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Technological Advancement and the Toy
Industry
Introduction
Technological advancement has
resulted in major changes in the way of living. The effect of the trend is not
only evident in the ways of communication but also in toy designs. The toy
industry has significantly changed over the years with a reflection being noted
on the toy designs and the ways the user interact with
them. Toys and games production once implemented minimal technological
sophistication. Prevalently, old toys did not require technical manipulation
since they were handmade. However, this is no longer the case in the current
digital age as technological advancement has positively influenced the toy
industry with a further positive impact being noted in the society. With the
advancement in technology, toy designs have also undertaken a new turn where
the newly established toys are more than just a source of entertainment for
kids.
History
Technology has transformed the toy industry for the
better. During the traditional times, toys required minimized technological
manipulation as parents took the initiative of hand-making them for their
children. During the 19th century technology begun to find its way
to the toy production industry whereby sophisticated toy designs started to
dominate the toy market (Cross 13). Doll makers greatly benefited from the
bisque techniques and doll clothiers that utilized the dye technology to come
up with a more advanced version of the toy. Despite this, the manufacturers did
not depend more on the technology since the creativity required in generating
the toy designs depended majorly on the designer and marketing efforts other
than technology. After all, toys were regarded as simple objects at this point.
During
the late 1970s, electronic games began making their entry into the toy
industry, thanks to the microchip technology. With the advent of the electronic
games, the toy industry was majorly affected with some companies going out of
business while others were transforming their business strategy to remain in
business. For instance, around this time, Simon game came into being. The
Frisbee-shaped object proved to be the most popular game at the time. In 1972,
video games such as Sega, Nintendo, and Xbox among others found their way into
the market further affecting the toy industry negatively. In 1983, a whole
video game system was introduced by Nintendo. With the help of the Japanese
technology, the games were provided with 52 colors, realistic sound, and a
high-speed action. In 1989, Gameboy came into existence. Gameboy is a handheld
game system that functions under the power of a battery. Later in 1995, Sony Company
released the first model of play station in the states.
It is a commonality that the advent of the microchip
technology negatively impacted the traditional producers by creating a new
breed of manufacturers and toys. The nature of play has also been affected by
the technological advancement with the new types of games requiring children to
remain indoors unlike in the traditional times.
Broadband and internet technology in the 21st century has
also ensured further changes in the industry with the establishment of computer
games with a multiplayer online gaming functionality.
Science
Science has changed the toy industry by introducing more
sophisticated toys in the market with better designs. For instance, through
science, toy manufacturers have been able to establish toys that achieve some
functionalities. For example, in 2006, Nintendo Company utilized science to
produce Wii video game. The generated game was the first interactive video game
to be produced that encouraged the users to engage in physical activity (Brill
94).
Additionally, through science, people can engage in
multiplayer online games as long as they are connected to the internet
technology. The multiplayer games provide the user with the ability to interact
with other players over the web from the comfort of their homes.
Having knowledge
of how science and technology have impacted the toy industry, it is easy to
identify how traditional toys compare to those of the current digital age. Toys
from the past were made from different materials from the ones used in
generating the toys in the current age. Incidentally, old toys were made of
tin, wood and lead while the toys in the current age are mainly software
generated. Technology also forms a basis of the differences between the two set
of toys from a different period. It is a fact that toys in the current day and
age are more technologically manipulated unlike those of the past. For
instance, the internet and broadband technology have resulted in the
development of online games unlike in the past where the creativity behind the
toy depended on the creativity of the designer rather than technological manipulation.
The mode of manufacture also forms a basis of the
difference noted between traditional toys and those of the current digital age.
It is evident that traditional toys were mainly hand made without any form of
technological manipulation. For instance, parents could easily make a ball from
waste papers without having to seek any technical services. On the other hand,
new toys in the current age are mainly manufactured in factories with the help
of sophisticated technology. Moreover, the safety standards associated with the
use of the toys from the different time periods outlines their differences. For
instance, toys from the traditional times are known to be less safe compared to
those from the current age. It is a fact that old toys are made from unsafe
materials with poor finishing defined by sharp edges in some toys. On the
contrary, new toys are known to have strict safety rules meant to promote the
security of the toy and that of the user.
