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Japan, the U.S. and the globalization of children's consumer culture.


Mattel Toys recently discovered that it no longer had to produce Barbie dolls with Asian features and clothes. With the opening of Eastern Europe Eastern Europe

The countries of eastern Europe, especially those that were allied with the USSR in the Warsaw Pact, which was established in 1955 and dissolved in 1991.
 in the 1990s to aggressive marketing and the growing identity of the commercially-savvy young in many third world countries, Mattel was able to sell Barbies in about 140 countries by 1997, but did so by assuming the dress and physical look of forty nationalities. However, in 2002, market testing led an official from Mattel to proclaim: "Blond Barbie sells just as well in Asia as in the U.S." No longer, did the $55 billion global industry in children's playthings have to manufacture different toys for children in different countries. This, of course, is a boon for companies who now seem to be able to orchestrate or·ches·trate  
tr.v. or·ches·trat·ed, or·ches·trat·ing, or·ches·trates
1. To compose or arrange (music) for performance by an orchestra.

2.
 global merchandising of identical games, dolls, and toys. And so "Mattel's Rapunzel Barbie, whose ankle-length blonde locks cascade down Verb 1. cascade down - rush down in big quantities, like a cascade
cascade

come down, descend, go down, fall - move downward and lower, but not necessarily all the way; "The temperature is going down"; "The barometer is falling"; "The curtain fell on the
 her pink ball gown" was released late in 2001 in 59 countries including the U.S.--"the company's biggest product launch ever," reported the Wall Street Journal, with TV ads broadcast in 35 languages and quickly selling $200 million of the dolls, almost half outside the U.S. (1)

The phenomenon of dark-haired girls in East Asia East Asia

A region of Asia coextensive with the Far East.



East Asian adj. & n.
 selecting blond-haired Barbie dolls might suggest the remarkable marketing power wielded by Mattel. It may even be a reflection of U.S. cultural imperialism Cultural imperialism is the practice of promoting, distinguishing, separating, or artificially injecting the culture or language of one nation into another. It is usually the case that the former is a large, economically or militarily powerful nation and the latter is a smaller, , with girls in Korea or Japan concluding that European blond hair is more attractive or even superior to their own dark hair. But there is no evidence for this view, and instead this case may illustrate a more complex dynamic of globalization globalization

Process by which the experience of everyday life, marked by the diffusion of commodities and ideas, is becoming standardized around the world. Factors that have contributed to globalization include increasingly sophisticated communications and transportation
 of children's culture Children's culture can be defined in a great number of ways and suffers from being an incredibly broad category. In recent times the study of children's cultural artifacts, children's media and literature and the myths and discourses spun around the notion of childhood have all  that has been developing for several decades.

For one thing, the flow of toys across the Pacific Ocean is not unidirectional The transfer or transmission of data in a channel in one direction only. . Toys produced in Japan, for example, have become popular in the United States United States, officially United States of America, republic (2005 est. pop. 295,734,000), 3,539,227 sq mi (9,166,598 sq km), North America. The United States is the world's third largest country in population and the fourth largest country in area.  (and world-wide) with no modification. The Mighty Morphin' Power Rangers This article lists fictional characters from the Power Rangers universe who have served as Power Rangers. Unlike the List of Power Rangers characters, which lists serving Power Rangers alphabetically alongside other characters from the same fictional universe, this article lists only  are one example. The televised version of the Rangers on the Fox Children's Network did make some changes to accommodate programmers' belief that the U.S. market required one more female ranger (for a total of two out of five), and African-American and Hispanic actors played two of the male roles. The toy action figures sold in the U.S., however, were the same as their Japanese counterparts. Marketing supervisors Murakami Katsumi bragged that "we had enough confidence in our products to bring them to the American market unchanged. We knew that they would appeal to kids in America just as they had to kids in Japan--and we were right." (2)

More fundamentally, the cultural imperialism argument fails because Japan has hardly been dominated by foreign values and products during the late twentieth century. Certainly Japan imported much foreign culture, but always on its own terms. As Mary Yoko Brannen points out in the context of analyzing Tokyo Disneyland Tokyo Disneyland (東京ディズニーランド  , "The process of assimilation of the West, the recontextualization of Western simulacra, demonstrates not that the Japanese are being dominated by Western ideologies but that they differentiate their identity from the West in a way that reinforces their sense of their own cultural uniqueness and superiority, or what we might call Japanese hegemony." (3) Tokyo Disneyland is immensely popular in Japan in part because its overseas origins confer on it a sense of the exotic. Blond dolls also tap into a Japanese curiosity about foreigners, but not a sense of inferiority to them.

Underlying this story is a more subtle trend--the linkage of modern children's consumer culture with the globalization of the design and manufacture of innovative products. It is not merely that the American makers of Barbie have swept away traditional dolls and local culture, but the plaything industry across the world has become integrated, with design centered in the U.S. and Japan and production based in China. This particular configuration may be of recent origin, but dolls and toys have long been objects of international trade. Playthings have long roots in local folk cultures and crafts, and regional and national traditions of toy and doll making have long reinforced ethnic and local identities in children. But the construction of modern childhood over the past century especially has paralleled the decline of these craft traditions and the emergence of a global children's commercial culture.

Origins of a Global Playthings' Industry

In Europe, specialized toy-making centers emerged as early as the sixteenth century in and around the small German towns of Sonneberg and Erzebirge as well in the Groeden Valley in South Tyrol where families carved distinctive wooden animals and dolls in their cottages for an extensive European market. From 1578, craftspeople crafts·people  
pl.n.
People who practice a craft; artisans.
 from Nuremberg produced toy animals from tin and in the eighteenth century, Nuremberg became a center for cheap tin toy armies and the "Nuremberg Kitchen," a precursor of the modern doll's house. Gradually, German toy-making became a well-organized trade across Europe. At first, peddlers sold handcrafted hand·craft  
n.
Variant of handicraft.

tr.v. hand·craft·ed, hand·craft·ing, hand·crafts
To fashion or make by hand.



hand·craft
 toys at fairs and door to door. Later, merchants centered in Nuremberg gained control over these traveling salesmen and forced village artisans to adopt uniform designs and to specialize. (4)

Toy makers in Britain and France also specialized for the international market. By 1800, for example, small-scale English manufacturers from the Black Country were producing cheap musical instruments, soldiers, and animals out of wood and tin. Paris became a center for high-quality hand-crafted automata automata - automaton  and porcelain dolls in the 19th century. But, after 1860 German manufacturers prevailed over British and French competitors with aggressive marketing that targeted regional cultural differences and appealed to a broad middle class (with military miniatures of the emerging naval arms race and whimsical wind-up toys). By 1900, Germany was by far the world's greatest producer of toys, making two-thirds of the dolls for Europe and exporting 75 percent of its output. (5)

German and French toy-makers found new, cheaper materials and new techniques to broaden their markets. Paper dolls
This article is about the TV drama. For other uses, see Paper doll (disambiguation).


The television drama Paper Dolls aired for 14 episodes on ABC from September, 1984 to December, 1984.
 appeared in England and the German states in the 1790s, offering a low cost version of the three-dimensional fashion doll Fashion dolls are dolls designed to be dressed and redressed to reflect fashion trends or occasionally fantasy play. The dolls are typically plastic or vinyl, and are manufactured both as toys and as collectibles. They are enjoyed by many age groups. . By 1850 papier mache and "India" rubber cheapened dolls and by the 1890s composition (a mixture mostly of wood fiber, bran, and glue) began to replace china and other clay materials for dolls' heads. At the same time, chromolithography chro·mo·li·thog·ra·phy  
n.
The art or process of printing color pictures from a series of stone or zinc plates by lithography.



chro
 allowed mechanical printing to replace much hand painting on tin plated toys. These innovations made possible more playthings per child as well more variety and novelty in playthings, making children's products part of an emerging fashion industry. We even see early signs of linking the play of children to celebrity culture This article or section may contain original research or unverified claims.

Please help Wikipedia by adding references. See the for details.
This article has been tagged since September 2007.
Some people are unknown, and others are well-known in history.
: In the 1840s and 1850s, paper dolls featured the likenesses of royalty, ballerinas and famous singers like Jenny Lind. (6)

Of course all these trends would develop in full flower only in the twentieth century. Craft methods prevailed and families still made toys at home or in small shops until the end of the nineteenth century and were sold by peddlers and in general stores. Toy manufacturing was often a sideline of "serious" industry (for example, wood workers made miniature garden tools and toy horses with scraps).

Rise of the American and Japanese Toymaker
For the 3APL-M application, see 3APL


Toymaker (real name Cosmo Krank) is a brand new, original villain in The Batman. He first appeared in Cash for Toys. He is voiced by Patton Oswalt.
 

