Toy

A toy is an item that is used in play, especially one designed for such use. Playing with toys can be an enjoyable means of training young children for life in society. Different materials like wood, clay, paper, and plastic are used to make toys. Many items are designed to serve as toys, but goods produced for other purposes can also be used. For instance, a small child may fold an ordinary piece of paper into an airplane shape and "fly it". Newer forms of toys include interactive digital entertainment. Some toys are produced primarily as collectors' items and are intended for display only.

The origin of toys is prehistoric; dolls representing infants, animals, and soldiers, as well as representations of tools used by adults are readily found at archaeological sites. The origin of the word "toy" is unknown, but it is believed that it was first used in the 14th century. Toys are mainly made for children.[1] The oldest known doll toy is thought to be 4,000 years old.[2]

Playing with toys is considered to be important when it comes to growing up and learning about the world around us. Younger children use toys to discover their identity, help their bodies grow strong, learn cause and effect, explore relationships, and practice skills they will need as adults. Adults on occasion use toys to form and strengthen social bonds, teach, help in therapy, and to remember and reinforce lessons from their youth.

Wooden toys (cropped)
A variety of traditional wooden Channapatna toys from India

History

Little horse on wheels (Ancient greek child's Toy)
Little horse on wheels, Ancient Greek children's toy. From a tomb dating 950–900 BCE, Kerameikos Archaeological Museum, Athens

Most children have been said to play with whatever they can find, such as sticks and rocks. Toys and games have been unearthed from the sites of ancient civilizations. They have been written about in some of the oldest literature. Toys excavated from the Indus valley civilization (3010–1500 BCE) include small carts, whistles shaped like birds, and toy monkeys which could slide down a string.[3]

The earliest toys are made from materials found in nature, such as rocks, sticks, and clay. Thousands of years ago, Egyptian children played with dolls that had wigs and movable limbs which were made from stone, pottery, and wood.[4] In Ancient Greece and Ancient Rome, children played with dolls made of wax or terracotta, sticks, bows and arrows, and yo-yos. When Greek children, especially girls, came of age it was customary for them to sacrifice the toys of their childhood to the gods. On the eve of their wedding, young girls around fourteen would offer their dolls in a temple as a rite of passage into adulthood.[5][6]

The oldest known mechanical puzzle also comes from Greece and appeared in the 3rd century BCE. The game consisted of a square divided into 14 parts, and the aim was to create different shapes from these pieces. In Iran "puzzle-locks" were made as early as the 17th century (AD).

Enlightenment era

Toys became more widespread with the changing attitudes towards children engendered by the Enlightenment. Children began to be seen as people in and of themselves, as opposed to extensions of their household and that they had a right to flourish and enjoy their childhood. The variety and number of toys that were manufactured during the 18th century steadily rose; John Spilsbury invented the first jigsaw puzzle in 1767 to help children learn geography. He created puzzles on eight themes – the World, Europe, Asia, Africa, America, England and Wales, Ireland and Scotland. The rocking horse (on bow rockers) was developed at the same time in England, especially with the wealthy as it was thought to develop children's balance for riding real horses.[7]

Reif Spielzeug
A boy with a hoop. Hoops have long been a popular toy across a variety of cultures.

Blowing bubbles from leftover washing up soap became a popular pastime, as shown in the painting The Soap Bubble (1739) by Jean-Baptiste-Siméon Chardin. Other popular toys included hoops, toy wagons, kites, spinning wheels and puppets. The first board games were produced by John Jefferys in the 1750s, including A Journey Through Europe.[8] The game was very similar to modern board games; players moved along a track with the throw of a dice (a teetotum was actually used) and landing on different spaces would either help or hinder the player.[9]

In the nineteenth century, the emphasis was put on toys that had an educational purpose to them, such as puzzles, books, cards and board games. Religiously themed toys were also popular, including a model Noah's Ark with miniature animals and objects from other Bible scenes. With growing prosperity among the middle class, children had more leisure time on their hands, which led to the application of industrial methods to the manufacture of toys.[9]

More complex mechanical and optics-based toys were also invented. Carpenter and Westley began to mass-produce the kaleidoscope, invented by Sir David Brewster in 1817, and had sold over 200,000 items within three months in London and Paris. The company was also able to mass-produce magic lanterns for use in phantasmagoria and galanty shows, by developing a method of mass production using a copper plate printing process. Popular imagery on the lanterns included royalty, flora and fauna, and geographical/man-made structures from around the world.[10] The modern zoetrope was invented in 1833 by British mathematician William George Horner and was popularized in the 1860s.[11] Wood and porcelain dolls in miniature doll houses were popular with middle class girls, while boys played with marbles and toy trains.

Mass market

Hornby pt1901
Frank Hornby's 1901 patent number GB190100587A for what later became known as Meccano

The golden age of toy development was at the turn of the 20th century. Real wages were rising steadily in the Western world, allowing even working-class families to afford toys for their children, and industrial techniques of precision engineering and mass production was able to provide the supply to meet this rising demand. Intellectual emphasis was also increasingly being placed on the importance of a wholesome and happy childhood for the future development of children. William Harbutt, an English painter, invented plasticine in 1897, and in 1900 commercial production of the material as a children's toy began. Frank Hornby was a visionary in toy development and manufacture and was responsible for the invention and production of three of the most popular lines of toys based on engineering principles in the twentieth century: Meccano, Hornby Model Railways and Dinky Toys.

Meccano was a model construction system that consisted of re-usable metal strips, plates, angle girders, wheels, axles and gears, with nuts and bolts to connect the pieces and enabled the building of working models and mechanical devices. Dinky Toys pioneered the manufacture of die-cast toys with the production of toy cars, trains and ships and model train sets became popular in the 1920s. The Britain's company revolutionized the production of toy soldiers with the invention of the process of hollow casting in lead in 1893[12] – the company's products remained the industry standard for many years.

Puzzles became greatly fashionable as well. In 1893, the English lawyer Angelo John Lewis, writing under the pseudonym of Professor Hoffman, wrote a book called Puzzles Old and New.[13] It contained, amongst other things, more than 40 descriptions of puzzles with secret opening mechanisms. This book grew into a reference work for puzzle games and was very popular at the time. The Tangram puzzle, originally from China, spread to Europe and America in the 19th century.

