears | |
650 | 4 | |a Target | |
650 | 4 | |a Wal-Mart | |
650 | 4 | |a Amazon | |
650 | 4 | |a eBay | |
650 | 4 | |a hot toys | |
650 | 4 | |a toy design | |
650 | 4 | |a toy promotion | |
650 | 4 | |a toy consumers | |
650 | 4 | |a toy advertising | |
650 | 4 | |a Consumer Products Safety Commission | |
650 | 4 | |a Toy Industry Association | |
650 | 4 | |a Toy industry / United States | |
651 | 4 | |a USA | |
776 | 0 | 8 | |i Erscheint auch als |n Druck-Ausgabe, Paperback |z 978-1-60649-510-0 |
912 | |a ZDB-38-EBR | ||
999 | |a oai:aleph.bib-bvb.de:BVB01-027593892 |
Datensatz im Suchindex
_version_ | 1804152647848034304 |
---|---|
any_adam_object | |
author | Byrne, Christopher |
author_facet | Byrne, Christopher |
author_role | aut |
author_sort | Byrne, Christopher |
author_variant | c b cb |
building | Verbundindex |
bvnumber | BV042154121 |
collection | ZDB-38-EBR |
contents | Acknowledgements -- Introduction -- 1. A brief history of the U.S. toy industry -- 2. The toy industry by size and category -- 3. Product still rules -- 4. Buying and selling -- 5. Creating desire: licensing, advertising & marketing -- 6. The money game: the financial realities of the toy industry -- 7. So you still want to play? -- Epilogue -- Bibliography -- Index |
ctrlnum | (OCoLC)865549335 (DE-599)BVBBV042154121 |
dewey-full | 338.7688720973 |
dewey-hundreds | 300 - Social sciences |
dewey-ones | 338 - Production |
dewey-raw | 338.7688720973 |
dewey-search | 338.7688720973 |
dewey-sort | 3338.7688720973 |
dewey-tens | 330 - Economics |
discipline | Wirtschaftswissenschaften |
edition | First edition |
format | Electronic eBook |
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spelling | Byrne, Christopher. Verfasser aut A profile of the United States toy industry serious fun Christopher Byrne First edition New York, New York (222 East 46th Street, New York, NY 10017) Business Expert Press 2013 1 Online-Ressource (xvi, 145 pages) txt rdacontent c rdamedia cr rdacarrier 2013 digital library Industry profiles collection Part of: 2013 digital library. - System requirements: Adobe Acrobat reader. - Mode of access: World Wide Web Includes bibliographical references (page [141]) and index The toy industry is one of the most consistently misunderstood sectors of American business. That's no surprise because on many levels it resists easy definition. It's a commodity business. No, it's a fashion business. No, it's a consumer products business. No, it's an entertainment business. The fact is it's all of these businesses, each of which addresses and responds to market forces differently. And often, especially with the larger, publicly traded companies -- all of these businesses share a balance sheet. Toy consumers are equally diverse, ranging from grandparents planning a splurge, to parents hoping to give their kids a leg up in learning to kids parting with their pocket change. They cross every demographic category. As we often say, if you're going to reproduce and buy stuff -- or if you know someone who is -- you're a toy consumer. And, those consumers have more than 160,000 different toys to choose from at any time -- ranging from the hot, TV-promoted items to inexpensive impulse toys. It's also the only industry where the performance of a multi-billion, multinational company can be largely dependent on the whims of an 8- year-old Acknowledgements -- Introduction -- 1. A brief history of the U.S. toy industry -- 2. The toy industry by size and category -- 3. Product still rules -- 4. Buying and selling -- 5. Creating desire: licensing, advertising & marketing -- 6. The money game: the financial realities of the toy industry -- 7. So you still want to play? -- Epilogue -- Bibliography -- Index Mattel operations management product management game development game manufacturing toy marketing toy merchandising toy retailing toy manufacturing toys Hasbro LeapFrog Spin Master VTECH MEGA LEGO Toys "R" Us Kmart/Sears Target Wal-Mart Amazon eBay hot toys toy design toy promotion toy consumers toy advertising Consumer Products Safety Commission Toy Industry Association Toy industry / United States USA Erscheint auch als Druck-Ausgabe, Paperback 978-1-60649-510-0 |
spellingShingle | Byrne, Christopher A profile of the United States toy industry serious fun Acknowledgements -- Introduction -- 1. A brief history of the U.S. toy industry -- 2. The toy industry by size and category -- 3. Product still rules -- 4. Buying and selling -- 5. Creating desire: licensing, advertising & marketing -- 6. The money game: the financial realities of the toy industry -- 7. So you still want to play? -- Epilogue -- Bibliography -- Index Mattel operations management product management game development game manufacturing toy marketing toy merchandising toy retailing toy manufacturing toys Hasbro LeapFrog Spin Master VTECH MEGA LEGO Toys "R" Us Kmart/Sears Target Wal-Mart Amazon eBay hot toys toy design toy promotion toy consumers toy advertising Consumer Products Safety Commission Toy Industry Association Toy industry / United States |
title | A profile of the United States toy industry serious fun |
title_auth | A profile of the United States toy industry serious fun |
title_exact_search | A profile of the United States toy industry serious fun |
title_full | A profile of the United States toy industry serious fun Christopher Byrne |
title_fullStr | A profile of the United States toy industry serious fun Christopher Byrne |
title_full_unstemmed | A profile of the United States toy industry serious fun Christopher Byrne |
title_short | A profile of the United States toy industry |
title_sort | a profile of the united states toy industry serious fun |
title_sub | serious fun |
topic | Mattel operations management product management game development game manufacturing toy marketing toy merchandising toy retailing toy manufacturing toys Hasbro LeapFrog Spin Master VTECH MEGA LEGO Toys "R" Us Kmart/Sears Target Wal-Mart Amazon eBay hot toys toy design toy promotion toy consumers toy advertising Consumer Products Safety Commission Toy Industry Association Toy industry / United States |
topic_facet | Mattel operations management product management game development game manufacturing toy marketing toy merchandising toy retailing toy manufacturing toys Hasbro LeapFrog Spin Master VTECH MEGA LEGO Toys "R" Us Kmart/Sears Target Wal-Mart Amazon eBay hot toys toy design toy promotion toy consumers toy advertising Consumer Products Safety Commission Toy Industry Association Toy industry / United States USA |
work_keys_str_mv | AT byrnechristopher aprofileoftheunitedstatestoyindustryseriousfun |