Americans imported and copied German playthings, though by the late 1870s were producing their own lines of wooden and cast iron toys. By 1890, the Horsman Doll Company led the way toward an American-style of doll-making, using unbreakable "composition" heads and more child-like features on doll's faces to promote daily and more intimate doll play. Even though American retailers increased their importing of playthings until 1914, World War I shut down most European shipments, paving the way for the demise of a "global" dominance of the playthings' industry by Germany. The value of American toy and games rose from 8.29 million dollars in 1899 to 70.17 million in 1919 and to 103.65 million in 1929. Yet few American toys were exported until after World War II. (7)

The logic of toy making was to make it an early candidate for "outsourcing," at first domestically. Not only did toy making depend on cheap labor to assure low retail prices in a very competitive industry, but manufacturing was seasonal (sales heavily concentrated in the last quarter of the year, coinciding with Christmas). While in the 1920s and 1930s A.G. Gilbert, maker of erector sets and scientific toys, tried to keep on his loyal staff in the off season by manufacturing home fans, seasonal layoffs in the toy industry were common. The industry remained competitive, requiring little start-up capital and remaining small-scale and largely manual into the 1930s; it was centered in New York City New York City: see New York, city.
New York City

City (pop., 2000: 8,008,278), southeastern New York, at the mouth of the Hudson River. The largest city in the U.S.
 and in New England New England, name applied to the region comprising six states of the NE United States—Maine, New Hampshire, Vermont, Massachusetts, Rhode Island, and Connecticut. The region is thought to have been so named by Capt. . Moreover, with the coming of the depression, many of the more expensive companies were forced out of business and the makers of cheaper toys prevailed. Most notably Louis Marx Louis Marx (August 11, 1896 - February 5, 1982) was an American toy maker and businessman whose company, Louis Marx and Company was the largest toy company in the world in the 1950s. , a manufacturer of tin-plated wind-up toys distributed through Sears and Woolworth's, built factories in rural New York New York, state, United States
New York, Middle Atlantic state of the United States. It is bordered by Vermont, Massachusetts, Connecticut, and the Atlantic Ocean (E), New Jersey and Pennsylvania (S), Lakes Erie and Ontario and the Canadian province of
. While other companies worried about cheap Japanese imports and price cutting competitors in the 1930s, (8) Marx established a Japanese subsidiary, LinMar, to import even cheaper toys made with low-cost labor using cheap materials like recycled tin cans tin cans

put on car of newlyweds leaving ceremony. [Am. Cult.: Misc.]

See : Marriage
. (9)

At the same time, the drastic decline in European toy production during World War I helped give rise to a vigorous toy industry in Japan. An ally of Britain at the time, Japan's leaders saw the European conflict as an opportunity for geopolitical ge·o·pol·i·tics  
n. (used with a sing. verb)
1. The study of the relationship among politics and geography, demography, and economics, especially with respect to the foreign policy of a nation.

2.
a.
 and economic advancement. Declaring war on Germany and Austria in 1914, Japanese military forces did little more than remove small German garrisons from several South Pacific islands and take over sparsely-defended German territories in China. Throughout the war, Japan devoted most of its attention to manufacturing, producing ammunition, uniforms, and other staple goods for the allied armies at great profit. Toy manufacturing was a part of this general upsurge in Japanese wartime manufacturing.

German-made toys were well known in Japan and widely respected for their quality. The technical know-how to make such toys existed in Japan by 1914, but the infrastructure to manufacture high-quality toys efficiently was not yet in place. The wartime reduction in competition, however, enabled larger Japanese manufacturers to produce toys of decent quality for export despite the higher costs. The value of all Japanese toy exports tripled between 1914 and 1916 and tripled again between 1916 and 1920, at about 21,000,000 yen. Celluloid celluloid [from cellulose], transparent, colorless synthetic plastic made by treating cellulose nitrate with camphor and alcohol. Celluloid was the first important synthetic plastic and was widely used as a substitute for more expensive substances, such as  toys alone became Japan's thirteenth most valuable export commodity during the war years. The war's end War's End is a journalistic comic about the Bosnian War written by Joe Sacco. It contains two stories; the first, Christmas with Karadzic, about tracking down and meeting the Bosnian Serb leader Radovan Karadžić, and the second, Soba  re-opened the U.S. market to Japanese exports, but the German toy industry quickly recovered because, like Japan's, it was based mainly on cottage industries. (10)

One result of this renewed German competition was that Japanese manufacturers strove to improve the quality of their toys. Internal criticism was also an impetus for change. In 1927, the Ministry of Education issued a statement declaring Japanese toys and picture books inferior to those of other countries and created a commission to investigate and recommend improvements. In his 1930 book Gangu to kodomo no kyoiku (Toys and Children's Education), Seki Hiroyuki, education professor at Toyo University Overview
The antecedent to Toyo University was Shiritsu Tetsugakukan (私立哲学館), which was founded at Rinsho-in Temple by Enryo Inoue in 1887.
, complained of the difficulty that Japanese children had in moving from imitation to independent creativity. He placed part of the blame on the unimaginative offerings of toy makers, who he alleged were content simply to produce copies of foreign toys. (11) From the 1920s onward, Japanese toy makers increasingly regarded themselves as providers of an essential component of proper childhood development and therefore as assisting in promoting the nation's future. In 1931, the Japan Toy Association founded the magazine Gangu (Toys) with the explicit goal of improving Japanese toys from both an educational and a manufacturing perspective. (12)

Nevertheless (as we shall see), the Japanese toy industry did not slavishly slav·ish  
adj.
1. Of or characteristic of a slave or slavery; servile: Her slavish devotion to her job ruled her life.

2.
 follow the demands of educators. The total value of Japanese toy production peaked in 1937 at slightly over 40,000,000 yen, the same year that full-scale war in China broke out after simmering for almost a decade. Although Japan's toy industry had grown impressively during the 1920s and 1930s, small-scale manufacturing was still the norm, and there was much potential for increasing efficiencies owing to owing to
prep.
Because of; on account of: I couldn't attend, owing to illness.

owing to prepdebido a, por causa de 
 economies of scale. In 1936, for example, 91% of toy production took place in factories smaller than 10 tsubo tsubo (tsōō·bō),
n.pl mapped points on the body that correspond to and influence certain organs. Also called
acupoints.
 (approximately 360 square feet), and the majority of toy factories employed less than five workers. The general trend, however, was for all factories to increase in size. Toy manufacturing declined drastically starting in 1938, when the government prohibited the making of tin toys for the domestic market. As the war intensified into the 1940s, toy making stopped except for small-scale, war-related purposes. (13)

Exploiting the baby boom market, the American toy industry grew enormously following the war. The wholesale value of toys rose from 86.7 million dollars in 1939 to 608.2 million in 1953. (14) While older established companies like A.C. Gilbert and Louis Marx survived until the 1960s, they were surpassed by new toy and doll makers who adapted to TV advertising and product innovation in the 1950s that set the stage for the globalization of the American industry in the 1970s. Out of a small novelty business of plastic jewelry and picture frames, Eliot Handler founded Mattel in 1945. At first, Mattel manufactured plastic doll furniture, toy guitars, bird call novelties, and even in 1955 a "Bubble-O Bill Bubble Hat." (15) Only in 1955, when Mattel bought ad time on Disney's new daily TV program for children, the Mickey Mouse Mickey Mouse

Famous character of Walt Disney's animated cartoons. He was introduced in Steamboat Willie (1928), the first animated cartoon with sound. Mickey was created by Disney, who also provided his high-pitched voice, and was usually drawn by the studio's head animator,
 Club, did Mattel become a major innovator. Advertising daily (not waiting for the Christmas season) and appealing directly to children revolutionized toy marketing. The resulting explosive sales of cap guns made regular TV advertising a must and catapulted Mattel into a leading toymaker. Ruth Handler's launch of the Barbie fashion doll in 1959 not only broke from the traditional baby and companion doll, but was widely advertised on children's TV. Thanks to TV ads, Mattel's sales rose from six million in 1955 to 25 million in 1960. (16)

A second newcomer to the American toy industry played an equally important role. The Hassenfeld Brothers (Hasbro), who started in 1923 selling textile remnants and who shifted to pencil boxes in the 1930s, made their mark in the toy business with "Mr. Potato Head Mr. Potato Head is a popular children's doll, consisting of a plastic model of a potato. Originally, the potato is blank; however, it can be decorated with numerous attachable plastic parts to make a face, including a mustache, hat, nose and other features. History
Mr.
" in 1952 (one of the first to advertise on TV). (17) But again Hasbro became a global company only after its launch of G.I. Joe G.I. Joe

any American soldier. [Am. Military Slang: Misc.]