During the Second World War, some new types of toys were created through accidental innovation. After trying to create a replacement for synthetic rubber, the American Earl L. Warrick inadvertently invented "nutty putty" during World War II. Later, Peter Hodgson recognized the potential as a childhood plaything and packaged it as Silly Putty. Similarly, Play-Doh was originally created as a wallpaper cleaner.[14] In 1943 Richard James was experimenting with springs as part of his military research when he saw one come loose and fall to the floor. He was intrigued by the way it flopped around on the floor. He spent two years fine-tuning the design to find the best gauge of steel and coil; the result was the Slinky, which went on to sell in stores throughout the United States.

After the Second World War as society became ever more affluent and new technology and materials (plastics) for toy manufacture became available, toys became cheap and ubiquitous in households across the Western World. Among the more well known products of the 1950s there was the Danish company Lego's line of colourful interlocking plastic brick construction sets, Rubik's Cube, Mr. Potato Head, the Barbie doll and Action Man.[15] Today there are computerized dolls that can recognize and identify objects, the voice of their owner, and choose among hundreds of pre-programmed phrases with which to respond.[16] The materials that toys are made from have changed, what toys can do has changed, but the fact that children play with toys has not.

Culture

The act of children's play with toys embodies the values set forth by the adults of their specific community, but through the lens of the child's perspective. Within cultural societies, toys are a medium to enhance a child's cognitive, social, and linguistic learning.[17]

In some cultures, societies utilize toys as a way to enhance a child's skillset within the traditional boundaries of their future roles in the community. In Saharan and North African cultures, play is facilitated by children through the use of toys to enact scenes recognizable in their community such as hunting and herding. The value is placed in a realistic version of development in preparing a child for the future they are likely to grow up into. This allows the child to imagine and create a personal interpretation of how they view the adult world.[18]

However, in other cultures, toys are used to expand the development of a child's cognition in an idealistic fashion. In these communities, adults place the value of play with toys to be on the aspirations they set forth for their child. In the Western culture, the Barbie and Action-Man represent lifelike figures but in an imaginative state out of reach from the society of these children and adults. These toys give way to a unique world in which children's play is isolated and independent of the social constraints placed on society leaving the children free to delve into the imaginary and idealized version of what their development in life could be.[18]

In addition, children from differing communities may treat their toys in different ways based on their cultural practices. Children in more affluent communities may tend to be possessive of their toys, while children from poorer communities may be more willing to share and interact more with other children. The importance the child places on possession is dictated by the values in place within the community that the children observe on a daily basis.[19]

Child development

Toys, like play itself, serve multiple purposes in both humans and animals. They provide entertainment while fulfilling an educational role. Toys enhance cognitive behavior and stimulate creativity. They aid in the development of physical and mental skills which are necessary in later life.

One of the simplest toys, a set of simple wooden blocks is also one of the best toys for developing minds. Andrew Witkin, director of marketing for Mega Brands told Investor's Business Daily that, "They help develop hand-eye coordination, math and science skills and also let kids be creative."[20] Other toys like marbles, jackstones, and balls serve similar functions in child development, allowing children to use their minds and bodies to learn about spatial relationships, cause and effect, and a wide range of other skills.

Hitting the Ball in the Shadow of the Banana Leaves
Two children playing with paddle balls in Hitting the Ball in the Shadow of the Banana, a painting by the Chinese artist Su Hanchen (苏汉臣, active 1130s–1160s AD), Song Dynasty

One example of the dramatic ways that toys can influence child development involves clay sculpting toys such as Play-Doh and Silly Putty and their home-made counterparts. Mary Ucci, Educational Director of the Child Study Center of Wellesley College, has demonstrated how such toys positively impact the physical development, cognitive development, emotional development, and social development of children.[21]

Toys for infants often make use of distinctive sounds, bright colors, and unique textures. Through play with toys infants begin to recognize shapes and colors. Repetition reinforces memory. Play-Doh, Silly Putty and other hands-on materials allow the child to make toys of their own.

Educational toys for school age children of often contain a puzzle, problem-solving technique, or mathematical proposition. Often toys designed for older audiences, such as teenagers or adults, demonstrate advanced concepts. Newton's cradle, a desk toy designed by Simon Prebble, demonstrates the conservation of momentum and energy.

Not all toys are appropriate for all ages of children.[22] Even some toys which are marketed for a specific age range can even harm the development of children in that range.

Age compression

"Age compression" is a toy industry term that describes the modern trend of children moving through play stages faster than they did in the past. Children have a desire to progress to more complex toys at a faster pace, girls in particular. Barbie dolls, for example, were once marketed to girls around 8 years old but have been found to be more popular in recent years with girls around 3 years old.[23] The packaging for the dolls labels them appropriate for ages 3 and up. Boys, in contrast, apparently enjoy toys and games over a longer timespan, gravitating towards toys that meet their interest in assembling and disassembling mechanical toys, and toys that "move fast and things that fight". An industry executive points out that girls have entered the "tween" phase by the time they are 8 years old and want non-traditional toys, whereas boys have been maintaining an interest in traditional toys until they are 12 years old, meaning the traditional toy industry holds onto their boy customers for 50% longer than their girl customers.[23]

Girls gravitate towards "music, clothes, make-up, television talent shows and celebrities". As young children are more exposed to and drawn to music intended for older children and teens, companies are having to rethink how they develop and market their products.[24] Girls also demonstrate a longer loyalty to characters in toys and games marketed towards them.[25] A variety of global toy companies have marketed themselves to this aspect of girls' development, for example, the Hello Kitty brand, and the Disney Princess franchise. Boys have shown an interest in computer games at an ever-younger age in recent years.

Gender

Tank toy radio
A toy tank with a remote control. Such toys are generally thought of as boys' toys.

