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10 - Toys and games

Published online by Cambridge University Press:  05 January 2015

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Summary

It’s not whether you win or lose, but how you play the game.

In the age of computers and smartphones, that statement takes on new meanings: Only a few people in the world can beat the best computerized chess-playing machines. And video games cannot ever really be defeated because, no matter how high the score, it is always the human who tires first or makes the fatal error.

This chapter, largely focusing on toys and computerized games, will show how microelectronic-chip technology has enabled game designers to conveniently and inexpensively transform plain television screens into playfields of extraordinary capability. And it will be seen how, from a small kernel, there rapidly evolved a business that is of global scale comparable to that of movies or music and often more vibrant than either.

First, however, important perspective is gained by examining the traditional toy and game sectors.

Not just for kids

Throughout the ages, toys have always reflected the technological capabilities and the cultural traditions of the societies in which they were developed. Early primitive toys found by archaeologists, some going back as far as 5,000 years, were made of clay, wood, or cloth, for example. Evidence of competitive game-playing has been traced back to 2600 BC. And hobbyhorses and toy pets were seen in early Greece.

Type
Chapter
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Entertainment Industry Economics
A Guide for Financial Analysis
, pp. 410 - 434
Publisher: Cambridge University Press
Print publication year: 2014

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  • Toys and games
  • Harold L. Vogel
  • Book: Entertainment Industry Economics
  • Online publication: 05 January 2015
  • Chapter DOI: https://doi.org/10.1017/CBO9781139871679.013
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Save book to Dropbox

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  • Toys and games
  • Harold L. Vogel
  • Book: Entertainment Industry Economics
  • Online publication: 05 January 2015
  • Chapter DOI: https://doi.org/10.1017/CBO9781139871679.013
Available formats
×

Save book to Google Drive

To save content items to your account, please confirm that you agree to abide by our usage policies. If this is the first time you use this feature, you will be asked to authorise Cambridge Core to connect with your account. Find out more about saving content to Google Drive.

  • Toys and games
  • Harold L. Vogel
  • Book: Entertainment Industry Economics
  • Online publication: 05 January 2015
  • Chapter DOI: https://doi.org/10.1017/CBO9781139871679.013
Available formats
×