Author | : Richard C. Levy |
Publisher | : Alpha Books |
Total Pages | : 524 |
Release | : 2003 |
Genre | : Board game industry |
ISBN | : |
No Marketing Blurb
Author | : Richard C. Levy |
Publisher | : Alpha Books |
Total Pages | : 524 |
Release | : 2003 |
Genre | : Board game industry |
ISBN | : |
No Marketing Blurb
Author | : Gregory J. Battersby |
Publisher | : |
Total Pages | : 296 |
Release | : 1996 |
Genre | : Antiques & Collectibles |
ISBN | : |
Provides details about the state of the industry, explains how a new product is developed, and outlines the steps necessary to protect an idea, present a concept, and negotiate a deal.
Author | : Brian Tinsman |
Publisher | : Morgan James Publishing |
Total Pages | : 282 |
Release | : 2008-11-01 |
Genre | : Games & Activities |
ISBN | : 1600377904 |
A guide to developing and selling your game idea from a game design manager at Wizards of the Coast, the world’s largest tabletop hobby game company. Do you have an idea for a board game, card game, role-playing game or tabletop game? Have you ever wondered how to get it published? For many years Brian Tinsman reviewed new game submissions for Hasbro, the largest game company in the US. With The Game Inventor’s Guidebook: How to Invent and Sell Board Games, Card Games, Role-playing Games & Everything in Between! Tinsman presents the only book that lays out step-by-step advice, guidelines and instructions for getting a new game from idea to retail shelf.
Author | : Tim Walsh |
Publisher | : Andrews McMeel Publishing |
Total Pages | : 328 |
Release | : 2005-10 |
Genre | : Antiques & Collectibles |
ISBN | : 0740755714 |
The book Why Didn't I Think of That! includes the passage "If a toy has magic, when people see it they say, 'Oooh! What is that?' . . . It appeals to the kid in everybody." That same kind of magic captures "the kid in everybody" when they pick up Timeless Toys: Classic Toys and the Playmakers Who Created Them. Timeless Toys represents one of the finest documentaries and displays of modern toys ever written. Author Tim Walsh, a successful toy inventor himself, reveals a world of commerce, toys, and wonder that is equally fun, fascinating, and nostalgic. Readers of every age and background will find it impossible to pick up this book, turn a few pages, and not become spellbound by its insightful stories and the personal memories that the text and 420 brilliantly colored photographs bring forth. Slinky, Lego, Tonka trucks, Monopoly, Big Wheel, Frisbee, Hula Hoop, Super Ball, Scrabble, Barbie, Radio Flyer Wagons: All of these and many, many more are featured in this fascinating tome, along with the toys' histories, insider profiles, and rare interviews with toy industry icons. It's simply magic!
Author | : Stephen Key |
Publisher | : |
Total Pages | : 488 |
Release | : 2020-01-15 |
Genre | : |
ISBN | : 9781653786251 |
You have decided the job of your dreams is to be able to share your creativity with the world while creating a nice income. You long to see your product idea come to fruition so you never have to work for anyone else again. Stephen Key has been living this dream for over 30 years and has provided the roadmap for others in his best-selling book about licensing inventions, One Simple Idea. One Simple Idea has helped thousands license their product ideas. Stephen has reinvented the inventing process. Forget the patents, forget the prototypes, forget starting a business. Sell the benefit first instead! Today it's all about selling first and selling fast. His roadmap for licensing success is now being taught in major universities. Become a Professional Inventor is the follow-up to One Simple Idea because people are now asking... I love being creative and I want to do this for the rest of my life, how can I become a full-time professional inventor? How can I go from amateur to professional full-time inventor? What industries create the largest revenue? What is the best way to work with these companies so I build a successful long-term relationship? How can I license even more products ideas? Why aren't companies getting back to me? How do I get the highest royalty rate? Why are my product ideas getting rejected? What type of protection do I actually need? What is the best way to submit my product ideas? How can I tell if a company is truly inventor friendly? How do I use non-disclosure agreements? How do I license ideas without any intellectual property? How do I negotiate a licensing agreement to make sure I get paid regardless of intellectual property? For the first time ever, Stephen has uncovered the consumer product licensing industry from the inside. He has interviewed 28 leading experts across 17 different industries, as well as professional inventors, to share their knowledge with you -- so you too can now become a full-time professional inventor. Here are a few industries included in this book: Kitchen Hardware Automotive As Seen On TV Pet Dental Hospitality Toy and Game Cannabis Novelty Gift Health and Beauty and more! Stephen peels back the curtain to give you an insider's guide to how companies evaluate your product submissions so you can become a professional inventor. Also included: Sample Sell Sheets Sample Non-Disclosure Agreements Sample Term Sheets Sample Licensing Agreement Sample Calling Scripts Sample LinkedIn Contact Scripts
Author | : Susan Casey |
Publisher | : John Wiley & Sons |
Total Pages | : 4 |
Release | : 2010-12-03 |
Genre | : Juvenile Nonfiction |
ISBN | : 1118040201 |
Have you ever seen inventors on TV or in the newspaper and thought, "That could be me!" Well, it certainly could—and this book shows you how. Kids Inventing! gives you easy-to-follow, step-by-step instructions for turning your ideas into realities for fun, competition, and even profit. From finding an idea and creating a working model to patenting, manufacturing, and selling your invention, you get expert guidance in all the different stages of inventing. You'll see how to keep an inventor's log, present your ideas, and work as part of a team or with a mentor. You'll meet inspiring kids just like you who designed their own award-winning inventions. And you'll see how to prepare for the various state and national invention contests held each year, as well as international competitions and science fairs.