Certain toys, such as Barbie dolls and toy soldiers, are often perceived as being more acceptable for one gender than the other. The turning point for the addition of gender to toys came about in the 1960s and 1970s. Before 1975, only about two percent of toys were labeled by gender, whereas today on the Disney store's website, considered a dominating global force for toys by researcher Claire Miller, all toys are labeled by gender.[26] The journal Sex Roles began publishing research on this topic in 1975, focusing on the effects of gender in youth. Too, many psychological textbooks began to address this new issue. Along with these publications, researchers also started to challenge the ideas of male and female as being opposites, even going as far as to claim toys which have characteristics of both gender are preferable.[27]

A milestone for research on gender is the use of meta-analysis, which provides a way to assess patterns in a systematic way, which is especially relevant for a topic such as gender, which can be difficult to quantify.[27] Nature and nurture have historically been analyzed when looking at gender in play, as well as reinforcement by peers and parents of typical gender roles and consequently, gender play.[27] Toy companies have often promoted the segregation by gender in toys because it enables them to customize the same toy for each gender, which ultimately doubles their revenue. For example, Legos added more colors to certain sets of toys in the 1990s, including colors commonly attributed to girls such as lavender.[28]

It has been noted by researchers that, "Children as young as 18 months display sex-stereotyped toy choices".[29] When eye movement is tracked in young infants, infant girls show a visual preference for a doll over a toy truck (d > 1.0). Boys showed no preference for the truck over the doll. However, they did fixate on the truck more than the girls (d = .78).[30] This small study suggests that even before any self-awareness of gender identity has emerged, children already prefer sex-typical toys. These differences in toy choice are well established within the child by the age of three.[31]

Another study done by Jeffrey Trawick-Smith took 60 different children ages three to four and observed them playing with nine different toys deemed best for development. They were allowed to play with the toys in a typical environment, a preschool classroom, which allowed for the results to be more authentic compared to research done in a lab. The researchers then quantified play quality of the children with each toy based on factors such as learning, problem solving, curiosity, creativity, imagination, and peer interaction. The results revealed that boys generally received higher scores for overall play quality than girls, and the toys with the best play quality were those identified as the most gender neutral, such as building blocks and bricks along with pieces modeling people. Trawick-Smith then concluded that the study encourages a focus on toys which are beneficial to both genders in order to create a better balance.[32]

While some parents promote gender neutral play, many parents encourage their sons and daughters to participate in sex-typed activities, including doll playing and engaging in housekeeping activities for girls and playing with trucks and engaging in sports activities for boys.[33] Researcher Susan Witt said that parents are the primary influencer on the gender roles of their children.[34] Parents, siblings, peers, and even teachers have been shown to react more positively to children engaging in sex-typical behavior and playing with sex-typical toys.[35] This is often done through encouragement or discouragement, as well as suggestions[34] and imitation.[28] Additionally, sons are more likely to be reinforced for sex-typical play and discouraged from atypical play.[35] However, it is generally not as looked down upon for females to play with toys designed "for boys", an activity which has also become more common in recent years.[36] Fathers are also more likely to reinforce typical play and discourage atypical play than mothers are.[37] A study done by researcher Susan Witt suggests that stereotypes are oftentimes only strengthened by the environment, which perpetuates them to linger in older life.[34]

This stereotypical attribution of sex-typical toys for girls and boys is gradually changing, with toys companies creating more gender neutral toys, as the benefits associated with allowing children to play with toys that appeal to them far outweighs controlling their individual preferences.[38] For example, many stores are beginning to change their gender labels on children's play items. Target removed all identification related to gender from their toy aisles and Disney did the same for their costumes.[26] The Disney store is an especially prevalent example of gender in play because they are a global identity in the toy world. A study done regarding their website found that though they have removed gender labels from their costumes, the toys online reflect more stereotypical gender identities. For example, males were associated with physicality and females were associated with beauty, housing, and caring.[39] Too, though they promote their toys as being for both genders, there is no section for boys and girls combined on their website. Those which are generally deemed for both genders more closely resemble what many would label "boy toys," as they relate closer to the stereotype of masculinity within play.[39]

Traditions within various cultures promote the passing down of certain toys to their children based on the child's gender. In South American Indian communities, boys receive a toy bow and arrow from their father while young girls receive a toy basket from their mother.[17] In North African and Saharan cultural communities, gender plays a role in the creation of self-made dolls. While female dolls are used to represent brides, mothers, and wives, male dolls are used to represent horsemen and warriors. This contrast stems from the various roles of men and women within the Saharan and North African communities. There are differences in the toys that are intended for girls and boys within various cultures, which is reflective of the differing roles of men and women within a specific cultural community.[18]

Research on the repercussions of gender in toys suggests that play should be encouraged to be more gender neutral in order to work towards a desegregation of the genders.[32] Too, researcher Carol Auster and Claire Mansbach promote that allowing children to play with toys which more closely fit their talents would help them to better develop their skills.[39] In terms of parental influence, a study found that parents who demonstrated some androgynous behavior have higher scores in support, warmth, and self-worth in regards to the treatment of their children.[34] Even as this debate is evolving and children are becoming more inclined to cross barriers in terms of gender with their toys, girls are typically more encouraged to do so than boys because of the societal value of masculinity.[26]

Economics

Toys R Us sg
Toys "R" Us operated over 1,500 stores in 30 countries and has an annual revenue of US$13.6 billion

With toys comprising such a large and important part of human existence, it makes sense that the toy industry would have a substantial economic impact. Sales of toys often increase around holidays where gift-giving is a tradition. Some of these holidays include Christmas, Easter, Saint Nicholas Day, and Three Kings Day.

In 2005, toy sales in the United States totaled about $22.9 billion.[20] Money spent on children between the ages of 8 and twelve alone totals approximately $221 million annually in the U.S.[40] It was estimated that in 2011, 88% of toy sales was in the age group 0–11 years.[41]

Toy companies change and adapt their toys to meet the changing demands of children thereby gaining a larger share of the substantial market. In recent years many toys have become more complicated with flashing lights and sounds in an effort to appeal to children raised around television and the internet. According to Mattel's president, Neil Friedman, "Innovation is key in the toy industry and to succeed one must create a 'wow' moment for kids by designing toys that have fun, innovative features and include new technologies and engaging content."

In an effort to reduce costs, many mass-producers of toys locate their factories in areas where wages are lower. China manufactures about 70 percent of the world’s toys and is home to more than 8,000 toy firms, most of which are located in the Pearl River Delta of Guangdong Province.[42] 75% of all toys sold in the U.S., for example, are manufactured in China.[20] Issues and events such as power outages, supply of raw materials, supply of labor, and raising wages that impact areas where factories are located often have an enormous impact on the toy industry in importing countries.

Many traditional toy makers have been losing sales to video game makers for years. Because of this, some traditional toy makers have entered the field of electronic games and even turning audio games into toys, and are enhancing the brands that they have by introducing interactive extensions or internet connectivity to their current toys.[43]

In addition, the rise of distributed manufacturing enables consumers to make their own toys from open source designs with a 3-D printer.[44] As of 2017 consumers were already offsetting 10s of millions of dollars per year by 3D printing their own toys from MyMiniFactory, a single repository.[45][46]

Types

Lincoln Logs sawmill
Lincoln Logs have been a popular construction type toy in the U.S. since the 1920s.

