Table of Contents
1. Executive Summary
2. Methodology & definitions
2.1. General methodology of IDATE's reports
2.2. Methodology specific to this report
3. Introduction: The Internet of Toys
4. Smart toys: from Skylanders to NukoToys
4.1. Industry context of smart toys 4.1.1. The smart toy market borrows from the toy and electronics sectors 4.1.2. Touch mobile devices and smart toys are forming a promising partnership 4.1.3. The home consoles market
4.2. Skylanders: birth of a disruptive innovation 4.2.1. An innovative idea: bring connected toys and video games together 4.2.2. The NFC standard makes the game ubiquitous 4.2.3. A business model based on collectibles 4.2.4. Results beyond all expectations
4.3. Other forms of smart toys and their business models 4.3.1. Board games, a particularly promising market segment 4.3.2. The technological options for interfacing 4.3.3. Analysis of the business and pricing models being implemented
4.4. Detailed description of a selection of smart toys 4.4.1. 'AppMATes' by Spin Masters 4.4.2. 'Apptivity' by Mattel 4.4.3. The 'iPawn' and 'appCards' line of games by Jumbo 4.4.4. The 'zAPPed' line of games by Hasbro 4.4.5. GameChanger and Verzis, new game platforms incorporating tablets and smartphones 4.4.6. The 'Furby Boom', interactive soft toy by Hasbro 4.4.7. The 'AppGear' line of games by WowWee 4.4.8. Interactive trading card games by NukoToys 4.4.9. 'Life of George' by Lego 4.4.10. '10 digits' by Marbotic 4.4.11. 'Disney Infinity' 4.4.12. Prodigy 4.4.13. PlayStation Wonderbook by Sony 4.4.14. 'Kazooloo' by Nordau Creative, on the fringes of smart toys
5 Challenges and market prospects
5.1. Challenges along the value chain 5.1.1. Development studios: constantly pursuing innovation 5.1.2. Publishers: creating an entirely new genre 5.1.3. Toy manufacturers: exploiting their licences
5.2. Market outlook
List of Tables
Table 1: US Domestic Markets Toys, 2011 to 2013 Table 2: Global Media Tablet Domestic Shipments, by region/country, 2014 to 2018 Table 3: Smartphone Domestic Shipments, by region/country, 2014 to 2018 Table 4: Home Consoles Domestic sales, by region/country, 2014 to 2018 Table 5: Games available as part of the Skylanders franchise in 2011 Table 6: Smart toys studied in this report Table 7: Role of mobile device among smart toys studied, and technology used for interaction between toy and mobile device Table 8: Worldwide Smart Toys Market Table 9: Part of Smart Toy Market/Video Game Market and Toy Market
List of Figures
Figure 1: Growth of the global smart toy market Figure 2: Global games market Figure 3: Projections of the Resident Population by Sex for the United States, 2015 to 2035 Figure 4: How Skylanders works Figure 5: Nintendo's NFC action figurines Figure 6: Prices for smart toys studied Figure 7: Spin Master's AppMATes Figure 8: Mattel's Apptivity Figure 9: Apptivity Cut the Rope Figure 10: Apptivity Monkey Figure 11: Game of Goose Figure 12: Sound Bingo appCards Figure 13: Monopoly zAPPed Edition Figure 14: GameChanger Figure 15: Verzis Figure 16: Crayola DigiTools Effects Figure 17: Furby Boom Figure 18: The Elite CommandAR game concept Figure 19: The Elite CommandAR screen Figure 20: Screenshot of WildLands Figure 21: Screenshot of Monsterology Figure 22: Life of George Figure 23: 10 digits by Marbotic Figure 24: The Disney Infinity Base Figure 25: Prodigy Figure 26: Wonderbook: The Book of Spells Figure 27: The Kazooloo game concept Figure 28: Screenshot of the Kazooloo game Figure 29: Marvel NFC figurine Figure 30: Evolution of Worldwide Smart Toys Market
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