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October 26,2017
Eng 13 WFR1 Conceptual proposal
Introduction
At the very beginning of a human being’s life, toys have already been a part of it. From baby
rattles and mobiles, eventually moving on to toy cars and dolls, these playthings play an integral role
in the cognitive development of children. In fact, the very idea of playthings being synonymous with
childhood has been around for much longer than most of recorded history. Suffice to say, toys hold
a great degree of relevance that is often overlooked by most people as they get older, often times
just purchasing them as a means to satisfy children, with some exceptions like toy collectors
enthusiast communities, like yours truly is a part of. Counter-intuitively to this, however, is the fact
that the business of manufacturing and selling toys to the general audience has become a global
Recent events, however, might imply that the traditional toy industry is on massive decline.
Last year, industry powerhouse “Toys R’ Us” filed for bankruptcy and closed down its stores. There
also seems to be a massive shift in public interest towards electronic devices and video games as the
primary means of entertainment for children, with traditional toys being left behind. Advertisements
and marketing campaigns for smartphones, tablets, computers and video game consoles, particularly
in social media, have an increasing presence in society. People nowadays, millenials, would much
rather see new Fortnite DLC on a billboard more than they would like to see the new Transformers
Masterpiece Movie Series MPM-7 Bumblebee toy. This kind of presence is simply not there for the
advertising of traditional toys, albeit not to the extent of what it used to be back in the late 1900s
until the early 2000s. With this noticeable preference for gadgets and electronic entertainment, and
the waning presence of traditional toys, a question seems to be begging to be asked: are millenials
This paper aims to analyze how the increasing trend in electronic devices and video games as
playthings affects the traditional toy industry both economically and in terms of innovation. It
presents how toys have evolved over time; particularly when it comes to the design process in
conceptualizing a toy and the purposes for which they are designed, the manufacturing processes
that are involved in the creation of these toys, and the intended audiences that such toys are being
marketed to. Relating to this topic, another concept that comes to play is how the current
generation’s close relationship with technology affects other preexisting industries, the
preconceptions of older generations on this notion, whether or not these notions bear any truth to
Background
Traditional toys are defined as any physical object not entirely dependent on electronics that
is used for play. Despite having very little apparent practical use aside from the novelty it provides to
children, studies show how they are integral to the cognitive development of children, and their
effects, especially when compared to electronic devices and video games, allow … Children should
During ancient times, children mostly played with sticks and stones, or whatever they could
find to entertain themselves, although some items that are created for the purpose of being toys
have been found in ancient civilization sites, like a 3000 year-old ivory hedgehog standing on a cart
with rolling wheels from Susa, Iran. At that time, and for thousands of years after, toys were
relatively quite rare since the technology to mass produce toys were not at all developed at the time,
as well as the fact was impractical to do so since resources would then be diverted from where they
were more needed within a community. This changed with the arrival of the industrial revolution
when both of these problems were rendered obsolete. Toys were cheaper and easier to produce, and
the increase in real wages meant that the general populace had enough spare money to spend on
their children. This presented business pioneers with an idea to capitalize on. Thus, the toy industry
As with most industries, a lot has changed from the way toys were made back then to how
they are made now. Before the invention of plasticine in 1897, toys were being manufactured using
materials like metals, such as Meccano and die-cast model vehicles like Matchbox, or wood, like
more artisanal and small scale toy makers. These materials were harder and more expensive to turn
into functional toys. When the former was introduced, it gave toy makers less restrictions and more
room to experiment with their craft. Plastic toys like LEGOs and Dolls were particularly popular
During the 1960s, there is an abundance of media that depict wars and soldiers, both due to
the aftermath of World War II, as well as the prevailing tensions surrounding the Vietnam Warm the
Cold War, and the opposing superpowers at the time. As result, young boys exposed to this kind of
media found the concept interesting, and of course wanted toys related to it. Running parallel to this
development, is the continual research and development on manufacturing methods and materials
that allowed for the production of more complex assemblies and designs, such as more details on
toys and more articulation where there is needed. A combination of the boys’ fascination with