Reflection
If I were to
redesign one of my toys from childhood, I would inflict changes on my toy car.
I would change the general design of the toy to ensure it has an interactive
interface that could allow me visualize it on my computer screens and even
compete with my friends over the internet.
Environmental Impact
The establishment of the new
toys in the current digital age has recorded both positive and negative effects
of the environment. With the new toys being more technologically driven
requiring individuals to stay indoors, the rate of environmental pollution goes
down. Apparently, it is highly unlikely that children will engage in littering
the environment as they are more likely to spend their time indoors playing
video and computer games. On the other hand, the new toys require technological
manipulation during the process of manufacture.
The move results in the release of chemicals that have a significant
negative effect on the natural system on a worldwide scale.
World Impact
With the advent of the new
toys in the market, the established global impact is discerning. Incidentally,
children are increasingly becoming addicted to the new toys in the market,
particularly video games. As a result,
most of the children are neglecting important responsibilities and spending too
much time on their computer screens and games. As a result, the children grow
up being excluded from their family members because they do not have time to
spend together as a family. As a result, the aspect of strong family ties is
eroded which a change being noted on how people observe family time.
Additionally, with the increased amount of time spent on video games, children
are less likely to spend more time reading or completing their assignments as
required. As a result, the future generation is likely to be dominated by lazy
and uneducated persons who will not have the requisite knowledge of how to
manipulate the world systems to make it a better place to live in. Moreover,
toys are regarded as a reflection of the society (Forman-Brunell
1832). With the significant changes in the toy industry, it’s hard to
acknowledge the fact that toys still resemble the world view as the new toys in
the industry are controlled by virtual games.
Economic Impact
With the influence of science and
technology to the toy industry, various economic impacts have been noted as a
result of the trend. For instance, players within the toy industry that have
invested in the new toys have foreseen an increase in revenue generation with a
reflection being noted on the amount of income generated by the industry.
Incidentally, during the close of the 2015 financial year, the total amount of
revenues generated in the United States was calculated as $77.35 billion (Toys
& Games Industry Profile: The United States." 16). Furthermore,
the fact that technology is implemented in the manufacturing of toys in the
current digital age has foreseen an increase in the number of jobs development.
In support of this, reports show that an estimated 493,914 jobs have been
created by the toy industry generating over $24 billion in wages for the
workers in the United States. The move has also played a considerable role in
benefiting the government economically. Evidently, the Toy Industry in the United
States generates approximately $10 billion in tax revenue on an annual basis.
The presented figure includes that of federal taxes estimated at $5.63 billion
and that of state taxes valued at $ 4.36 billion ("Toys & Games
Industry Profile: United States." 24).
Conclusion
In summary,
science and technology drive the current age. Incidentally, with technological
advancement, significant changes have been noted on the toy designs. Childhood
toys and modern day toys greatly vary based on make,
safety, materials of manufacture, and modes of production. Science and
technology have resulted in the establishment of toy video games that require
children to interact with other players on an online basis and stay indoors. On
the contrary, the old games required children to engage in outdoor games
playing with hand-made toys. The advent of the new toys in the toy industry has
recorded significant economic impacts such as increased job creation, increased
revenue generation, and increased taxes. Looking at the environmental impact,
it is prevalent that manufacture of the new toys requires the use of
sophisticated technology and chemicals with an effect to the environment.
Works Cited
"Toys
& Games Industry Profile: The United States." Toys & Games
Industry Profile: United States (2015): 1-37. Business Source
Complete. Web. 4 Apr. 2016.
Brill,
Pamela. "The Push For Plush." Gifts
& Decorative Accessories 115.10 (2014): 94-98. Business
Source Complete. Web. 4 Apr. 2016.
Cross,
Gary. Kids' Stuff: Toys and the Changing World of American Childhood. Boston:
Harvard University Press,1997. Print
Forman-Brunell, Miriam. Made to Play House: Dolls and the
Commercialization of American Girlhood, 1830–1930. New Haven, CT: Yale
University Press, 1993. Print
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