Smart Toys Market Report @ http://www.researchmoz.us/smart-toys-report.html
Smart toys' or 'app toys' consist of three interconnected elements: a video game (or application interface), one or more connected objects and a distribution platform with a display. Smart toys now constitute a new market segment, halfway between the video game and toy industries.. This report analyses the current state of development of this phenomenon, including the operating principles, creative potential, summary of current offerings, business models and challenges facing the industry.
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New Report on Smart Toys Market
1. Smart Toys
A new video game market segment
Smart toys' or 'app toys' consist of three interconnected elements: a video game (or application interface), one or more connected objects and a distribution
platform with a display. Smart toys now constitute a new market segment, halfway between the video game and toy industries.. This report analyses the current
state of development of this phenomenon, including the operating principles, creative potential, summary of current offerings, business models and challenges
facing the industry.
table Of Content
1. Executive Summary
2. Methodology & Definitions
2.1. General Methodology Of Idate's Reports
2.2. Methodology Specific To This Report
3. Introduction: The Internet Of Toys
4. Smart Toys: From Skylanders To Nukotoys
4.1. Industry Context Of Smart Toys
4.1.1. The Smart Toy Market Borrows From The Toy And Electronics Sectors
4.1.2. Touch Mobile Devices And Smart Toys Are Forming A Promising Partnership
4.1.3. The Home Consoles Market
4.2. Skylanders: Birth Of A Disruptive Innovation
4.2.1. An Innovative Idea: Bring Connected Toys And Video Games Together
4.2.2. The Nfc Standard Makes The Game Ubiquitous
4.2.3. A Business Model Based On Collectibles
4.2.4. Results Beyond All Expectations
4.3. Other Forms Of Smart Toys And Their Business Models
4.3.1. Board Games, A Particularly Promising Market Segment
4.3.2. The Technological Options For Interfacing
4.3.3. Analysis Of The Business And Pricing Models Being Implemented
4.4. Detailed Description Of A Selection Of Smart Toys
4.4.1. 'appmates' By Spin Masters
4.4.2. 'apptivity' By Mattel
4.4.3. The 'ipawn' And 'appcards' Line Of Games By Jumbo
4.4.4. The 'zapped' Line Of Games By Hasbro
4.4.5. Gamechanger And Verzis, New Game Platforms Incorporating Tablets And Smartphones
4.4.6. The 'furby Boom', Interactive Soft Toy By Hasbro
4.4.7. The 'appgear' Line Of Games By Wowwee
4.4.8. Interactive Trading Card Games By Nukotoys
4.4.9. 'life Of George' By Lego
4.4.10. '10 Digits' By Marbotic
4.4.11. 'disney Infinity'
4.4.12. Prodigy
4.4.13. Playstation Wonderbook By Sony
4.4.14. 'kazooloo' By Nordau Creative, On The Fringes Of Smart Toys
5 Challenges And Market Prospects
5.1. Challenges Along The Value Chain
5.1.1. Development Studios: Constantly Pursuing Innovation
5.1.2. Publishers: Creating An Entirely New Genre
5.1.3. Toy Manufacturers: Exploiting Their Licences
5.2. Market Outlook
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Smart Toys