When you think of a gift for a little girl, what comes to mind? A Disney Princess DVD? A mountain of pink cupcakes? A toy convertible for Barbie? These are the things that most of us have come to believe that all girls like. These are also the products marketers have created for girls… Notwithstanding the foregoing, there is an ongoing debate about gender-based marketing and in particular with gender-based marketing being focused on young children. . One of the events that triggered this debate
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The Doll Industry Revenues in the U.S. toy and game industry totaled $42 billion in 2008 and were projected to increase by 4.6% per year to $52.5 billion by 2013. The market was divided into two broad segments: video games (48%) and traditional toys and games (52%). The second segment was further divided into infant/preschool toys (14.5%), dolls (14.1%), outdoor & sports toys (12.3%), and other toys & games (59.1%) including arts and crafts, plush toys, action figures, vehicles, and youth electronics
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Rise to the challenge SCENARIO Today’s date is the 1 November 2012. You are the consultant to Jot, an independent toy company Prepare a report that prioritises, analyses and evaluates the issues facing the board of Jot. You should make recommendations where appropriate. Read all the information provided before you begin. ©The Chartered Institute of Management Accountants Page 1 A variety of issues have arisen, on which the board would like your analysis and opinion: Near-shoring
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traditional toys or computer games. Children get bored fast and switch to substitutes. They prefer to play with more sophisticated toys. Substitutes come from the entire toy industry as well as the electronic gadget market. There are no switching costs for substitutes and the prices of substitutes vary, the barrier to switch is therefore low. Bargaining Power of Customers (pressure high): The pressure from customers is high. Customers of Lego are retailers such as Wal-Mart or Toys”R”Us. These
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Term Paper MKTG 578 Consumer Behavior Devry University / Keller The company Action Figure Outpost is a resale company for action figure themed toys and collectibles ranging from vintage to more modern products. The company has been in business for several years as an eBay store managed by a Top Rated eBay Power Seller; however the store has undergone gone recent name changes which allowed for the store to focus on specific items to be sold and narrow in on a target audience. The company now
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Emotional Benefits An emotional benefit relates to the ability of the brand to make the buyer or user of a brand feel something during the purchase process or user experience. “When I buy or use this brand, I feel ___.” Thus, a customer can feel safe in a Volvo, excited in a BMW, energetic with Coke or warm when receiving a Hallmark card. Evian, with its “Another day, another chance to feel healthy,” associated itself with the satisfied feeling that comes from a workout. Emotional benefits add
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innovation involving using RFID technology to wirelessly connect a computer to the toy figures via the USB port. In the driving seat of this development were Bala brothers who had accumulated significant experience in the video gaming industry, and thus, who were well positioned to understand nuances of the market, latent and unmet needs. This revolutionary innovation has given birth to an entirely new genre of the life-to-toy gaming approach that since has undergone rapid evolution. In its strategic
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Annotation by Jane Prince, associate professor in psychology at the University of Glamorgan, Wales. The economical problems for the toy vendors are the consequence of a disturbing childhood development. There is less need for toys, because most of the children do not know how to play anymore. Instead of the traditional toy world, that has earlier been filled with toy soldiers, ball games, cars and dolls, children now surround themselves with electronic games and impression in pictures and sound from
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Name: Institution: Analytical Essay on Game-Playing Game studies involve the practical analysis and studying of a game, its subculture, players, as well as, its wider culture from variety of various academic viewpoints. Games are played as source of entertainment and hobby. However, the analysis of how it works to achieve this is important. Games are analyzed using concepts from anthropology, sociology, psychology and literature. This paper aims at providing a detailed cogent analysis of video
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Barbie Isn’t Real Television, magazines, and movies all have the same requirement, are you attractive enough? For many years, the media has been indulging society with the images and videos of what everyone is supposed to be, by their norms. Although more and more teens are texting, and not only could that result in ignorance of English proficiency, but also the loss of lives due to texting and driving; the media is creating these images we are supposed to live up to and therefore influencing
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