Construction sets

The Greek philosopher Plato wrote that the future architect should play at building houses as a child.[47] A construction set is a collection of separate pieces that can be joined together to create models. Popular models to make include cars, spaceships, and houses. The things that are built are sometimes used as toys once completed, but generally speaking, the object is to build things of one's own design, and old models often are broken up and the pieces reused in new models.

The oldest and, perhaps most common construction toy is a set of simple wooden blocks, which are often painted in bright colors and given to babies and toddlers. Construction sets such as Lego bricks and Lincoln Logs are designed for slightly older children and have been quite popular in the last century. Construction sets appeal to children (and adults) who like to work with their hands, puzzle solvers, and imaginative sorts.

Some other examples include Bayko, Konstruk-Tubes, K'Nex, Erector Sets, Tinkertoys, and Meccano, and generic construction toys such as Neodymium magnet toys.

Dolls and miniatures

Child and Doll
A girl and her doll in the 1900s.

A doll is a model of a human (often a baby), a humanoid (like Bert and Ernie), or an animal. Modern dolls are often made of cloth or plastic. Other materials that are, or have been, used in the manufacture of dolls include cornhusks, bone, stone, wood, porcelain (sometimes called china), bisque, celluloid, wax, and even apples. Often people will make dolls out of whatever materials are available to them.

Sometimes intended as decorations, keepsakes, or collectibles for older children and adults, most dolls are intended as toys for children, usually girls, to play with. Dolls have been found in Egyptian tombs which date to as early as 2000 BCE.[4]

Dolls are usually miniatures, but baby dolls may be of true size and weight. A doll or stuffed animal of soft material is sometimes called a plush toy or plushie. A popular toy of this type is the Teddy Bear.

Pierre Despereax 09.19.2012 (8004871773)
Teddy Bear

A distinction is often made between dolls and action figures, which are generally of plastic or semi-metallic construction and poseable to some extent, and often are merchandising from television shows or films which feature the characters. Modern action figures, such as Action Man, are often marketed towards boys, whereas dolls are often marketed towards girls.

Toy soldiers, perhaps a precursor to modern action figures, have been a popular toy for centuries. They allow children to act out battles, often with toy military equipment and a castle or fort. Miniature animal figures are also widespread, with children perhaps acting out farm activities with animals and equipment centered on a toy farm.

Vehicles

Children have played with miniature versions of vehicles since ancient times, with toy two-wheeled carts being depicted on ancient Greek vases.[47] Wind-up toys have also played a part in the advancement of toy vehicles. Modern equivalents include toy cars such as those produced by Matchbox or Hot Wheels, miniature aircraft, toy boats, military vehicles, and trains. Examples of the latter range from wooden sets for younger children such as BRIO to more complicated realistic train models like those produced by Lionel, Doepke and Hornby. Larger die-cast vehicles, 1:18 scale, have become popular toys; these vehicles are produced with a great attention to detail.

Puzzles

Rubik's cube
A Rubik's Cube

A puzzle is a problem or enigma that challenges ingenuity. Solutions to puzzle may require recognizing patterns and creating a particular order. People with a high inductive reasoning aptitude may be better at solving these puzzles than others. Puzzles based on the process of inquiry and discovery to complete may be solved faster by those with good deduction skills. A popular puzzle toy is the Rubik's Cube, invented by Hungarian Ernő Rubik in 1974. Popularized in the 1980s, solving the cube requires planning and problem-solving skills and involves algorithms.

There are many different types of puzzles, for example a maze is a type of tour puzzle. Other categories include; construction puzzles, stick puzzles, tiling puzzles, disentanglement puzzles, sliding puzzles, logic puzzles, picture puzzles, lock puzzles and mechanical puzzles.

Collectibles

Some toys, such as Beanie Babies, attract large numbers of enthusiasts, eventually becoming collectibles. Other toys, such as Boyds Bears are marketed to adults as collectibles. Some people spend large sums of money in an effort to acquire larger and more complete collections. The record for a single Pez dispenser at auction, for example, is US$1100.[48]

Promotional merchandise

Many successful films, television programs, books and sport teams have official merchandise, which often includes related toys. Some notable examples are Star Wars (a space fantasy franchise) and Arsenal, an English football club.

Promotional toys can fall into any of the other toy categories; for example they can be dolls or action figures based on the characters of movies or professional athletes, or they can be balls, yo-yos, and lunch boxes with logos on them. Sometimes they are given away for free as a form of advertising. Model aircraft are often toys that are used by airlines to promote their brand, just as toy cars and trucks and model trains are used by trucking, railroad and other companies as well. Many food manufacturers run promotions where a toy is included with the main product as a prize. Toys are also used as premiums, where consumers redeem proofs of purchase from a product and pay shipping and handling fees to get the toy. Some people go to great lengths to collect these sorts of promotional toys.

Digital toys

Digital toys are toys that incorporate some form of interactive digital technology.[49] Examples of digital toys include virtual pets and handheld electronic games. Among the earliest digital toys are Mattel Auto Race and the Little Professor, both released in 1976. The concept of using technology in a way that bridges the digital with the physical world, providing unique interactive experiences for the user has also been referred to as "Phygital."[50]

Physical activity

Jakarta old football
A boy from Jakarta with his ball. Ball games are good exercise, and are popular worldwide.

A great many toys are part of active play. These include traditional toys such as hoops, tops, jump ropes and balls, as well as more modern toys like Frisbees, foot bags, astrojax, and Myachi.

Playing with these sorts of toys allows children to exercise, building strong bones and muscles and aiding in physical fitness. Throwing and catching balls and frisbees can improve hand–eye coordination. Jumping rope, (also known as skipping) and playing with foot bags can improve balance.

Safety regulations

LEGO-01
Toys with small parts, such as these Lego elements are required by law to have warnings about choking hazards in some countries.

Many countries have passed safety standards limiting the types of toys that can be sold. Most of these seek to limit potential hazards, such as choking or fire hazards that could cause injury. Children, especially very small ones, often put toys into their mouths, so the materials used to make a toy are regulated to prevent poisoning. Materials are also regulated to prevent fire hazards. Children have not yet learned to judge what is safe and what is dangerous, and parents do not always think of all possible situations, so such warnings and regulations are important on toys.

For toy safety, every country has its own regulations. But since the globalization and opening of markets, most of them try to harmonize their regulations. The most common action for younger children is to put toys in their mouths. This is why it is of utmost importance to regulate chemicals which are contained in the paintings and other materials children's products are made of. Countries or trade zones such as the European Union regularly publish lists to regulate the quantities or ban chemicals from toys and juvenile products.