“action heroes” and the ability to make more articulated toys resulted in the creation of action
figures, which were like what dolls were to young girls, except marketed towards young boys. This
kind of toy proved to be popular even to this day, with its appeal attracting an entirely different
with toys became much more commonplace, and items like Gameboys, Furbies, Hitclips, Bop-its
and a whole slew of electronic toys started to gain popularity. Nowadays, most toys marketed
Toy marketing campaigns have a lot of associated history as well.several tie-in or spin-off
cartoons, comics, radio shows, and starting around the 80s, video games, all of which are marketing
ploys in order to reach a broader audience for the toy line to be marketed to. Notable examples
would be the eponymous blocks by the LEGO Company, Transformers, G.I. Joe and My Little
Pony toy lines by Hasbro, Barbie dolls by Mattel, and Beyblade by Takara Tomy in Japan. While this
practice is still being done today, it has unquestionably become sidelined, starting when the
popularity of video games began to grow, first getting a foothold in the market in the 70s from
arcades and prototypical home consoles like those made by Magnavox and Atari, subsequently
gaining a rapid boom in their following among young children during the 1980s thanks to the release
of the Nintendo Entertainment System, which to many was their first experience with video games,
as it was during this time that game consoles first started to become more affordable to the general
populace. Eventually, rival companies like Sega started popping up to compete with Nintendo,
releasing other consoles and other “exclusive” game titles, and by then the video game industry has
become an economic titan in a fraction of a time that other entertainment industries have taken to
get to a similar status. Nearly all households that could afford a console had one as this was, other
than going to the arcade, the easiest way to get to play a video game, and for a long period of time,
The 2010s saw a dramatic shift in the way entertainment industries operated. With the
iPhone signaling the birth of the archetypical smartphone that is now a staple in our daily lives,
has also changed. Having access to the internet from a handheld device wherever the user is, means
that written periodicals, radio and television do not necessarily have to be the primary means to
entertainment anymore. You can now watch television shows and movies without having to watch a
television set or go to the movies, all within the convenient package of a smartphone. Video games
are no longer restricted to a box connected to another box that is your television set, and instead is
accessible through a handheld device that has much more functionality anyway like making calls,
surfing the internet, and playing music and videos. This led to video games even more accessible to
children, which by today’s standards most probably own smartphones or have easy access to one. As
a result, companies pander to this desire, and the mobile video game industry in its current state is
now one of the largest digital entertainment industries in the planet. Children now more commonly
play with gadgets. If that is the case, then what now of traditional toys?
Framework
With this paper discussing how technological advancements and innovation lead to the
evolution of how traditional toys are being designed, manufactured, and marketed, and ultimately its
reception by the general populace, it will rely on socio-economic concepts to present its main points,
industry. He reasons that if a new industry is to grow and possess any form of innovation that would
benefit the system as a whole, it will inevitably result in the decrease in the value of existing
industries, resulting in their eventual destruction over time. He calls it a “process of industrial
mutation that incessantly revolutionizes the economic structure from within, incessantly destroying
the old one, incessantly creating a new one.” Examples of this occurrence are how door-to-door
milk delivery is no longer a common practice as milk is now readily available in very accessible
convenience stores and supermarkets, or how Blockbuster and other similar movie rental stores
have lost almost all of their business as streaming movies and shows on Netflix has become more
popular and easy to do. This paper would analyze how gadgets affect the toy industry under the lens
that it is quite possibly an example of this occurrence in effect, and whether or not there is a
correlation between the increasing popularity of gadgets and video games among children, and the
Another point that this paper would like to analyze is how the “gale of creative destruction”
caused by the electronics market affects other pre-existing industries as well, and how older
generations who are very much accustomed to life involving these industries would perceive this
occurrence that results in the decline of such industries; whether or not they think this is a good or a
bad thing, or whether they blame this occurrence on the attitude of the current generation towards
technology. This paper attempts to relate this concept of creative destruction with geriatric
technophobia, or the aversion and sometimes even vehement distaste of members of older
generations towards advanced technology, to how they are linked the notion that gadgets are killing
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