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Chapter 10 - Toys and games

from PART II - Media-dependent entertainment

Published online by Cambridge University Press:  01 June 2011

Harold L. Vogel
Affiliation:
Independent Analyst
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Summary

It's not whether you win or lose, but how you play the game.

In the age of computers, that statement takes on new meanings: Only a few people in the world can beat the best computerized chess-playing machines. And video games cannot ever really be defeated because, no matter how high the score, it is always the human who tires first or makes the fatal error.

This chapter, largely focusing on toys and computerized games, will show how microelectronic-chip technology has enabled game designers to conveniently and inexpensively transform plain television screens into playfields of extraordinary capability. And it will be seen how, from a small kernel, there rapidly evolved a business that is of global scale comparable to that of movies or music, and often more vibrant than either.

First, however, important perspective is gained by examining the traditional toy and game sectors.

Not just for kids

Throughout the ages, toys have always reflected the technological capabilities and the cultural traditions of the societies in which they have been developed. Early primitive toys, some found by archaeologists going back as far as 5,000 years, were made of clay or wood or cloth, for example. Hobbyhorses and toy pets were seen in early Greece. Children of medieval times played with miniatures of knights and cannons and dolls dressed as monks. Fashion dolls were favorites of French aristocrats in the Middle Ages, and doll cabinets decorated the homes of wealthy Dutch and German merchants in the 1700s.

Type
Chapter
Information
Entertainment Industry Economics
A Guide for Financial Analysis
, pp. 381 - 404
Publisher: Cambridge University Press
Print publication year: 2010

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(Super Mario Bros., introduced in 1987
nearly 9 million game sets and 60 million software units were sold in 1990 (with Super Mario Bros. 3 selling 8 million units)
Titanic in the movies. By 2005, the 1989 title had sold more than 43 million units for a total of well over $1.1 billion and had become the top-selling video game of all time
more than 10 million copies of Take-Two's Grand Theft Auto III have been sold since 2001
Halo 3 for Microsoft's X-Box have become important franchises, with sales through 2010 of more than 34 million units
Nintendo's huge late-1980s success, Super Mario Brothers 2
See also Fritz, (2007), where it is tablulated that Super Mario Bros.
beginning in 1985 had unit sales of 198 million (7 games), Madden NFL
beginning in 1989 had units sales of 63 million (19 games), Halo
beginning in 2001 had unit sales of 22 million (3 games), and Guitar Hero, beginning in 2005 had unit sales of 7 million (3 games)
Grand Theft Auto series, now in its fourth installment, has sold more than 60 million copies since 2001
And in 2007, Microsoft's Halo 3 generated an estimated $170 million in first day sales ($300 million in the first week)
Spore, 1 million units. See also Wingfield, (2008b), Baker, (2010), and Suellentrop, (2010)
Tomb Raider or Splinter Cell. The three top-selling computer games of the last half of the 1990s were Myst and its sequel Riven
Forbes, October 18, 1999 and December 27, 1999, p. 288

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  • Toys and games
  • Harold L. Vogel
  • Book: Entertainment Industry Economics
  • Online publication: 01 June 2011
  • Chapter DOI: https://doi.org/10.1017/CBO9780511976803.012
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  • Toys and games
  • Harold L. Vogel
  • Book: Entertainment Industry Economics
  • Online publication: 01 June 2011
  • Chapter DOI: https://doi.org/10.1017/CBO9780511976803.012
Available formats
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Save book to Google Drive

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  • Toys and games
  • Harold L. Vogel
  • Book: Entertainment Industry Economics
  • Online publication: 01 June 2011
  • Chapter DOI: https://doi.org/10.1017/CBO9780511976803.012
Available formats
×