There have also been issues of toy safety regarding lead paint. Some toy factories, when projects become too large for them to handle, outsource production to other less known factories, often in other countries. Recently, there were some in China that America had to send back. The subcontractors may not be watched as closely and sometimes use improper manufacturing methods. The U.S. government, along with mass market stores, is now moving towards requiring companies to submit their products to testing before they end up on shelves.[51]

Disposal

Crashbobby 02-small
Some communities require recycling of the batteries in toys such as qfix robot "crash-bobby".

When toys have been outgrown or are no longer wanted, reuse is sometimes considered. They can be donated via many charities such as Goodwill Industries and the Salvation Army, sold at garage sales, auctioned, sometimes even donated to museums. However, when toys are broken, worn out or otherwise unfit for use, care should be taken when disposing of them. Donated or resold toys should be gently used, clean and have all parts.[52] Before disposal of any battery-operated toy, batteries should be removed and recycled; some communities demand this be done. Some manufacturers, such as Little Tikes, will take back and recycle their products.

In 2007, massive recalls of toys produced in China[53] led many U.S.-based charities to cut back on, or even discontinue, their acceptance of used toys. Goodwill stopped accepting donations of any toys except stuffed animals, and other charities checked all toys against government-issued checklists.[54]

The WEEE directive (Waste Electrical and Electronic Equipment), which aims at increasing re-use and recycling and reducing electronic waste, applies to toys in the United Kingdom as of 2 January 2007.[55]

Toy use in animals

It is not unusual for some animals to play with toys. An example of this is a dolphin being trained to nudge a ball through a hoop. Young chimpanzees use sticks as dolls – the social aspect is seen by the fact that young females more often use a stick this way than young male chimpanzees.[56] They carry their chosen stick and put it in their nest. Such behaviour is also seen in some adult female chimpanzees, but never after they have become mothers.

See also

References

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  2. ^ "FYI: What Is the Oldest Toy in the World?".
  3. ^ MrDonn.org – Daily Life in Ancient India, including the mysterious Indus Valley Civilization Archived 19 September 2008 at the Wayback Machine
  4. ^ a b Maspero, Gaston Camille Charles. Manual of Egyptian Archaeology and Guide to the Study of Antiquities in Egypt. Project Gutenberg.
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Further reading

  • Kline, Stephen (1995). Out of the Garden: Toys, TV, and Children's Culture in the Age of Marketing. Verso Books. ISBN 978-1-85984-059-7.
  • Walsh, Tim (2005). Timeless Toys: Classic Toys and the Playmakers Who Created Them. Andrews McMeel Publishing. ISBN 978-0-7407-5571-2.
  • Wulffson, Don L. (July 2000). Toys!. Henry Holt and Company. ISBN 978-0-8050-6196-3.

External links

Buzz Lightyear

Buzz Lightyear is a fictional character in the Toy Story franchise. He is a toy Space Ranger superhero according to the movies and an action figure in the franchise. Along with Sheriff Woody, he is one of the two lead characters in all three Toy Story movies. He also appeared in the movie Buzz Lightyear of Star Command: The Adventure Begins and the television series spin-off Buzz Lightyear of Star Command.

He is voiced by Tim Allen in the Toy Story films, a few video games, and the Buzz Lightyear movie, Patrick Warburton in the TV series, and by Pat Fraley for the video games and the Buzz Lightyear attractions in Disney theme parks.

Hasbro

Hasbro, Inc. (a syllabic abbreviation of its original name, Hassenfeld Brothers) is an American multinational toy and board game company. It is the largest toy maker in the world in terms of stock market value, and third largest with revenues of approximately $5.12 billion. Hasbro acquired the trademarks and products of Kenner, Parker Brothers, and Milton Bradley, among others. Among its products are Monopoly, G.I. Joe, Furby, Transformers, Nerf, My Little Pony, Twister and the newly acquired Power Rangers franchise. The Hasbro brand also spawned TV shows to promote its products, such as Family Game Night on the Discovery Family network. The corporate headquarters is located in Pawtucket, Rhode Island. The majority of its products are manufactured in East Asia.

List of Pixar films

This is a list of films from Pixar, an American CGI film production company based in Emeryville, California, United States. As of 2018, Pixar has released 20 feature films, which were all released under the Walt Disney Pictures banner. The company produced its first feature-length film, Toy Story, in 1995. Their second production, A Bug's Life, was released in 1998, followed by their first sequel, Toy Story 2, in 1999. Pixar had two releases in a single year twice: Inside Out and The Good Dinosaur in 2015 and Cars 3 and Coco in 2017.

Their upcoming slate of films include Toy Story 4 (2019), Onward (2020), an untitled film set to be released in 2020 , another untitled film set to be released in 2021, and two more untitled films set to be released in 2022.

List of Toy Story characters

This is a list of characters from Disney/Pixar's Toy Story franchise which consists of the animated films Toy Story (1995), Toy Story 2 (1999), Toy Story 3 (2010) and the upcoming Toy Story 4 (2019). The list also includes characters from the Toy Story Toons series (2011–12) and the television specials Toy Story of Terror! (2013) and Toy Story That Time Forgot (2014).

List of dog breeds

Dogs have been selectively bred for thousands of years, sometimes by inbreeding dogs from the same ancestral lines, while at other times by mixing dogs from very different lines. The process continues today, resulting in a widening in appearance without speciation, "from the Chihuahua to the Great Dane".The following list uses a wide interpretation of the word "breed". Breeds are usually categorized by the functional type from which the breed was developed. The basic types are companion dogs, guard dogs, hunting dogs, herding dogs and working dogs, although there are many other types and subtypes. Breeds listed here may be traditional breeds with long histories as registered breeds, rare breeds with their own registries, or new breeds that may still be under development.

In some cases, a breed's origin overlaps the boundaries of two or more countries; the dog is normally listed only in the country with which it is most commonly associated; for example, by its designated country according to the Fédération Cynologique Internationale (FCI). Some dogs, such as the Löwchen, have an uncertain origin and are thus listed under several countries.