See : Soldiering
 action figure in 1964. Imitating Barbie, Hasbro adopted what was often called the "razor and razor blade ra·zor·blade also ra·zor blade  
n.
A thin sharp-edged piece of steel that can be fitted into a razor.

razor blade nhoja de afeitar

razor blade 
" principle of marketing, requiring the doll owner to purchase uniforms, jeeps, and weaponry for meaningful play. Decades of success in creating many "lines" of G.I. Joe figures allowed Hasbro in 1984 to begin buying out major competitors (Milton Bradley This article or section is written like a personal reflection or and may require .
Please [ improve this article] by rewriting this article or section in an .
 for its games and Playskool, an infant toy company). Hasbro also brought in remnants of Ideal, Tonka, Parker Brothers Parker Brothers is a toy and game manufacturer and brand. For almost 115 years the company published more than 1800 games;[1] among their best known products are Monopoly, Cluedo (known as Clue in North America), Risk , and Kenner. Thanks to diversification, Hasbro could avoid the prices of failed product lines. (18) Similarly, Mattel radically expanded its foreign market in the late 1980s by expanding sales of Barbie worldwide. In 1993, it bought preschool toy giant Fisher-Price hoping to increase sales abroad to middle-class parents. (19)

In the early postwar years, Japan's government promoted toy manufacturing both because the industry was relatively easy to revive compared with others and because toys suggested a peaceful, or at least non-threatening image. In 1946, a time in which some Japanese died of malnutrition and most citizens were in desperate need of food and shelter, the Diet passed a resolution urging the nation's citizens to give toys to children. (20) Although impractical at the time, this resolution presaged the gradual change in gift giving that would take place from the 1960s onward, in which toys became year-round gifts instead of gifts strictly limited to seasonal events such as the New Year. Toy exports resumed in 1947, reflecting a longstanding interest of educators in toys. In 1951, the Japan Teachers Union Japan Teachers Union (日本教職員組合 Nihon Kyōshokuin Kumiai, JTU), often just called Nikkyoso (日教組 Nikkyōso), is Japan's largest and oldest labor union of teachers and school staffs.  began a campaign to rid the country of war-related toys. At the same time, the toy industry adapted very quickly to global trends. Paralleling the American trade American Trade, the trade that the United States has with foreign nations or within itself. The Government actively promotes exports and seeks to prevent foreign countries from maintaining trade barriers that restrict imports. , as early as 1950, Japanese-made plastic toys Plastic Toys are an electro-rock band formed in late 2003 based in Southampton, UK. The 4-piece group are made up of Jon Plastic (Vocals/Guitars), Kitty Brooks (Bass), Si Jackson (Guitars) and Ben Coley (Drums).  appeared on the market. (21)

During the decade 1955-1965, the overall growth of Japan's toy industry was dramatic. Japan had clearly superceded Germany as the kingpin of global sales. Exports amounted to approximately two-thirds of the value of Japan's total toy production (compared with about one-third in the case of the world's other major toy producing countries). During the early 1960s, Japan became the world's second largest producer of toys, behind the United States, and the world's largest exporter of toys. Significantly, although the U.S. was the largest buyer of Japanese toys, they also found their way to nearly every country in the world that imported toys. (22) In other words Adv. 1. in other words - otherwise stated; "in other words, we are broke"
put differently
, Japan began to exert a significant influence on world youth culture during the early 1960s.

This influence was in part the result of efforts by leading Japanese toy manufacturers to combine their resources. In imitation of the American Toy Fair, the Japan International Toy Trade Show (Nihon Gangu Kokusai Mihonichi), now called the Tokyo Toy Show (Tokyo Omocha Sho) appeared in 1962, featuring 83 participating companies and signed contracts amounting to over 1,500,000,000 yen. Within a decade, the trade fair grew each year in nearly every respect. In 1972, a decade after its founding, the trade fair generated 6,749,000,000 yen in contracts. (23)

The years 1965-1975 were a time of extensive change in Japan's toy industry. Exports dropped from 70% to 55% of production in the three years after 1965. This change reflected both growing affluence, and with it a rising demand for toys in Japan, as well as increased competition from Hong Kong Hong Kong (hŏng kŏng), Mandarin Xianggang, special administrative region of China, formerly a British crown colony (2005 est. pop. 6,899,000), land area 422 sq mi (1,092 sq km), adjacent to Guangdong prov.  and others. This competition obliged Japanese firms to adopt the kind of cost-cutting measures introduced to the American toy industry in the 1930s. One approach was to move manufacturing of toys out of Tokyo to reduce the cost of labor. In 1965, eleven factories relocated as a group to Tochigi Prefecture Tochigi Prefecture (栃木県 Tochigi-ken , about 100 km from Tokyo. Dubbed the "toy danchi" (danchi are suburban apartment buildings) in popular parlance, this site was home to 31 factories by 1970. The new factories were also much larger, and they coordinated their efforts in efficiently shipping their products to the docks at Tokyo and then utilizing the same trucks to return with raw materials. (24)

In the late 1960s, representatives of Japan's toy industry decided to pursue European markets more aggressively. In 1967, they also convened the first conference on the international toy trade in Hamburg, discussing with representatives of other countries how to open restrictive markets, policies toward developing countries, especially China and Hong Kong, and ways of preventing other countries from stealing toy designs. (25) Well before Japan became a major influence in other areas of world affairs Noun 1. world affairs - affairs between nations; "you can't really keep up with world affairs by watching television"
international affairs

affairs - transactions of professional or public interest; "news of current affairs"; "great affairs of state"
, it had taken the lead in shaping the global market in toys.

The so-called "oil shocks" of the early 1970s hit Japan's toy industry hard. Owing to the higher cost of fuel and raw materials, especially plastic, the retail price of toys increased by as much as 50%. In the meantime Adv. 1. in the meantime - during the intervening time; "meanwhile I will not think about the problem"; "meantime he was attentive to his other interests"; "in the meantime the police were notified"
meantime, meanwhile
, starting in 1970, Hong Kong overtook Japan as the world's leading exporter of toys. The value of Japanese toy exports during the years 1968-1973 remained flat. (26) During the latter half of the 1970s, the domestic market for Japanese-made toys continued to increase, along with innovative ways of marketing and selling toys. For example, in 1977, toys placed in capsules began to be sold in vending machines. (27) Some Japanese firms also began outsourcing the production of toys to other parts of Asia, a practice that became increasingly common during the 1980s and subsequent decades.

Meanwhile, American toy makers accelerated the practice of foreign outsourcing in response to the competitive pressures to reduce manufacturing costs. These savings were, in turn, liberated for use in advertising and product development. This shift is shown in the sharp increase in toy imports, rising between 1981 to 1993 from 1.49 billion to 8.49 billion dollars. In the latter year, 73 percent of toys sold in the US were manufactured abroad ($3.77 billion produced in China). Off-shore manufacturing became profitable because the cost and time consumed in communication and transport declined and quality controls in foreign factories improved. Major companies like Mattel devoted considerable managerial energy to accelerating this process in the late 1980s. Foreign outsourcing became important also because new toy warehouses and discount chains centralized and increased the pace of distribution and put pressure on manufacturers to reduce costs. By 1993, Toys 'R' Us alone controlled 21.5 percent of U.S. toy sales and discount giants (Wal-Mart, K Mart, and Target) together sold another 25.8 percent. (28) The toy industry in the US (as well as Japan) participated in a new era of "fast capitalism"--the increasingly rapid shift from one product line to another on a virtually global scale. With production costs reduced to a minimum, the toy industry could concentrate on design and marketing.

During the 1970s, U.S. and (to a lesser degree) Japanese firms increasingly outsourced the production of toys to factories in Hong Kong. Toy, game, and doll imports from China by 2002 reached $12,226,624 of some $17,050,513 in total imports of playthings into the U.S. (29) As access to Chinese markets improved in the 1980s, this outsourcing began to spill over Verb 1. spill over - overflow with a certain feeling; "The children bubbled over with joy"; "My boss was bubbling over with anger"
bubble over, overflow

seethe, boil - be in an agitated emotional state; "The customer was seething with anger"

2.
 across Hong Kong's border into Guangdong Province Noun 1. Guangdong province - a province in southern China
Guangdong, Kwangtung
. Today, China (including Hong Kong) is the world's largest producer of toys, with recent estimates placing its production at 70-80% of the world's toys. Approximately 70% of China's toy production is based in the southern province of Guangdong, home to over 4,500 factories, most located in the Pearl River Delta The Pearl River Delta Region (PRD) in China occupies the low-lying areas alongside the Pearl River estuary where the Pearl river flows into the South China Sea. Since the "Open Door Policy" was adopted by the Communist Party of China in the late 1970s, the portion of the delta in  cities of Guangzhou (Canton), Shenzhen, Dongguan, and Shantou. Shenzhen is a special economic zone that also produces a large share of toys, gifts, and decorations for the Christmas season. (30) While many of these factories produce relatively simple items, some are capable of fabricating sophisticated, high-tech toys. In 2002, for example, Microsoft allied itself with two Guangdong makers, Flectonics and Wistron (manufacturing arm of The Acer Group) to produce its Xbox games This is a list of games for the Microsoft Xbox video game console, organized alphabetically by name. The Xbox was released on November 15, 2001. See Lists of video games for related lists. For a list of Xbox 360 games, see List of Xbox 360 games.  console. (31)

Chinese manufacturing firms today, like those in 1970s Hong Kong and 1950s Japan, occupy what some call a "sweet spot" within the world economy, combining a capable workforce with low wages, and a concentration of capital in Guangdong. Long hours, low pay (as little as 12 cents an hour), and unsafe conditions are common, and several tens of thousands of Chinese workers die each year from work-related accidents. This situation has recently attracted much attention from news media throughout the world. It has also sparked labor protests in China. In late 2003, the International Council of Toy Industries announced voluntary inspections of Chinese factories. (32)

While production shifted to China, the U.S. and Japan remained centers of design and innovation with action figures, ever changing Barbie dolls, and lines of mini-dolls for small children. But it was especially Japanese innovation from the 1980s in the design and marketing of high-tech, computerized toys that had the greatest impact on global youth culture. Leading the way was Nintendo, a firm created in 1889 (and called Nintendo from 1907) that started as a manufacturer of Japanese- and Western-style playing cards playing cards, parts of a set or deck, used in playing various games of chance or skill. The origin of playing cards is unknown, and almost as many theories exist as there are historians of the subject. . (33) In 1980, Nintendo's Game Watch, a small, hand-sized console for playing a simple video game, entered the Japanese market. Also in 1980, Nintendo established Nintendo of America (NOA NOA Nintendo Of America
NOA Notice of Award
NOA Notice Of Availability
NOA Noroeste Argentino (Spanish: Argentine North West Region)
NOA Notice of Action
NOA Notice of Acceptance
) in New York. Nintendo continued to pursue computerized video games See video game console. , bringing out the "Famicom" (from "family computer"), a home video gaming video gaming
n.
1. Gambling by means of interactive games of chance played on a video screen.

