Rabu, 19 Oktober 2011
Economics
08.46 |
Diposting oleh
Unknown
With toys comprising such a large and important part of human existence, it makes sense that the toy industry would have a substantial economic impact. Sales of toys often increase around holidays where gift-giving is a tradition. Some of these holidays include Christmas, Easter, Saint Nicholas Day and Three Kings Day.
In 2005, toy sales in the United States totaled about $22.9 billion.[8] Money spent on children between the ages of 8 and twelve alone totals approximately $221 million annually in the U.S.[12]
Toy makers change and adapt their toys to meet the changing demands of children thereby gaining a larger share of the substantial market. In recent years many toys have become more complicated with flashing lights and sounds in an effort to appeal to children raised around television and the internet. According to Mattel's president, Neil Friedman, "Innovation is key in the toy industry and to succeed one must create a 'wow' moment for kids by designing toys that have fun, innovative features and include new technologies and engaging content."
In an effort to reduce costs, many mass-producers of toys locate their factories in areas where wages are lower. 75% of all toys sold in the U.S., for example, are manufactured in China.[8] Issues and events such as power outages, supply of raw materials, supply of labor, and raising wages that impact areas where factories are located often have an enormous impact on the toy industry in importing countries.
Many traditional toy makers have been losing sales to video game makers for years. Because of this, some traditional toy makers have entered the field of electronic games and are enhancing the brands that they have by introducing interactive extensions or internet connectivity to their current toys.[13]
In 2005, toy sales in the United States totaled about $22.9 billion.[8] Money spent on children between the ages of 8 and twelve alone totals approximately $221 million annually in the U.S.[12]
Toy makers change and adapt their toys to meet the changing demands of children thereby gaining a larger share of the substantial market. In recent years many toys have become more complicated with flashing lights and sounds in an effort to appeal to children raised around television and the internet. According to Mattel's president, Neil Friedman, "Innovation is key in the toy industry and to succeed one must create a 'wow' moment for kids by designing toys that have fun, innovative features and include new technologies and engaging content."
In an effort to reduce costs, many mass-producers of toys locate their factories in areas where wages are lower. 75% of all toys sold in the U.S., for example, are manufactured in China.[8] Issues and events such as power outages, supply of raw materials, supply of labor, and raising wages that impact areas where factories are located often have an enormous impact on the toy industry in importing countries.
Many traditional toy makers have been losing sales to video game makers for years. Because of this, some traditional toy makers have entered the field of electronic games and are enhancing the brands that they have by introducing interactive extensions or internet connectivity to their current toys.[13]
Label:
Economics
Langganan:
Posting Komentar (Atom)
Statistik
Translate
Blog Archive
-
▼
2011
(1064)
-
▼
Oktober
(834)
-
▼
Okt 19
(140)
- Criticism
- Issues raised
- Banks on the Culture
- Interaction with other civilizations
- Foreign policy
- Behaviour in war
- Utopia
- Rocks
- Shellworlds
- Ships
- Spheres
- Living space
- Airspheres
- Orbitals
- Planets
- Rings
- Personality backups
- Starships and warp drives
- Nanotechnology
- Anti-gravity and forcefields
- Artificial intelligence
- Energy manipulation
- Matter displacement
- Drones
- Minds
- Names
- Death
- Physiology
- Phenotypes
- Personality
- Artificial
- Laws
- Biological citizens
- Biological
- Overview
- Fictional history
- Capability
- Language
- Cultural change
- 1946–1968: Symbolic versus adaptive
- 1940–present: Local versus global
- Cultural studies
- Cultural anthropology
- Structural-Functionalist challenge: Society versus...
- Archeological approaches to culture: matter and me...
- Language and culture
- English Romanticism
- American anthropology
- Biological anthropology: the evolution of culture
- Etymology
- German Romanticism
- Culture
- History
- Society and culture
- Research
- Palliative care
- Prognosis
- Epidemiology
- Recommendations
- Management
- Alternative treatments
- Dietary
- Medication
- Vaccination
- Screening
- Diagnosis
- Pathology
- Prevention
- Physical trauma and inflammation
- Hormones
- Other
- Pathophysiology
- Radiation
- Heredity
- Physical agents
- Causes
- Chemicals
- Diet and exercise
- Infection
- Cancer
- Classification
- Signs and symptoms
- Fictional card games
- Poker games
- Other card games
- Collectible card games (CCGs)
- Casino or gambling card games
- Drinking card games
- Multi-genre games
- Comparing games
- See also: Category:Comparing card gamesComparing c...
- See also: Category:Comparing card gamesComparing c...
- Solitaire (Patience) games
- Matching games
- Shedding games
- Accumulating games
- Fishing games
- Rules
- Rule infractions
- Trick-taking games
-
▼
Okt 19
(140)
-
▼
Oktober
(834)
0 komentar:
Posting Komentar