Mattel

Mattel, Inc. () is an American multinational toy manufacturing company founded in 1945 with headquarters in El Segundo, California. The products and brands it produces include Fisher-Price, Barbie, Monster High, Ever After High, Polly Pocket, Hot Wheels and Matchbox, Masters of the Universe, American Girl, board games, and WWE. In the early 1980s, Mattel produced video game systems, under its own brands and under license from Nintendo. The company has presence in 40 countries and territories and sells products in more than 150 countries. The company operates through three business segments: North America, international, and American Girl. It is the world's second largest toy maker in terms of revenue, after The Lego Group. In 2014, it ranked #403 on the Fortune 500 list. On January 17, 2017, Mattel named former Google executive Margo Georgiadis as CEO. Georgiadis stepped down as CEO of Mattel on April 19, 2018. Her last day was on April 26, 2018. Ynon Kreiz is now the new CEO of Mattel.The name Mattel is a portmanteau of Harold "Matt" Matson and Elliot Handler, the company's founders.

My Little Pony

My Little Pony is a toy line and media franchise mainly targeting girls, developed by American toy company Hasbro. The first toys were developed by Bonnie Zacherle, Charles Muenchinger, and Steve D'Aguanno, and were produced in 1981. The ponies feature colorful bodies, manes and a unique symbol on one or both sides of their flanks. Such symbols are referred to in the two most recent incarnations as "cutie marks". My Little Pony has been revamped several times with new and more modern looks to appeal to a new market.

Following the original My Pretty Pony toy that was introduced in 1981, My Little Pony was launched in 1982 and the line became popular during the 1980s. The original toy line ran from 1982 to 1992 in the United States and to 1995 globally, and two animated specials, an animated feature-length film and two animated television series produced during the period up until 1992. The first incarnation's popularity peaked in 1990, but the following year Hasbro decided to discontinue the toy line due to increased competition. One hundred fifty million ponies were sold in the 1980s.The toy line was revived in 1997, but these toys proved unpopular and were discontinued in 1999. The brand saw a more popular revival in 2003 with toys that more closely resembled the original toy line, which sold approximately 100 million pony toys globally by 2010. Hasbro launched the fourth incarnation of the franchise in 2010, which started with the animated series My Little Pony: Friendship Is Magic. The brand grossed over $650 million in retail sales in 2013, and over $1 billion annually in retail sales in 2014 and 2015.

Pixar

Pixar Animation Studios, commonly referred to as Pixar (), is an American computer animation film studio based in Emeryville, California, that is a subsidiary of Walt Disney Studios, owned by The Walt Disney Company. Pixar began in 1979 as the Graphics Group, part of the Lucasfilm computer division, before its spin-out as a corporation in 1986, with funding by Apple Inc. co-founder Steve Jobs, who became the majority shareholder. Disney purchased Pixar in 2006 at a valuation of $7.4 billion by converting each share of Pixar stock to 2.3 shares of Disney stock, a transaction that resulted in Jobs becoming Disney's largest single shareholder at the time. Pixar is best known for CGI-animated feature films created with RenderMan, Pixar's own implementation of the industry-standard RenderMan image-rendering application programming interface, used to generate high-quality images.

Pixar has produced 20 feature films, beginning with Toy Story (1995), which was the first-ever computer-animated feature film; its most recent film was Incredibles 2 (2018). All of the studio's films have debuted with CinemaScore ratings of at least an "A−," indicating positive receptions with audiences. The studio has also produced dozens of short films. As of August 2018, its feature films have earned approximately $13 billion at the worldwide box office, with an average worldwide gross of $659.7 million per film. Finding Nemo (2003), along with its sequel Finding Dory (2016), as well as Toy Story 3 (2010) and Incredibles 2 (2018) are among the 50 highest-grossing films of all time, with the latter being the second-highest-grossing animated film of all time with a gross of $1.2 billion. Fifteen of Pixar's films are also among the 50 highest-grossing animated films of all time.

The studio has earned 19 Academy Awards, 8 Golden Globe Awards, and 11 Grammy Awards, among many other awards and acknowledgments. Many of Pixar's films have been nominated for the Academy Award for Best Animated Feature since its inauguration in 2001, with nine winning; this includes Finding Nemo (2003) and Toy Story 3 (2010), along with The Incredibles (2004), Ratatouille (2007), WALL-E (2008), Up (2009), Brave (2012), Inside Out (2015), and Coco (2017). Monsters, Inc. (2001) and Cars (2006) are the only two films that were nominated for the award without winning it, while Cars 2 (2011), Monsters University (2013), The Good Dinosaur (2015), Finding Dory (2016), and Cars 3 (2017), were not nominated. Up and Toy Story 3 were also the respective second and third animated films to be nominated for the Academy Award for Best Picture, the first being Walt Disney Animation Studios' Beauty and the Beast (1991). Luxo Jr., a character from the studio's 1986 short film of the same name, is the studio's mascot.

On September 6, 2009, Pixar executives John Lasseter, Brad Bird, Pete Docter, Andrew Stanton, and Lee Unkrich were presented with the Golden Lion award for Lifetime Achievement by the Venice Film Festival. The award was given to Lucasfilm's founder George Lucas.

Poodle

Poodles are a group of formal dog breeds, the Standard Poodle, Miniature Poodle and Toy Poodle. The origin of the breed is still discussed, with a prominent dispute over whether the poodle descends from Germany as a type of water dog, or from the French Barbet.Ranked second most intelligent dog breed just behind the Border Collie, the poodle is skillful in many dog sports and activities, including agility, obedience, tracking to herding, circus performers and assistance dogs. Poodles have taken top honors in many conformation shows, including "Best in Show" at the Westminster Kennel Club Dog Show in 1991 and 2002, and at the World Dog Show in 2007 and 2010.

Toy Poodles won "Best in Show" at Crufts in 1966 and 1982. Standard Poodles achieved the award in 1955, 1985, 2002, and 2014. The 2002 winner came from Norway and was the first overseas exhibit to win the Crufts best in show award.

Sex toy

A sex toy is an object or device that is primarily used to facilitate human sexual pleasure, such as a dildo or vibrator. Many popular sex toys are designed to resemble human genitals and may be vibrating or non-vibrating. The term sex toy can also include BDSM apparatus and sex furniture such as slings; however, it is not applied to items such as birth control, pornography, or condoms. Alternative expressions include adult toy and the dated euphemism marital aid, although "marital aid" has a broader sense and is applied to drugs and herbs marketed to supposedly enhance or prolong sex. Sex toys are most commonly sold at a sex shop, but they may also be sold in a pharmacy/chemist store, a pornographic DVD store, or head shop. Today's sex toys are available in almost all countries for male and females.