2. The playing of video games.
 console running on an 8-bit processor, in Japan in 1983. This device evolved into NOA's Nintendo Entertainment System

“NES” redirects here. For other uses, see NES (disambiguation).

“Famicom” redirects here.
 (NES NES Nintendo Entertainment System
NES Not Elsewhere Specified (shipping)
NES Nuclear Export Signal
NES National Election Studies
NES Nashville Electric Service
NES National Evaluation Systems, Inc.
), which began to revive the depressed U.S. video game market. It became the best-selling toy in the U.S. in 1988, and by 1990 existed in one-third of American homes. (34) Nintendo's success was a boon for Japanese chip manufacturers (to keep prices low, Nintendo purchased chips in vast quantities) and software designers in both the U.S. and Japan. It also generated competition in the 1990s, which accelerated the technological advancement of video games and stimulated the development of personal-computer-based gaming. (35)

While Nintendo was in the process of attaining a near monopoly in the U.S. video game market, elements of Japan's toy industry created TOYNES, a value-added network A communications network that provides services beyond normal transmission, such as automatic error detection and correction, protocol conversion and message storing and forwarding. Telenet and Tymnet are examples of value-added networks.  (VAN in typical Japanese abbreviation abbreviation, in writing, arbitrary shortening of a word, usually by cutting off letters from the end, as in U.S. and Gen. (General). Contraction serves the same purpose but is understood strictly to be the shortening of a word by cutting out letters in the middle, , or fukakachi tsushinmo) for the toy industry in 1989. VANs had become popular in many of Japan's industries, and allowed participating companies to share data and perform certain common tasks efficiently without eliminating the element of competition between firms. In general, Japan's toy industry prospered along with the rest of the country's economy during the "bubble" years of the late 1980s. Although Japanese firms like Nintendo tended to dominate many of the high-tech toy markets at this time, the rapid pace of technological change, the global scope of the various components high-tech toy manufacture and marketing, and an expanding worldwide market ensured vigorous competition and the rise of new challengers. (36)

While Japan and the US remain the major innovators initiating design and distribution of children's playthings, new players are emerging to challenge this dual hegemony. Hong Kong firms increasingly tend to concentrate on design, outsourcing the manufacturing of their products to the nearby factories in Guangdong. (37) As one would expect from their focus on contract manufacturing, Chinese toy companies possess relatively few brand names and patents. One major exception was Playmates, who developed the Teenage Mutant Ninja Turtles in 1988. Within three years, Playmates had sold $80 million worth of these action figures to retailers mostly in the U.S. This line of figures was based on a comic book comic book

Bound collection of comic strips, usually in chronological sequence, typically telling a single story or a series of different stories. The first true comic books were marketed in 1933 as giveaway advertising premiums.
 spoof See spoofing.

spoof - spoofing
 on the martial themes common in children's media. Playmates president, Chan Tai Ho, was a refugee from China in 1966 who had once been a subcontractor for American toy makers. By 1990, he was contracting out production of Turtles to mainland China from Hong Kong.

It is likely that we will see more toy hits from Chinese companies Chinese owned companies can be defined as enterprises within mainland China, Hong Kong, Macau and the Republic of China (Taiwan):
  • List of companies in the People's Republic of China
  • List of companies in Hong Kong
  • List of companies in Macau
 in future years. Leading toy manufacturers in Guangdong are now doing what similarly-situated firms in Japan did in the 1960s in terms of industry coordination and promotion. The province has established a toy innovation center in Foshan, which has ties to several domestic universities. Guangzhou's International Toy Centre is now in the first phase of construction. The completed center will serve as a source for information exchange, exhibits, and the promotion of common goals and standards for the Chinese toy makers. (38) As a result of such efforts, further shifts in the economic landscape of the global toy industry are likely in the future.

Implications of a Globalized Children's Consumer Culture

These developments are not merely economic in nature, but are part of wider social and cultural transformation in children's experience of play and closer relationship to consumer goods consumer goods

Any tangible commodity purchased by households to satisfy their wants and needs. Consumer goods may be durable or nondurable. Durable goods (e.g., autos, furniture, and appliances) have a significant life span, often defined as three years or more, and
. The global children's commercial culture culminated only in the late 1970s with the emergence of elaborate lines of action figure toys, Barbie, and video games. But it originated around the turn of the twentieth century in the US, creating a consumer culture built on rapidly changing commercial fads and product integration around fantasy narratives that separated children's from adults' culture. These innovations would eventually displace slow-changing regional children's culture in large parts of the world.

This is a very complex story that can be only outlined here. At first, the toy industry adopted the images and crazes emanating almost haphazardly from new media and even the shopping and leisure crowd in the first decade of the twentieth century. (39) That industry encouraged and shaped fads, but was not capable of initiating or managing them until the 1930s, when we see the first signs of fully orchestrated commercial fads in the integration of Disney films and character toys.

The teddy bear provides the best example of the earlier less coordinated form when it appeared as an international craze in 1906. (40) The claimants to the invention of the teddy bear stand on both sides of the Atlantic. Probably it was inspired by Morris Michtom Morris Michtom invented the Teddy Bear.

Morris was selling candy in his shop in Brooklyn by day and making stuffed animals with his wife Rose at night. The Teddy Bear came about in respone to the hunting trip Teddy Roosevelt went on in 1902 where he refused to kill the bear
, New York storekeeper (and later founder of Ideal Toys), who in 1902, noticed a newspaper cartoon showing Teddy Roosevelt sparing a baby bear on a hunting trip and sold handmade stuffed bears from his New York candy store. But the novelty took off only with the German producer of "plush" toy animals; Margarete Steiff designed a cuddly cud·dle  
v. cud·dled, cud·dling, cud·dles

v.tr.
To fondle in the arms; hug tenderly. See Synonyms at caress.

v.intr.
To nestle; snuggle.

n.
 soft bear about 1903. Using machinery designed originally to manufacture upholstery, Steiff shifted production from cottage craftspeople to a modern factory in 1905, shortly after linking with an international network of wholesale buyers (including Americans). By the summer of 1906, toy bears attracted crowds of little boys and their parents along boardwalks at the seaside resorts of the Jersey Shore. But the bear craze also attracted adults and people on both sides of the Atlantic. Although the bear fad declined by 1908, the teddy bear was periodically revived again on an international scale when, for example, the arrival of a panda at the London zoo Coordinates:

ZSL London Zoo is the world's oldest scientific zoo.
 sparked a new fad of panda bear in 1937. (41)

Despite the multinational appeal of these commercialized children's fads, Americans were by far the most successful in exploiting them. This success may have been because of the close association of the American toy industry with novelty manufacturing as it emerged in the decade after 1900. Novelty makers understood that their products had to be updated continuously to fetch a premium price created by artificial demand. Dependence upon a news event or spontaneous "craze" to launch a commercial fad was problematic because of their unpredictability. More certain demand could be created by licensing popular cartoon and movie characters to be made into dolls and toys. Although this marketing strategy had roots in the use of early comic strip comic strip, combination of cartoon with a story line, laid out in a series of pictorial panels across a page and concerning a continuous character or set of characters, whose thoughts and dialogues are indicated by means of "balloons" containing written speech.  figures as novelty toys (from 1900-1930), it was only with Disney's cartoon characters that the linkage between and media and plaything created major commercially-driven fads. (42) To subsidize his cartoons, Walt Disney Noun 1. Walt Disney - United States film maker who pioneered animated cartoons and created such characters as Mickey Mouse and Donald Duck; founded Disneyland (1901-1966)
Disney, Walter Elias Disney
 licensed the making of Mickey Mouse dolls in 1930 and, by the mid-1930s, promoted licensing and merchandising across the U.S. and Europe. (43) The advent of the feature length cartoon with Snow White and the Seven Dwarfs IBM's early competitors in the mainframe business: Burroughs, CDC, GE, Honeywell, NCR, RCA and Univac.

