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ETC

 
Location : HOME > Report > Digital Devices/Media/Broadcasting > Video Game
Smart Toys
Publisher IDATE
Date 2014-07
Quantity 44 pages
Type Report
Price

Print

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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