Stuffed toy

A stuffed toy is a toy with an outer fabric sewn from a textile and stuffed with flexible material. In North American English, the toys are variously referred to by many names, such as plush toys, stuffed animals, plushies, stuffies, or snuggled animals. In British English, they are called soft toys or cuddly toys. Textiles commonly used for the outer fabric include plain cloth, as well as pile textiles like plush or terrycloth, or even socks. Common stuffing materials include synthetic fiber batting, cotton, straw, wood wool, plastic pellets, and beans.

The toys developed in their current form in the early years of the 20th century and have remained consistently popular with children throughout. Different fads have caused specific toys to surge in popularity among adults and collectors; noticeable examples include Tickle Me Elmo (1996) and Beanie Babies (1993–).

Stuffed toys are made in many different forms, but most often resemble real animals (sometimes with exaggerated proportions or features), legendary creatures, cartoon characters, or inanimate objects. They can be used as comfort objects; for display or collecting; or given as gifts, such as for graduation, illness, condolences, Valentine's Day, Christmas, or birthdays. They are commonly gifted to children, but can be given to anybody.

Teddy bear

A teddy bear is a soft toy in the form of a bear. Developed apparently simultaneously by toymakers Morris Michtom in the U.S. and Richard Steiff in Germany in the early years of the 20th century, and named after President Theodore "Teddy" Roosevelt, the teddy bear became an iconic children's toy, celebrated in story, song, and film. Since the creation of the first teddy bears which sought to imitate the form of real bear cubs, "teddies" have greatly varied in form, style, color, and material. They have become collector's items, with older and rarer "teddies" appearing at public auctions. Teddy bears are among the most popular gifts for children and are often given to adults to signify love, congratulations, or sympathy.

Tim Allen

Timothy Alan Dick (born June 13, 1953), known professionally as Tim Allen, is an American actor and comedian. He is known for playing Tim "The Toolman" Taylor on the ABC sitcom Home Improvement (1991–1999) and Mike Baxter on the ABC sitcom Last Man Standing (2011 to 2017), which was picked up by Fox in 2018 for a seventh season. He voiced Buzz Lightyear for the Toy Story franchise and played Scott Calvin and Santa Claus in The Santa Clause film trilogy (1994–2006). Allen's other films include For Richer or Poorer (1997), Jungle 2 Jungle (1997), Galaxy Quest (1999), Big Trouble (2002), Christmas with the Kranks (2004), The Shaggy Dog (2006), Wild Hogs (2007), Redbelt (2008), and Crazy on the Outside (2010).

Toy Story

Toy Story is a 1995 American computer-animated buddy adventure comedy film produced by Pixar Animation Studios and released by Walt Disney Pictures. The feature-film directorial debut of John Lasseter, it was the first feature-length film to be entirely computer-animated, as well as the first feature film from Pixar. The screenplay was written by Joss Whedon, Andrew Stanton, Joel Cohen, and Alec Sokolow from a story by Lasseter, Pete Docter, Stanton, and Joe Ranft. The film features music by Randy Newman, and was executive-produced by Steve Jobs and Edwin Catmull. The film features the voices of Tom Hanks, Tim Allen, Don Rickles, Wallace Shawn, John Ratzenberger, Jim Varney, Annie Potts, R. Lee Ermey, John Morris, Laurie Metcalf and Erik von Detten. Taking place in a world where anthropomorphic toys come to life when humans are not present, its plot focuses on the relationship between an old-fashioned pullstring cowboy doll named Woody and an astronaut action figure Buzz Lightyear as they evolve from rivals competing for the affections of their owner Andy, to friends who work together to be reunited with him after being separated from him.

Pixar, which had produced short animated films to promote their computers, was approached by Disney to produce a computer-animated feature film after the success of their short film Tin Toy (1988), which is told from a small toy's perspective. Lasseter, Stanton, and Docter wrote early story treatments which were rejected by Disney, who wanted the film's tone to be "edgier". After several disastrous story reels, production was halted and the script was re-written, better reflecting the tone and theme Pixar desired: that "toys deeply want children to play with them, and that this desire drives their hopes, fears, and actions". The studio, then consisting of a relatively small number of employees, produced the film under minor financial constraints.

Toy Story was released in theaters on November 22, 1995, and was the highest-grossing film on its opening weekend, eventually earning over $373 million at the worldwide box office. It was positively reviewed by critics and audiences, who praised the animation's technical innovation, the wit and thematic sophistication of the screenplay, Randy Newman's score, and the performances of Hanks and Allen; it is considered by many to be one of the best animated films ever made. The film received three Academy Award nominations, including Best Original Screenplay, Best Original Score, and Best Original Song for "You've Got a Friend in Me", as well as winning a Special Achievement Academy Award. In 2005, it was inducted into the National Film Registry as being "culturally, historically, or aesthetically significant" in its first year of eligibility. In addition to home media and theatrical re-releases, Toy Story-inspired material includes toys, video games, theme park attractions, spin-offs, merchandise, and two sequels — Toy Story 2 (1999) and Toy Story 3 (2010) — both of which also garnered massive commercial success and critical acclaim, with a fourth film titled Toy Story 4 scheduled for release in 2019.

Toy Story (franchise)

Toy Story is a computer animated film series and Disney media franchise that began with the 1995 film of the same name, produced by Pixar Animation Studios and released by Walt Disney Pictures. The franchise is based on the anthropomorphic concept that all toys, unknown to humans, are secretly alive, and the films focus on a diverse group of toys that feature a classic cowboy named Sheriff Woody and a modern spaceman named Buzz Lightyear. The group unexpectedly embark on adventures that challenge and change them.

The first two films of the franchise were directed by John Lasseter, and the third by Lee Unkrich, who acted as the co-director of the second film (together with Lasseter and Ash Brannon). Josh Cooley is directing the upcoming fourth film, set for release in June 2019.

All three films, produced on a total budget of $320 million, have grossed more than $1.9 billion worldwide. Each film set box office records, with the third included in the top 15 all time worldwide films. All three films have received generally positive reviews from critics and audiences. Special Blu-ray and DVD editions of Toy Story and Toy Story 2 were released on March 23, 2010. They were also re-released in theaters as a Disney Digital 3-D "double feature" for at least two weeks in October 2009.The series is the 24th highest-grossing franchise worldwide, the fifth highest-grossing animated franchise (behind Despicable Me, Shrek, Ice Age, and Madagascar), and is among the most critically acclaimed trilogies of all time. On November 1, 2011, all three Toy Story films were released in Disney Blu-ray 3D as a trilogy pack and as individual films.