Seven Dwarfs

Doc, Happy, Sleepy, Sneezy, Bashful, Grumpy, Dopey. [Am.
 (1938) launched a new kind of marketing--licensing and promoting the characters in the film to anticipate and coincide with the release of the movie, leading to the synergistic interaction of film and product that is practiced on a global scale today. Only in the 1970s would this pattern become permanent with rising family income and the fully development of TV and child-directed advertising. (44)

Japan alone imitated these American innovations. Unlike the British and German toy industry which stuck to adult ideas of toys (especially as miniatures of adult things), Japanese makers adapted to an emerging children's commercial popular culture during the 1920s. Paralleling a trend already well-established in the U.S., Japanese toymakers and the popular media cross-marketed their products. For example The Adventures of Sei-chan, a popular comic book, led to toy spin-offs in 1924 such as Sei-chan playing cards and hats. In 1926, popular comic books were the inspiration for wind-up dolls such as the walking Nonkina Tosan (easygoing eas·y·go·ing also eas·y-go·ing  
adj.
1.
a. Living without undue worry or concern; calm.

b. Lax or negligent; careless.

c.
 dad). This trend accelerated in the 1930s, with the best example being the appearance of the first installment of the comic series Norakuro (literally "stray black") about the adventures of a homeless black boy (resembling a cat) named Chaplin who eventually joins the army and racks up a series of exploits. Serialized in the magazine Shonen kurabu (Youth club), the series ran until 1936. The complete series then became a best seller in book form. This media popularity propelled Norakuro into the form of various toys, including Norakuro masks, a Norakuro harmonica harmonica.

1 The simplest of the musical instruments employing free reeds, known also as the mouth organ or French harp. It was probably invented in 1829 by Friedrich Buschmann of Berlin, who called his instrument the Mundäoline.
, and a variety of school accessories such as pens, pencils, lunch boxes, hats, book bags, and more. The success of Norakuro also gave rise to other boy action heroes in the late 1930s, in part a reflection of the increasing militarization mil·i·ta·rize  
tr.v. mil·i·ta·rized, mil·i·ta·riz·ing, mil·i·ta·riz·es
1. To equip or train for war.

2. To imbue with militarism.

3. To adopt for use by or in the military.
 of Japanese society at the time. (45) In any case, the Japanese embraced the critical changes: toys based on commercial fantasy narratives divorced from the memories and expectations of adults.

Postwar affluence obviously helped to tip children's culture in the direction of the "fast capitalism" of the commercial fad. Between 1950 and 1970, Americans increased toy spending on their children from $143 to $252 (in constant money). (46) We find a similar change in Japan, where spending on toys went from 49,150,000 yen in 1966 to 206,279,000 yen in 1974, a dramatic increase even considering the relatively high inflation rates of the early 1970s. (47)

The more important change, however, is the shift in the pattern of gift-giving to children. In the late nineteenth century, it became the norm for adults to gift children seasonally (Christmas especially) and for rites of passage (birthdays, vacations, and the like). Christmas giving to children had become a central rite of the season since the 1880s when toy and novelty makers successfully tapped the ethic of free and unconditional spending on children that was so effectively symbolized by Santa Claus Santa Claus: see Nicholas, Saint.

Santa Claus

jolly, gift-giving figure who visits children on Christmas Eve. [Christian Tradition: NCE, 1937]

See : Christmas


Santa Claus
. Beginning in the 1880s and culminating about 1910, sturdy and special playthings marked growing up stages (generic dolls' houses and electric trains as well as name brand Flexible Flyer sleds and Daisy Air Rifles, e.g.). (48)

The playthings industry, however, had continuously chaffed under the constraints of intermittent spending on children. Manufacturers and retailers cheered when crazes had occasionally sparked off-season toy buying (teddy bears, Mickey Mouse dolls, e.g.), and, during the Depression, even makers of the coming-of-age toy (like the complete electric train set or doll's house) opted for cheaper fad products (Daisy's Buck Rogers' pistols and Lionel's Mickey Mouse handcar in the mid 1930s). While these trends were resisted by educators (who wanted playthings to serve educational/developmental purposes), the fad culture gradually was superimposed su·per·im·pose  
tr.v. su·per·im·posed, su·per·im·pos·ing, su·per·im·pos·es
1. To lay or place (something) on or over something else.

2.
 on a festival/transitions culture and led to the "anytime" gift. (49)

The shift from the seasonal/rite-of-passage to "anytime" gift was certainly complex: As we have seen, since the mid-1950s (especially with the Mickey Mouse Club) direct and daily advertising to children extended sales beyond the fourth (or holiday) quarter and promoted fads that broke with "traditional" rites gifts (like the "revolutionary new look" to dolls in the Barbie doll of 1959). The novelty item was transformed with the shift to the "line" of toys or figures that made it possible to extend a fad over months of purchases. By the late 1960s, American manufacturers formed alliances with makers of children's movies, TV cartoons, comic books and even greeting cards See e-card. . Beginning in the late 1960s the childhood "fad" culture ceased having the kind of generational cross-overs of earlier novelties (replacing, for example, a fad like the Hoola hoop of 1957 with horror comics and toys that intentionally annoyed adults) and "classic" pass-down and rite-of-passage gifts like electric trains lost their appeal and were replaced by play objects taken from child-focused media. This process accelerated sharply in the 1980s (sparked by the merchandising bonanza of the "Star Wars" trilogy of 1977-1983). An important sign of this change is the fact that about 60% of toys sold in the US by 1987 were based on licensed characters compared to roughly 10% in 1980. Key to this pattern were changes in TV programming, especially the advent of toy-based cartoon shows (like He-Man and Masters of the Universe and Jem) that simultaneously entertained children and promoted a line of toys drawn directly from characters and plot. (50) Toy companies got a full half-hour's worth of advertising time with these programs. Equally important, these programs helped toy makers to manage fads. The TV show gave children a set of fantasy situations and personalities upon which to model play. Even more, that play could be orchestrated through the careful exposure of the story line and the addition of new figures as the story evolved. By the mid-80s this marketing formula had been perfected. (51)

Over the same period, Japanese toy makers became equal masters of the art of continuous innovation. In 1952, the electric toys, a sedan automobile and a passenger plane, make their debut. The first radio-controlled toy car appeared in 1955. (52) Quick to adapt to American fads, Japanese robot toys and flying saucers were widely sold in the U.S. Although unsophisticated (Japanese toy space ships looked like slightly modified military tanks or planes and Japanese toy companies had no money to license Flash Gordon Flash Gordon

space-traveling hero. [Am. Comics and Cin.: Halliwell]

See : Astronautics
 or Space Cadet space cadet
n. Slang
One who shows difficulty in grasping reality or in responding appropriately to it; a spacy person: "the screwups and the space cadets
 images), these robot and space toys set the stage for Japanese innovation in the 1980s. (53)

The Japanese toy novelty the Transformer--a die-cast vehicle that turned into a semi-human robot warrior with a few deft tugs on wheels and other parts--was purchased by Hasbro in 1984. Like other action figure lines, children were attracted to its "back story," the adventure that gave the toy characters their roles and situations for children to reenact in play. The citizens of Cybertron were divided into the "good" Autobots and the "evil" Decepticons who, having landed on earth, made war on each other. Annual model changes took on the character of an arms race: Dinobots (robot dinosaurs) allied with the Autobots in 1985. But in 1986, the Decepticons responded with their own animal transformers, the Predacons and Sharkicons. By the 1990s, Japanese companies This is a list of companies from Japan. Note that 株式会社 can be (and frequently is) read both kabushiki kaisha and kabushiki gaisha (with or without a hyphen). See that article for more details.  like Bandai on their own developed world-scale toy hits like the Mighty Morphin Power Rangers Mighty Morphin Power Rangers ("MMPR") is an American live-action television series, created for the American market, based on the sixteenth installment of the Japanese Super Sentai franchise, Kyōryū Sentai Zyuranger.  (1993) with the full complement of demand-creating TV shows, videos, and movies featuring their toy lines. (54)

Worldwide toy hits like the Transformers and the Mighty Morphin Power Rangers came out of a vigorous Japanese toy market that stressed novelty and creativity during the 1980s. In the late 1970s, the trend for popular toys to be associated with serial animation episodes (televised and print versions) became especially pronounced with the popularity of Oyoge! Taiyaki-kun (literally, "Swim! sea bream bream: see sunfish.
bream

European food and game fish (Abramis brama) of the carp family (Cyprinidae). Found in lakes and slow rivers, the bream lives in schools and eats worms, mollusks, and other small animals.
 waffle See WAFL. "). This series chronicled the tale of a fish-shaped display in a restaurant who returned to the ocean as a result of quarreling with the restaurant's owner and faced various challenges adapting to his new environment. (55) In 1981, Robot Warrior Gundam model Gundam Models (aka gunpla) refers to plastic and non-plastic model kits depicting the mecha, vehicles and characters of the fictional Mobile Suit Gundam universe. These kits have become popular among anime fans and model-lovers, especially in Japan and in other nearby Asian  toys became a big hit in Japan owing to the popularity of Gundam animation. (56) Although Gundam did not become widely known in the U.S., he was much beloved by hardcore American anime fans. (57) Later in the decade, other animation stories involving part human, part robot action figures became popular in Japan and produced best sellers in the domestic toy market. One example was Sage Fighter Seiya, broadcast on Saturdays (1986-89). Seiya, a Japanese lad who became a "saint" and acquired superhuman su·per·hu·man  
adj.
1. Above or beyond the human; preternatural or supernatural.

