My-my, how the world has changed since I came of age in the late ’80s, early ‘90s. Back then, I thought we had it all with 57 channels of cable television, a wireless phone in the kitchen, and my Walkman clipped on my hip. Cutting-edge technology was compact discs and the Nintendo NES. There were juggernaut toy brands like Cabbage Patch Kids, Transformers, Laser Tag, and Rubik’s. The toy retail landscape was represented by chains like Toys R Us, Kay-Bee Toys, Childs World, and Zany Brainy. It took hundreds of thousands of dollars to launch a toy brand and a large staff of salespeople around the nation to land the distribution channels. However, much like the cassette tape in my Walkman, it is all antiquated now.
Think you have a great STEAM toy? Now toy makers can earn an official ‘Stamp of Approval’ for their product from the Toy Association.
Kristin Morency Goldman highlights the Toy Association’s efforts to to track and report on the hottest trends in toys, play, and youth entertainment.
Matt Nuccio on the reasons why packaging may fail in the toy aisle — and how to avoid making the same mistakes.
Alan and Christine Blumberg, principals at RBG Sales, on the role that sales representatives play in the toys and games industry today.
Amanda Marschall and Megan Gardner, co-chairs of the Women in Toys, Licensing & Entertainment Young Professionals Network, explain how the WiT YPN can support anyone early in their career, looking for a career change, or re-entering the workforce — regardless of their age.
ICTI Ethical Toy Program’s Sarah Ng on the importance of responsible sourcing.
When will consumers start returning to movie theaters and live events — and what does it mean for the toy and licensing industries?
Matt Nuccio, president of Design Edge, with five pieces of advice on building connections in the toy industry.