Leisure and entertainment:
Toys, games
Page 1 of 1
all
[23]
papers
[8]
cases
[15]
news
[0]
classics
[0]
Sort by:
Date
Most read
Narrow by:
Date
-------------------------------
Last 1 year
Last 2 years
Last 5 years
All years
All sources
-----------------------------------------------
Admap: (1)
Account Planning Group (UK): (2)
New York American Marketing Association: (3)
Encyclopedia of American Industries, Gale: (2)
Encyclopedia of Global Industries, Gale: (1)
Encyclopedia of Major Marketing Campaigns, Gale: (3)
Young Consumers: (4)
Institute of Practitioners in Advertising: (4)
Integrated Marketing Communications Council Europe: (3)
Search within results:
Reset search
Print
|
Email
|
Add to My Folder
My preferred format is
HTML
|
Change to
PDF
1.
Fisher Price Friends - Best Kept Secret
New York American Marketing Association, Gold, Children’s Products & Services, EFFIE Awards 2008
Upon its original launch in 1996, the Tickle Me Elmo became a surprise success through a combination of word-of-mouth, celebrity enthusiasm and unexpected shortages. A campaign to celebrate the tenth ...
Summary
|
Full Text
|
More Like This
Read:
38 times
2.
Marketing toys in a digital age
Peadar Drislane, Admap, March 2008, Issue 492, pp.42-44
This article describes how toy marketers are developing their approach in line with children's use of new media. Children and young adults have their own virtual worlds, social networks and media chan ...
Summary
|
Full Text
|
More Like This
Read:
389 times
| User rating:
3.
Hasbro/Terra - Championship Online
Integrated Marketing Communications Council Europe, Bronze, IMC European Awards 2007
The board game market is characterised by higher sales from October to December, normally producing a seasonal peak of up to 75%. However, it has also come under threat from video games and the intern ...
Summary
|
Full Text
|
More Like This
Read:
26 times
4.
Mattel - Paediatrician's project
Integrated Marketing Communications Council Europe, Silver, IMC European Awards 2007
Fisher Price (part of Mattel) is a market leader in the field of toys for small children, which aims to create a new culture around playing and sustains the importance of educational toys for children ...
Summary
|
Full Text
|
More Like This
Read:
26 times
5.
Mattel, Inc.: Play. Laugh. Grow. campaign
Kevin Teague, Encyclopedia of Major Marketing Campaigns, Gale, Volume 2, 2007, pp.953-956
With the popularity of video games infringing upon the children's-toy industry, the largest toy manufacturers reported that the maximum age of children playing with toys dropped from 12 years o ...
Summary
|
Full Text
|
More Like This
Read:
66 times
6.
LeapFrog Enterprises, Inc.: Learn Something New Every Day! campaign
Kevin Teague, Encyclopedia of Major Marketing Campaigns, Gale, Volume 2, 2007, pp.879-882
Frustrated by the lack of educational toys, in 1995 Mike Wood, a California attorney, rewired a talking greeting card to help his son differentiate between phonetic sounds. Soon afterward Wood founded ...
Summary
|
Full Text
|
More Like This
Read:
39 times
7.
Binney & Smith: Make Play campaign
Frank Caso, Encyclopedia of Major Marketing Campaigns, Gale, Volume 2, 2007, pp.187-190
Crayola was the most recognized brand name in children's art products, but as the twenty-first century dawned, the company that made Crayola—Binney & Smith of Easton, Pennsylvania ...
Summary
|
Full Text
|
More Like This
Read:
40 times
8.
Monopoly Here & Now - Pass GO. Collect £1.5million: how a radical, experiential approach to communications reinvigorated Monopoly, turning it into the best selling game of 2005
Georgina Murray-Burton, Matt Dyke, Tristram Harrison, Les Binet, Sarah Carter, Alex Ebdon and Matt Law, Institute of Practitioners in Advertising, Best Small Budget & Silver, IPA Effectiveness Awards, 2006
This paper details the 2005 launch campaign for a new version of the board game Monopoly. The objective was to revitalise the brand, make it less seasonal, broaden its appeal, and increase sales value ...
Summary
|
Full Text
|
More Like This
Read:
155 times
9.
Furby (Spain) - Furby is Back
Integrated Marketing Communications Council Europe, Silver, PMC European Awards 2006
Following the introduction of many electronic games into the competitive Spanish market during 2005, this brief paper discusses the effort to re-launch Furby through a variety of mediums during the mo ...
Summary
|
Full Text
|
More Like This
Read:
12 times
10.
Brands and gaming: are you ready to play?
Tom Farrand, David Nichols, Tom Rowley and Matt Avery, Young Consumers, Vol.7, Issue 2 (2006), pp.8-13
The authors examine the opportunities for brands and businesses within gaming which, they say, is now bigger than film, music and video. It is set to become a $54.6 billion industry by 2009. They cite ...
Summary
|
Full Text
|
More Like This
Read:
114 times
11.
Global Industry Overview: Toys and Sporting Goods
Encyclopedia of Global Industries, Gale, 2006
Manufacturers in this industry produce toys, dolls and doll clothing, stuffed toys, children's vehicles (except bicycles), games (except electronic game cartridges) and sporting and athletic equipment ...