2. Beyond ordinary or normal human ability, power, or experience: "soldiers driven mad by superhuman misery" 
 powers while training in Greece, was accompanied by a group of teenage warriors of diverse origins. This group resembled Daoist sages (despite being called "saints") in that they had internalized the power of a microcosm of the universe within their bodies. (58) Although it was the Transformers that became international best sellers, Gundam, Sage Fighter Seiya, and other fantasy action figures had similar potential for world-wide popularity.

In contrast to the Japanese manufacturers, German, French, and British makers of dolls, toys, and children's literature children's literature, writing whose primary audience is children.

See also children's book illustration. The Beginnings of Children's Literature


The earliest of what came to be regarded as children's literature was first meant for adults.
 remained relatively static in the years after 1920. In particular, German toys lost their dominance in the U.S. during World War I and after Hitler came to power when industry militarized mil·i·ta·rize  
tr.v. mil·i·ta·rized, mil·i·ta·riz·ing, mil·i·ta·riz·es
1. To equip or train for war.

2. To imbue with militarism.

3. To adopt for use by or in the military.
 (missing out on the Disney revolution in marketing in the 1930s). Moreover, owing to the persistence of older patterns of child rearing based on tradition and the improvement ethic of the educational establishment, the European playthings and children's media industries were also slow to adopt American-style integration of toys, film, books, and even theme parks around character licensing. There was little TV advertising to children in Europe at the time when Americans were developing it in the 1950s and 1960s and some countries even banned it in response to the Americanization of children's culture. By the 1960s, the British toys appealed to the nostalgia of adults or addressed the concerns of parents to educate and separate their children from the popular culture. British Meccano construction sets and Lesney "Matchbox" cars shared Swedish Brio's simple wooden toys and Playmobil's sturdy play sets the status as niche products sold to affluent parents in the global market who rejected the commercial fantasy culture.

Some European toy companies survived by imitating or becoming subsidiaries of aggressive American toymakers. In 1962, the venerable Lines Brothers of Britain made an obvious copy of Mattel's Barbie doll called Sindy and, in 1966, Palitoy became the distributor for Hasbro's GI Joe (called Action Man in Europe). But this was only a transition. By 1985, the American warehouse retailer, Toys "R" Us Toys "R" Us (currently typeset as ToYsЯuS in the logo) is a toy store chain based in the United States, Canada, Australia,The Netherlands, South Africa, Hong Kong and the United Kingdom. , arrived in Britain and soon thereafter on the continent, selling Barbie dolls and action figures similar to those offered in the U.S. European syndication of American TV cartoons created markets for American toy lines and the new style of play. The Danish company Lego, whose simple but ingenious interlocking interlocking /in·ter·lock·ing/ (-lok´ing) closely joined, as by hooks or dovetails; locking into one another.
interlocking Obstetrics A rare complication of vaginal delivery of twins; the 1st
 plastic blocks appealed to parents opposed to the trend toward action figure fantasy, adapted to American/Japanese innovation by developing a global marketing strategy. This strategy included museum and mall displays, and Legoland theme parks (in Denmark, Britain, and Southern California Southern California, also colloquially known as SoCal, is the southern portion of the U.S. state of California. Centered on the cities of Los Angeles and San Diego, Southern California is home to nearly 24 million people and is the nation's second most populated region, ) and compromising its "educational" goal with Lego "systems"--models based on sets and figures from Star Wars and other media fantasies. (59) The European child has become part of a global consumer culture dominated by the US through satellite TV, movies, comics, and, after 1991 especially, video games.

Very much the same thing happened in the Pacific Rim Pacific Rim, term used to describe the nations bordering the Pacific Ocean and the island countries situated in it. In the post–World War II era, the Pacific Rim has become an increasingly important and interconnected economic region. . Japanese popular children's media and the toys deriving from it are especially popular in continental East Asia. Much as some European countries sought to shelter their populations from excessive American influences in youth culture, South Korea once did the same vis-a-vis Japan. Japan's economic boom during the 1980s coincided with a relaxation of restrictions on Japanese media The communications media of Japan include numerous television and radio networks as well as newspapers and magazines. For the most part, television networks were established based on the capital contribution from existing radio networks at that time.  in South Korea, and the beginnings of mass media in China. Japanese material culture had been popular in Taiwan and Hong Kong even earlier. Taiwan was a former colony of Japan, but experienced a relatively enlightened colonial occupation. Moreover, the Japanese-dominated recent past looked especially good to many Taiwanese in comparison with that island's traumatic and bloody occupation by Jiang Jieshi's (Chiang Kai-shek Chiang Kai-shek (jyäng kī-shĕk, jyäng), 1887–1975, Chinese Nationalist leader. He was also called Chiang Chung-cheng. ) Guomindang (Nationalist party Nationalist Party
 or Kuomintang or Guomindang

Political party that governed all or part of mainland China from 1928 to 1949 and subsequently ruled Taiwan.
) in the late 1940s. In short, strong postwar Japanese cultural influence on Taiwan and Hong Kong is evident from the 1960s, and a similar degree of influence on South Korea and China developed during the 1980s. Although South Korean companies This is a list of major companies based in South Korea. Please note that the list is highly incomplete and does not have thousands of companies of different sizes. Links should only point to the Wikipedia article, and not to a web page URL.  have had some impact on video games, (60) Japanese firms have played the greatest role in shaping children's fashions and fantasies throughout much of East Asia during the last two decades, with U.S. toy makers like Mattel also playing a major role.

One question remains: Why did Japan rise to share leadership with the U.S. in the globalization of children's popular culture? During the 1960s, Japan's toy industry promoted itself vigorously to the rest of the world, developed innovations in manufacturing, and took the lead in developing formal dialogue among toy exporting countries. Japanese leadership was not evident in the creative realm--the creation of new, innovative, and broadly popular toys and children's media--until around 1980. Japan's emergence on the world stage as a major creative force in children's culture was the result of a fortuitous convergence of several factors.

The oil shocks of the early 1970s and rising standards of living throughout the decade cut into Japan's ability to serve as a world headquarters for the making of inexpensive toys. Hong Kong increasingly took over that role. If Japan's toy industry was to continue to grow, it simply had to become more creative. The 1980s was also a decade of especially rapid growth for Japan's economy as a whole. Ezra Vogel's best-selling Japan as Number One: Lessons for America appeared in 1979, and a fascination with Japan's "miracle" economy soon became common in U.S. media. An early recognition of the importance of computerization com·put·er·ize  
tr.v. com·put·er·ized, com·put·er·iz·ing, com·put·er·iz·es
1. To furnish with a computer or computer system.

2. To enter, process, or store (information) in a computer or system of computers.
, robotics, and the dawn of a new "information age" was a major force behind Japan's spectacular growth. As the information age dawned, children across the globe were especially receptive to the computerized toys that Japanese firms took the lead in creating. Aggressive marketing techniques, some inspired by U.S. advertising practices, served as a catalyst for the commercial success of the new generation of Japanese toys, with Nintendo's Famicom and NES being perhaps the best early example.

Perhaps a more subtle factor behind the scenes was that Japanese toy companies had long been exposed to a wide variety of foreign toys and recognized as early as the 1920s and 1930s the sales potential of media-derived and licensed toy lines. Many of these companies had manufactured toys for foreign markets and quickly adapted to the science fiction fads of the 1950s. By 1980, many Japanese toy companies had extensive experience with popular toys and children's media in other parts of the world. At that point, they were well positioned to launch their own global toy and video game hits.

By the 1980s, commercialized children's culture in the U.S., Europe, and on the prosperous Pacific Rim had become the norm. Toys were increasingly designed and marketed through American and Japanese companies and manufactured in South China adjacent to the international commercial center of Hong Kong. The growth of satellite TV and privatization privatization: see nationalization.
privatization

Transfer of government services or assets to the private sector. State-owned assets may be sold to private owners, or statutory restrictions on competition between privately and publicly owned
 of the mass media has breached the walls that separated European, Asian, and other regions from the power of globalization. The American and Japanese conquest of European and Asian toy markets meant the reduction of regional styles of playthings and a shift away from toys that imitated adult worlds of work and life. Parents in Europe and many parts of East Asia, like affluent parents elsewhere, look to their children for emotional gratification and buy toys to please their offspring. Reduced family size and divorce have also accelerated this trend. (61) The playthings that children desire and parents give have become part of a global system of communication and distribution. The result is that Asian girls want blond Barbies and American boys want Japanese Power Rangers.

ENDNOTES

1. "Small World: One-Toy-Fits-All," Wall Street Journal, Apr 29, 2003, A.1; Farzaneh Milani, "The Deportation of Barbie From Iran," Iris, 30 April 1999, 16.

2. Quoted in Mark Schilling, The Encyclopedia of Japanese Pop Culture (New York, 1997), p. 192.

3. Mary Yoko Brennan, "'Bwana Mickey': Constructing Cultural Consumption at Tokyo Disneyland," in Joseph J. Tobin, ed., Re-Made in Japan: Everyday Life and Consumer Taste in a Changing Society (New Haven New Haven, city (1990 pop. 130,474), New Haven co., S Conn., a port of entry where the Quinnipiac and other small rivers enter Long Island Sound; inc. 1784. Firearms and ammunition, clocks and watches, tools, rubber and paper products, and textiles are among the many , CT, 1992), p. 219.