Author | : Frank Hoffmann |
Publisher | : Routledge |
Total Pages | : 152 |
Release | : 2013-10-08 |
Genre | : Sports & Recreation |
ISBN | : 1135418462 |
Keep the information you need on playthings and pop culture at your fingertips! The Dictionary of Toys and Games in American Popular Culture is an A-to-Z reference guide to the playthings that amused us as children and fascinate us as adults. This enlightening—and entertaining—resource, complete with cross-references, provides easy access to concise but detailed descriptions that place toys and board games in their social and cultural contexts. From action figures to yo-yos, the book is your tour guide through the museum of sought-after collectibles and forgotten treasures that mirror the fads and fashions that helped define pop culture in the United States. The Dictionary of Toys and Games in American Popular Culture is a historical, yet current, reflection of society’s ever-changing attitudes toward childhood and its cultural touchstones. The book is filled with physical descriptions of each entry, including size, color, and material composition, and the age group most often associated with the item. It also includes biographical sketches of inventors, manufacturers, and distributors— a virtual “Who’s Who” of the American toy industry, including Milton Bradley, Walt Disney, and Jim Henson. With a brief glimpse through its pages or a lengthy look from cover to cover, you’ll discover (or re-discover) real hero action figures, toys with commercial tie-ins, fast-food promotional giveaways, penny prize package toys, and advertising icons and characters in addition to beloved toys and board games like Etch-a-Sketch®, Lincoln Logs®, Colorforms®, Yahtzee®, and Burp Gun, the first toy advertised on nationwide television. The Dictionary of Toys and Games in American Popular Culture presents easy-to-access and easy-to-read descriptions of such toys as: Barbie®, bendies, and Beanie Babies® Monopoly®, Mr. Machine®, and Mr. Potato Head™ Pez®, Plah-Doh®, and Pound Puppies® Scrabble®, Silly Putty®, and Slinky® Tiddly Winks®, Tinker Toys®, and Twister™ and looks at the people behind the scenes of the biggest names in toys, including LEGO® (Ole Kirk Christiansen) Fisher-Price® (Homer G. Fisher) Mattel® (Ruth and Elliott Handler) Hasbro™ (Alan, Merrill, and Stephen Hassenfeld) Toys R Us® (Charles Lazarus) Parker Brothers® (Edward and George Parker) F.A.O. Schwartz (Frederick Schwartz) Kenner® (Albert Steiner) Tonka® (Russell L. Wenkstern) The Dictionary of Toys and Games in American Popular Culture also includes an index and a selected bibliography to meet your casual or professional research needs. Faster (and more entertaining) than searching through a vast assortment of Web sites for information, the book is a vital resource for librarians, toy collectors and appraisers, popular culture enthusiasts, and anyone with an interest in toys—past and present.
Author | : Natascha Biebow |
Publisher | : Clarion Books |
Total Pages | : 45 |
Release | : 2019 |
Genre | : Juvenile Nonfiction |
ISBN | : 132886684X |
Celebrating the inventor of the Crayola crayon This gloriously illustrated picture book biography tells the inspiring story of Edwin Binney, the inventor of one of the world's most beloved toys. A perfect fit among favorites like The Day the Crayons Quit and Balloons Over Broadway. purple mountains' majesty, mauvelous, jungle green, razzmatazz... What child doesn't love to hold a crayon in their hands? But children didn't always have such magical boxes of crayons. Before Edwin Binney set out to change things, children couldn't really even draw in color. Here's the true story of an inventor who so loved nature's vibrant colors that he found a way to bring the outside world to children - in a bright green box for only a nickel With experimentation, and a special knack for listening, Edwin Binney and his dynamic team at Crayola created one of the world's most enduring, best-loved childhood toys - empowering children to dream in COLOR
Author | : Gilbert Ford |
Publisher | : Simon and Schuster |
Total Pages | : 38 |
Release | : 2016-09-13 |
Genre | : Juvenile Nonfiction |
ISBN | : 1481450662 |
With magnificent dioramic illustrations, Gilbert Ford captures the joy, creativity, and determination behind the invention of an iconic, one-of-a-kind toy: the Slinky! One day, a spring fell from the desk of Richard James, an engineer and a dreamer. Its coils took a walk…and so did Richard’s imagination. He knew right away that he had stumbled onto something marvelous. With the help of his wife, Betty, Richard took this ordinary spring and turned it into a plaything. But it wasn’t just any old trinket—it was a Slinky, and it would become one of the most popular toys in American history.