Summary
|
Full Text
|
More Like This
Read:
96 times
12.
American Industry Overview: Games, Toys, and Children’s Vehicles
Encyclopedia of American Industries, Gale, 2006
This paper covers establishments primarily engaged in manufacturing games and game sets for adults and children and mechanical and non-mechanical toys. Important industry products include games; toy f ...
Summary
|
Full Text
|
More Like This
Read:
25 times
13.
American Industry Overview: Dolls and Stuffed Toys
Encyclopedia of American Industries, Gale, 2006
This paper covers establishments primarily engaged in manufacturing dolls, doll parts, and doll clothing, except doll wigs. The paper provides a snapshot summary of the industry in the US, with additi ...
Summary
|
Full Text
|
More Like This
Read:
18 times
14.
What kids and parents really think about licensing
Andrea Geeson, Young Consumers, Vol.7, Issue 1 (2005), pp.54-59
A vox pop asks several parents and their children about licensed products. The research explores the effects of parental preferences versus peer pressure and mass media messages. It also examines the ...
Summary
|
Full Text
|
More Like This
Read:
43 times
15.
Unlocking the secret world of kids' imagination
Anthony J. James, Young Consumers, Vol.7, Issue 1 (2005), pp.25-28
There are two secrets to capturing a child's imagination to ensure the success of successful licensed products: immediacy and story. The author shows that it is quite easy for a licences property to ...
Summary
|
Full Text
|
More Like This
Read:
36 times
16.
Hot toys are dead: long live hot products
Christopher Byrne, Young Consumers, Vol.7, Issue 1 (2005), pp.8-13
This article looks at the changes in the US toy market over the last 20 years. It examines the demise of the ‘hot toy’ – the must-have Christmas present that featured heavily in the media and parents ...
Summary
|
Full Text
|
More Like This
Read:
50 times
17.
Bionicle: How LEGO told a story and sold a toy
Jens Krog and Jeppe Fonnesbaek, Institute of Practitioners in Advertising, IPA Effectiveness Awards, 2004
In 1999 and 2000 the LEGO Company was enjoying success with its two new product lines Slizer and RoboRiders. They were part of a whole new category of toys – action figures that were easy to construct ...
Summary
|
Full Text
|
More Like This
Read:
50 times
18.
Crayola: Make play
New York American Marketing Association, Silver Award, EFFIE Awards, 2004
The major problem facing Crayola was that it had become a ‘once a year’ brand with sales concentrated in the ‘back to school’ period. While the company had developed new products they lacked awarenes ...
Summary
|
Full Text
|
More Like This
Read:
32 times
19.
LeapFrog: Learn something new every day!
New York American Marketing Association, Gold & Grand EFFIE Award, EFFIE Awards, 2004
This paper describes the development of Leapfrog educational toys since its launch six years ago. During this time the brand has expanded from one to 134 products. In 2002 the campaign objectives we ...
Summary
|
Full Text
|
More Like This
Read:
22 times
20.
Drummond Park
David Amstel and Barbara Moyses, Institute of Practitioners in Advertising, Scottish IPA Effectiveness Awards, 1999
The advertising objective was to generate a 20% increase in October and November in order to protect the sell through and stocking levels for the critical four week impulse period. Not only were sale ...
Summary
|
Full Text
|
More Like This
Read:
6 times
21.
Hornby - Scalextric
Guy Lambert, Account Planning Group (UK), Highly commended, Creative Planning Awards, 1999
Campaign in 1998 (Christmas) by Lowe Howard-Spink for Scalextric (Hornby plc). New approach to motivate fathers to buy it for their sons, to play together. Media: TV, press.
Summary
|
Full Text
|
More Like This
Read:
3 times
22.
Big Boys' Toys - Making Game Boy something to do with your brain
Fiona Bioletti, Account Planning Group (UK), Creative Planning Awards, 1995
Game Boy was already established as a children's icon when Nintendo asked JWT to send it zapping up the sales graph, which meant identifying a new audience. By understanding the tension between the ch ...
|
Full Text
|
More Like This
Read:
21 times
23.
Lego Minipacks: An Epic Case History
Jane Fiori, Institute of Practitioners in Advertising, IPA Effectiveness Awards, 1988
1987 campaign for LEGO. Opportunity seen to make advertising work harder, by getting children to buy small LEGO packs not just at Christmas, and without damaging existing sales. Key was to realise tha ...
Summary
|
Full Text
|
More Like This
Read:
13 times
1
Page:
Shows all papers, cases, news and classics matching your search
Shows all papers matching your search
Shows all case studies matching your search
Shows all WARC News stories matching your search
Shows all classic papers matching your search – these are key, timeless reads
WARC Publications
|
WARC Conferences
|
About Us
|
Links
|
Contact Us
|
Terms & Conditions
© 2008 Copyright and Database Rights owned by WARC
Login
|
Subscribe
|
Free Trial
Home
Site Map
News
My WARC
My Folder (
empty
)
Subjects
Cameras, photography
Film, video and performance arts
Gaming consoles, computer games
Hi-Fi, A/V, music players
Lotteries, casinos, gambling
Museums, attractions
PCs, computing, high-tech
Restaurants
Sports
Toys, games
SEARCH