4. Karl Grober, Children's Toys of Bygone Days, trans. Josephine Nicoll (London, 1928), pp. 34-39; Constance King, Antique Toys and Dolls (New York, 1978), pp. 9-11; Lesley Gordon, Peepshow peep·show also peep show  
n.
1. An exhibition of pictures or objects viewed through a small hole or magnifying glass. Also called raree show.

2.
 into Paradise Into Paradise were a group from Dublin, Ireland whose influences included Joy Division and Echo and the Bunnymen. They formed in 1986 as 'Backwards into Paradise', and released their debut EP 'Blue Light' in 1989 on the independent label Setanta.  (New York, 1953), pp. 105-121; Ester Singleton, Dolls (New York, 1927); and Leonie von Wilckens The Dolls' House (London, 1980) pp. 8, 61-62.

5. Kenneth Brown
See also: Ken Brown

Kenneth Brown may refer to:
  • Kenneth Brown (author), Kenneth P. Brown, Jr., president of the Alexis de Tocqueville Institution
, The British Toy Business, A History Since 1700 (London, 1996); "How Germany Makes Toys," Playthings (hereafter cited as PT), Feb. 1908, pp. 49-54; and "The Toy Industry of Germany, Scientific American Scientific American

U.S. monthly magazine interpreting scientific developments to lay readers. It was founded in 1845 as a newspaper describing new inventions. By 1853 its circulation had reached 30,000 and it was reporting on various sciences, such as astronomy and
, Dec. 10, 1904, p. 408.

6. Constance King, Collector's History of Dolls (New York, 1977), pp. 81-82 especially; D. Richter, China, Parian and Bisque bisque 1  
n.
1.
a. A rich, creamy soup made from meat, fish, or shellfish.

b. A thick cream soup made of puréed vegetables.

2. Ice cream mixed with crushed macaroons or nuts.
 German Dolls (Grantsville, MD, 1976), pp. 10-11; Antonia Fraser Lady Antonia Fraser (Pinter), CBE (born August 27, 1932, as Antonia Margaret Caroline Pakenham) is a British author of history and novels, best known as Antonia Fraser , A History of Toys (New York, 1966), pp. 47-53, 93 and 103; M. Harnmell, "To Educate and Amuse: Paper Dolls and Toys, 1640-1900," (M.A. Thesis, Department of History, University of Delaware [3] The student body at the University of Delaware is largely an undergraduate population. Delaware students have a great deal of access to work and internship opportunities. , 1988, University Microforms International, Ann Arbor Ann Arbor, city (1990 pop. 109,592), seat of Washtenaw co., S Mich., on the Huron River; inc. 1851. It is a research and educational center, with a large number of government and industrial research and development firms, many in high-technology fields such as , 1989), pp. 27-28; David Pressland, The Art of Tin Toys (London, 1992), pp. 25, 32, and 42-48.

7. Department of Commerce, Census of the United States. Manufacturers: 1929 Vol. II Reports by Industry (Washington, 1933), p. 1195.

8. Robert McCready (editor) "Adjustment and Adaption adaption

see adaptation.
," PT, Jan. 1935, p. 1; "W.A. Coventry," PT, June 1935, p. 21; and "Price Maintenance," Toys and Bicycles, Feb. 1937, p. 24.

9. Maxine Pinsky, Greenberg's Guide to Marx Toys, I (Sykesville, Md, 1988), p. 24 and Lillian Gottschalk, American Toy Cars (New York, 1985), pp. 180-85.

10. Saito Ryosuke, Showa gangu bunkashi (A cultural history of toys in the Showa era) (Tokyo, 1978), pp. 2-4; and Tokyo-shi shoko-ka (Commerce Department, City of Tokyo), ed., Dai-Tokyo yushutsu gangu kogyo (Greater Tokyo toy exporting industries), report issued March, 1932, pp. 5-6, 38.

11. Saito, Showa gangu bunkashi, pp. 5-7, 73-74.

12. One example of the emphasis on the need for improvement in Japanese discourse about its toy industry is a detailed report on toy manufacturing circa 1932 issued by the Tokyo municipal government. While it acknowledges the importance of the toy industry in Japan's economy, it places much emphasis on the need for improvement, not only in manufacturing techniques, but also in the overall geo-political situation. For example, it presciently pre·scient  
adj.
1. Of or relating to prescience.

2. Possessing prescience.



[French, from Old French, from Latin praesci
 pointed out that the worsening of relations between Japan and China bodes ill for the future of Japan's toy industry. Dai-Tokyo yushutsu gangu kogyo, pp. 38-42.

13. Saito, Showa gangu bunkashi, pp. 22-24, 45, 52.

14. "There's Fun in Millions in Toys," Nation's Business, Dec. 1953, pp. 30-31 and Department of Commerce, Census of Manufacturers, 1963 Vol II Industrial Statistics, Part 2 (Washington, US Government Printing Office, 1966), p. 39.

15. Eliot Handler, The Impossible Really is Possible: The Story of Mattel (New York, 1968), pp. 1-16; "Mattel Inc," in International Directory of Company Histories, Paula Kepos, ed., vol. 7 (New York, 1993), pp. 304-307; and Mattel ad, PT, March 1955, pp. 427-30.

16. Cy Schneider, Children's Television. The Art, The Business, and How it Works (New York, 1987), pp. 23-37 and Ruth Handler Ruth Handler (November 4, 1916 - April 27, 2002) was an American businesswoman, the president of the toy manufacturer Mattel, Inc., and is remembered primarily for her role in marketing the Barbie doll. , Dream Doll (Stamford Conn., 1994), chs. 4-5; and Martin ed., "Mattel, Inc," Corporate Chronologies, p. 668.

17. Bill Bruegman, Toys of the Sixties (Akron, Oh, 1992), ch. 1; Bill Bruegman, The Aurora History (Akron, 1991), pp. 8-9; and S. Martin, "Hasbro, Inc.," Notable Corporate Chronologies (New York, 1995), p. 802.

18. "Hasbro Inc.," in Notable Corporate Chronologies, Susan Martin, ed. (New York, 1995), pp. 802-803; and S. Stern and T. Schoenhaus, Toyland (Chicago, 1990), pp. 247-262.

19. "Mattel Gets All Dolled Up," U.S. News and World Report, December 13, 1993, pp. 74-77.

20. "Omocha no rekishi" (History of toys), web site of the Japan Toy Association, www.toynes.jp/rekishi/re-nen.htm, also available at www.toys.or.jp. Regarding starvation and the struggle for survival in the years immediately after the war, see John W. Dower dower, that portion of a deceased husband's real property that a widow is legally entitled to use during her lifetime to support herself and their children. A wife may claim the dower if her husband dies without a will or if she dissents from the will. , Embracing Defeat: Japan in the Wake of World War II (New York, 1999), pp. 89-104.

21. For a year-by-year breakdown of the major developments in Japan's postwar toy industry, see "Omocha no rekishi" (History of toys), web site of the Japan Toy Association, www.toynes.jp/rekishi/re-nen.htm, also available at www.toys.or.jp, and "Gangu no rekishi" (Toys history) at the Fujitoy web site, www.fujitoy.co.jp/fuji/f2_history.html.

22. Saito, Showa gangu bunkashi, pp. 291-292.

23. Saito, Showa gangu bunkashi, pp. 292-330.

24. Saito, Showa gangu bunkashi, pp. 331-339, 342.

25. Saito, Showa gangu bunkashi, p. 341.

26. Saito, Showa gangu bunkashi, pp. 342-346.

27. "Omocha no rekishi" (History of toys), web site of the Japan Toy Association, www.toynes.jp/rekishi/re-nen.htm, also available at www.toys.or.jp.

28. Toy Manufacturers of America, Toy Fact Book, (New York: TMA TMA Turnaround Management Association
TMA Texas Medical Association
TMA Transportation Management Association
TMA Training and Management Assistance (a component of OHRD, which is a component of OWR)
TMA Tooling & Manufacturing Association
 America, 1992), p. 11; Toy Manufacturers of America, Toy Industry Fact Book, 1994-1995 Edition (New York, 1995), pp. 12 and 23.

29. Toy Manufacturers of America website: http://www.toy-tia.org.

30. "Barbie Doll Poses Challenge to Mammoth Chinese Toy Industry," Xinhua, January 6, 2003. Lana Castleman, "International Introspective--The Wild, Wild East: Retail in China," Kidscreen, May 1, 2004, p. 31. "Guangdong to Strengthen Toy Industry with High-Tech Dazzle," Business Daily Update, May 18, 2004. "Shenzhen Produces Christmas Gifts for the World," World News Connection, December 26, 2002.

31. "Microsoft to Manufacture Xbox Games Console in Southern China," Asia Pulse, May 27, 2002. "Wistron Partners with Microsoft to Produce Xboxes," Taiwan News Taiwan News (formerly China News) is one of the three English-language newspapers in Taiwan, the other two being the Taipei Times and the China Post. , September 4, 2002.

