Leisure and entertainment: Toys, games

 

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Paper
1.
Electronic Arts Inc (Leisure and entertainment)
Euromonitor Profiles, September 2009
This Company Profile from Euromonitor provides key details and analysis of Electronic Arts Inc. Included is a strategic evaluation with key company facts, competitive positioning against comparative b

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Paper
2.
Hasbro Inc (Leisure and entertainment)
Euromonitor Profiles, July 2009
This Company Profile from Euromonitor provides key details and analysis of Hasbro Inc. Included is a strategic evaluation with key company facts, competitive positioning against comparative brands, an

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Paper
3.
Konami Corp (Leisure and entertainment)
Euromonitor Profiles, July 2009
This Company Profile from Euromonitor provides key details and analysis of Konami Corp. Included is a strategic evaluation with key company facts, competitive positioning against comparative brands, a

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Paper
4.
LEGO Group (Leisure and entertainment)
Euromonitor Profiles, June 2009
This Company Profile from Euromonitor provides key details and analysis of LEGO Group. Included is a strategic evaluation with key company facts, competitive positioning against comparative brands, an

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Paper
5.
Mattel Inc (Leisure and entertainment)
Euromonitor Profiles, June 2009
This Company Profile from Euromonitor provides key details and analysis of Mattel Inc. Included is a strategic evaluation with key company facts, competitive positioning against comparative brands, an

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Paper
6.
Microsoft Corp (Leisure and entertainment)
Euromonitor Profiles, June 2009
This Company Profile from Euromonitor provides key details and analysis of Microsoft Corp. Included is a strategic evaluation with key company facts, competitive positioning against comparative brands

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Paper
7.
Nintendo Co Ltd (Leisure and entertainment)
Euromonitor Profiles, May 2009
This Company Profile from Euromonitor provides key details and analysis of Nintendo Co Ltd. Included is a strategic evaluation with key company facts, competitive positioning against comparative brand

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Paper
8.
Sony Corp (Leisure and entertainment)
Euromonitor Profiles, March 2009
This Company Profile from Euromonitor provides key details and analysis of Sony Corp. Included is a strategic evaluation with key company facts, competitive positioning against comparative brands, and

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Paper
9.
Sega Corp (Leisure and entertainment)
Euromonitor Profiles, March 2009
This Company Profile from Euromonitor provides key details and analysis of Sega Corp. Included is a strategic evaluation with key company facts, competitive positioning against comparative brands, and

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Award-winning case study
10.
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 ...

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Paper
11.
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 ...

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Award-winning case study
12.
Hasbro/Terra - Championship Online
Promotional Marketing Council, 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 ...

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Award-winning case study
13.
Mattel - Paediatrician's project
Promotional Marketing Council, 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 ...

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Case Study
14.
Mattel, Inc.: Play. Laugh. Grow. campaign
Kevin Teague, Encyclopedia of Major Marketing Campaigns, 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 ...

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Case Study
15.
LeapFrog Enterprises, Inc.: Learn Something New Every Day! campaign
Kevin Teague, Encyclopedia of Major Marketing Campaigns, 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 ...

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Case Study
16.
Binney & Smith: Make Play campaign
Frank Caso, Encyclopedia of Major Marketing Campaigns, 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 ...

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Award-winning case study
17.
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 ...

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Award-winning case study
18.
Furby (Spain) - Furby is Back
Promotional Marketing Council, 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 ...

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Paper
19.
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 ...

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Paper
20.
Global Industry Overview: Toys and Sporting Goods
Gale Global Industry Overviews, 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 ...

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Paper
21.
American Industry Overview: Games, Toys, and Children’s Vehicles
Gale American Industry Overviews, 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 ...

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Paper
22.
American Industry Overview: Dolls and Stuffed Toys
Gale American Industry Overviews, 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 ...

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Paper
23.
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 ...

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Paper
24.
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 ...

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Paper
25.
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 ...

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Case Study
26.
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 ...

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Award-winning case study
27.
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 ...

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Award-winning case study
28.
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 ...

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Award-winning case study
29.
Drummond Park
Barbara Moyses and David Amstel, 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 ...

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Case Study
30.
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.

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