32. "Labor Group Urges China to Improve 'Appalling' Work Safety," Deutsche Presse-Agentur Deutsche Presse-Agentur GmbH (DPA) (German Press Agency) is a news agency founded in 1949 in Germany. Based in Hamburg, it has grown to be a major worldwide operation serving print media, radio, television, online, mobile phones and national news agencies. , May 1, 2003. Elaine Kurtenbach, "Toy Industry Group to Inspect Factories for Worker Safety," Associated Press Associated Press: see news agency.
Associated Press (AP)

Cooperative news agency, the oldest and largest in the U.S. and long the largest in the world.
, October 9, 2003. J.C. Chan, M.Sculli, K. Si, "The Cost of Manufacturing Toys in the Shenzhen Special Economic Zone Shenzhen Special Economic Zone (Chinese: 深圳经济特区), established in May 1980, is the first special economic zone in the People's Republic of China. Four other special economic zones were subsequently established.  of China," International Journal of Production Economics, 25, 3 (Dec 1991): 181.

33. For a detailed history of Nintendo Nintendo Company, Limited, a Japanese multinational corporation was originally founded to produce handmade hanafuda cards. It eventually became one of the most prominent figures in today's video game industry. , see "Philosophy of Nintendo," a Japanese-language web site (except for the title) at www.geocities.co.jp/Playtown/4007/phy00.html. In English, see Stephen Kline, Nick Dyer-Witheford, and Greig De Peuter, Digital Play: The Interaction of Technology, Culture, and Marketing (London, 2003), esp. pp. 109-127.

34. Kline, et al., Digital Play, p. 111.

35. Kline, et al., Digital Play, pp. 128-168.

36. As Kline, et al. point out, "Eventually the dynamics of technological innovation, globalization, and high-intensity marketing that Nintendo itself had largely perfected its supremacy ... brought a new burst of feverish turbulence to the industry." These competitors included Sega, Atari, and personal computer-based gaming. Kline, et al. characterize the volatile video gaming markets using Joseph Schumpeter's insight that capitalism tends toward "creative destruction." Digital Play, pp. 127, 128-150.

37. "Eastern Insights, Global Impact," Playthings, January 1, 2002, p. 64.

38. "Guangdong to Strengthen Toy Industry with High-Tech Dazzle," Business Daily Update, May 18, 2004.

39. David Nasaw, Going Out: The Rise and Fall of Public Amusements (New York, 1993), chs. 4, 6, 16, and 17.

40. Pat Schoonmaker, A Collector's History of the Teddy Bear (Cumberland, Md., 1981); Jurgen Cieslik, Button in Ear: A History of the Teddy Bear and his Friends (Julich, Germany, 1989), pp. 17-35; Linda Mullins, A Tribute to Teddy Bear Artists (Grantsville, Md., 1994), pp. 72-109.

41. "Chronological History of Toys," PT, Sept. 1938, pp. 100-102.

42. "Mickey Mouse, Financier," Literary Digest The Literary Digest was an influential general-interest magazine in the early 20th century United States, published by Funk and Wagnalls. The first issue was in 1890 and in 1938 it merged into Time Magazine. , Nov. 1933 and Norman Kline, Seven Minutes: The Life and Death of the American Animated Cartoon animated cartoon: see Nontheatrical Film under motion pictures.  (London, 1993), pp. 17, 53, 91-95.

43. "Disney and Kamen Together 12 Years," PT, Aug. 1944, p. 81; "Kay Kamen Returns from Abroad," PT, March 1934, p. 96; "Europe Greets Walt Disney," PT, Sept. 1935, pp. 65-65; "Kay Kamen's Plans," Toys and Bicycles, Aug. 1936, pp. 24-25.

44. "Walt Disney's $10,000,000 Surprise," Readers' Digest, June 1938, pp. 25-26 and Robert Heide and John Gilman, Cartoon Collectibles (Garden City, NJ, 1983), pp. 209-213.

45. Saito, Showa gangu bunkashi, pp. 8-9, 70-71.

46. Department of Commerce, National Income and Product Accounts National Income and Product Accounts (NIPA) use double-entry accounting to report the monetary value and sources of output produced in a country and the distribution of incomes that production generates. Data are available at the national and industry level. , 1959-1988 (Washington, 1992), II, pp. 70 and 75. Consumer price index figures for 1982-1984 taken from Department of Commerce, Statistical Abstract of the United States The Statistical Abstract of the United States is a publication of the United States Census Bureau, an agency of the United States Department of Commerce. Published annually since 1878, the statistics describe social and economic conditions in the United States.  (Washington, 1995), p. 491.

47. Saito, Showa gangu bunkashi, p. 448.

48. William Waits, The Modern Christmas in America: A Cultural History of Gift Giving (New York, 1993), ch. 2 and Gary Cross, The Cute and the Cool: Wondrous Innocence and Modern American Childhood (New York, 2004), ch. 4 and Gary Cross, Kids' Stuff: Toys and the Changing World of American Childhood (Cambridge, 1997), ch. 3.

49. Cross, Kids' Stuff, ch. 4.

50. Cross, Kids' Stuff, ch. 7.

51. Steven Kline, Out of the Garden: Toys, TV, and Children's Culture in the Age of Marketing (New York, 1993), 170-171, 187-95.

52. For a year-by-year breakdown of the major developments in Japan's postwar toy industry, see "Omocha no rekishi" (History of toys), web site of the Japan Toy Association, www.toynes.jp/rekishi/re-nen.htm, also available at www.toys.or.jp, and "Gangu no rekishi" (Toys history) at the Fujitoy web site, www.fujitoy.co.jp/fuji/f2_history.html.

53. Gil Asakawa and Leland Rucher, The Toy Book (New York, 1992), pp. 27-28 and 85-94; Carol Turpen, Baby Boomer baby boomer also ba·by-boom·er
n.
A member of a baby-boom generation.

Noun 1. baby boomer - a member of the baby boom generation in the 1950s; "they expanded the schools for a generation of baby boomers"
boomer
 Toys and Collectibles with Price Guide (Alglen, Pa., 1993) ch. 10; and Jack Tempest, Post-War Tin Toys (Radnor, Pa., 1991), pp. 80-97.

54. "Transformers," PT, Feb. 1984, p. 32.

55. "Omocha no rekishi" (History of toys), web site of the Japan Toy Association, www.toynes.jp/rekishi/re-nen.htm, also available at www.toys.or.jp. For an analysis of Oyoge! Taiyaki-kun, see "Oyoge! Taiyaki-kun kosatsu" (Thoughts on Oyoge! Taiyaki-kun) http://homepage2.nifty.com/Honey-bee/kousatsul.htm/.

56. "Omocha no rekishi" (History of toys), web site of the Japan Toy Association, www.toynes.jp/rekishi/re-nen.htm, also available at www.toys.or.jp and Antonia Levi, Samurai samurai (sä'mrī`), knights of feudal Japan, retainers of the daimyo. This aristocratic warrior class arose during the 12th-century wars between the Taira and Minamoto clans and was  from Outer Space: Understanding Japanese Animation (Chicago, 1996), pp. 15-16.

57. See, for example, Fredrick L. Schodt, Dreamland dream·land  
n.
1. An ideal or imaginary land.

2. A state of sleep.

Noun 1. dreamland - a pleasing country existing only in dreams or imagination
dreamworld, never-never land
 Japan: Writings on Manga maNga is a popular Turkish nu metal/rapcore band. Their music is mainly a fusion of alternative metal and hip hop music, with a touch of Anatolian melodies; with heavy use of turntables, invoking comparisons with modern American nu metal bands.  (Berkeley, Ca, 1996), pp. 329-330.

58. "Omocha no rekishi" (History of toys), web site of the Japan Toy Association, www.toynes.jp/rekishi/re-nen.htm, also available at www.toys.or.jp. For details on Sage Fighter Seiya and his group, see this page from the Toei Animation Toei Animation Company, Limited (東映アニメーション株式会社   web site: http://www.toeianim.co.jp/lineup/tv/seiya/.

59. Judith Adams Judith Anne Adams (born 11 April 1943), Australian politician, has been a Liberal member of the Australian Senate since July 2005, representing Western Australia. She was born in Picton, New Zealand, and was a nurse before becoming a farmer in Western Australia and running a rural , The American Amusement Park amusement park, a commercially operated park offering various forms of entertainment, such as arcade games, carousels, roller coasters, and performers, as well as food, drink, and souvenirs.  Industry (Boston, 1991), 57, 112-136; Cross, Kids' Stuff, ch. 7.

60. "China Should Study Japan's and South Korea's Games," SinoCast IT Watch, March 9, 2004.

61. In Japan, for example, a declining birthrate birth·rate or birth rate
n.
The ratio of total live births to total population in a specified community or area over a specified period of time, often expressed as the number of live births per 1,000 of the population per year.
 has not reduced toy sales owing to increased per-child spending. See Motoki Noda, "Specialist Stores Make Brisk Sales Look Like Kid's Play," The Nikkei Weekly, May 19, 2003.

By Gary Cross and Gregory Smits

Pennsylvania State University Pennsylvania State University, main campus at University Park, State College; land-grant and state supported; coeducational; chartered 1855, opened 1859 as Farmers' High School.  

Pennsylvania State University

Department of History

108 Weaver Bldg.

University Park, PA 16802-5500
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Title Annotation:toys
Author:Smits, Gregory
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Geographic Code:1USA
Date:Jun 22, 2005
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