The Toy Story series consists of three CGI animated films: Toy Story (1995), Toy Story 2 (1999), and Toy Story 3 (2010). A fourth film, Toy Story 4, is in production and set for release on June 21, 2019. Toy Story was the first feature-length film to be made entirely using computer-generated imagery. The films were produced by Pixar Animation Studios and distributed by Walt Disney Pictures.

The first and second films got a perfect 100%, and the third a 98% rating, on Rotten Tomatoes. The third film in the series is the third highest-grossing animated film and the 18th highest-grossing film of all time. It also became the third animated film in history to be nominated for the Academy Award for Best Picture, following Beauty and the Beast and Up.

Toy Story 2

Toy Story 2 is a 1999 American computer-animated comedy film produced by Pixar Animation Studios for Walt Disney Pictures. Directed by John Lasseter and co-directed by Lee Unkrich and Ash Brannon, it is the sequel to 1995's Toy Story and the second film in the Toy Story franchise. In the film, Woody is stolen by a toy collector, prompting Buzz Lightyear and his friends to vow to rescue him, but Woody is then tempted by the idea of immortality in a museum. Tom Hanks, Tim Allen, Don Rickles, Wallace Shawn, John Ratzenberger, Jim Varney, Annie Potts, R. Lee Ermey, John Morris and Laurie Metcalf all reprise their character roles from the original film. They are joined by Joan Cusack, Jodi Benson, Kelsey Grammer, Estelle Harris, and Wayne Knight, who voice some of the new characters introduced.

Disney initially envisioned Toy Story 2 as a direct-to-video sequel. The film began production in a building separated from Pixar, on a small scale, as most of the main Pixar staff were busy working on A Bug's Life (1998). When story reels proved promising, Disney upgraded the film to theatrical release, but Pixar was unhappy with the film's quality. Lasseter and the story team redeveloped the entire plot in one weekend. Although most Pixar features take years to develop, the established release date could not be moved and the production schedule for Toy Story 2 was compressed into nine months.Despite production struggles, Toy Story 2 opened on November 24, 1999 to wildly successful box office numbers, eventually grossing over $497 million and received critical acclaim, with a 100% rating on the website Rotten Tomatoes. Toy Story 2 has been considered by critics to be one of few sequel films to outshine the original, and it continues to be featured frequently on lists of the greatest animated films ever made. The film has seen multiple home media releases and a theatrical 3-D re-release in 2009, 10 years after its initial release. Toy Story 3 was released in 2010, which was also critically and commercially successful. Another sequel, Toy Story 4, directed by Josh Cooley, is scheduled to be released on June 21, 2019.

Toy Story 3

Toy Story 3 is a 2010 American 3D computer-animated comedy-drama film produced by Pixar Animation Studios for Walt Disney Pictures. It is the third installment in Pixar's Toy Story series, and the sequel to 1999's Toy Story 2. It was directed by Lee Unkrich, the editor of the first two films and the co-director of Toy Story 2, written by Michael Arndt, while Unkrich wrote the story along with John Lasseter and Andrew Stanton, respectively director and co-writer of the first two films.

The plot focuses on the toys Woody, Buzz Lightyear, and their friends accidentally being donated to a day care center as their owner, Andy, prepares to leave for college, and racing to get home before Andy leaves. In the film's ensemble voice cast, Tom Hanks, Tim Allen, Don Rickles, John Ratzenberger, Wallace Shawn, R. Lee Ermey, John Morris and Laurie Metcalf reprise their roles from the first two films with Joan Cusack, Estelle Harris and Jodi Benson who reprise their roles of Jessie, Mrs. Potato Head and Barbie, from Toy Story 2. Jim Varney, who voiced Slinky Dog in the first two films, died 10 years before the release of the third film, so the role of Slinky was passed down to Blake Clark. They are joined by Ned Beatty, Michael Keaton, Whoopi Goldberg, Timothy Dalton, Kristen Schaal, Bonnie Hunt, and Jeff Garlin who voice the new characters introduced in this film.

The film was released in theaters June 18, 2010, and played worldwide from June through October in the Disney Digital 3-D, RealD, and IMAX 3D formats. Toy Story 3 was the first film to be released theatrically with Dolby Surround 7.1 sound. Like its predecessors, Toy Story 3 received critical acclaim upon release, with critics praising the vocal performances, screenplay, emotional depth, animation, and Randy Newman's musical score.It became the second Pixar film (after Up) and third animated film overall (after Beauty and the Beast and Up) to receive an Academy Award nomination for Best Picture. The film received four more Academy Award nominations for Best Adapted Screenplay, Best Sound Editing, Best Animated Feature and Best Original Song, winning the latter two. Toy Story 3 grossed over $1 billion worldwide, becoming the highest-grossing film of 2010—both in North America and worldwide—and the fourth-highest-grossing film at the time of its release, as well as the fourth-highest-grossing animated film of all time, the first animated film to generate over $1 billion in ticket sales, and Pixar's second-highest-grossing film to date, behind Incredibles 2. A sequel, Toy Story 4, directed by Josh Cooley, is scheduled to be released on June 21, 2019.

Toy Story 4

Toy Story 4 is an upcoming American 3D computer-animated comedy film produced by Pixar Animation Studios for Walt Disney Pictures. It is the fourth installment in the Toy Story series, and the sequel to Toy Story 3 (2010). It is directed by Josh Cooley and written by Stephany Folsom, with previous films' writers John Lasseter, Pete Docter, Andrew Stanton, and Lee Unkrich conceiving the film's story.The film continues from Toy Story 3, where Sheriff Woody (Tom Hanks) and Buzz Lightyear (Tim Allen), among their other toy friends, have found new appreciation after being given by Andy Davis to Bonnie Anderson. They are introduced to Forky (Tony Hale), a spork that has been made into a toy, and they soon embark on a road trip adventure alongside old and new friends. In addition to Hanks and Allen, the film will feature returning cast members, including Annie Potts reprising her role as Bo Peep. New additions include Tony Hale, Keegan-Michael Key, Jordan Peele, and Keanu Reeves.

The film is set to be released in theaters on June 21, 2019, in RealD 3D, Dolby Cinema, and IMAX 3D.

Toys "R" Us

Toys "R" Us is an international toy, clothing, video game, and baby product retailer owned by Tru Kids, Inc. (d.b.a. Tru Kids Brands) and various others. It was founded in April 1948, with its headquarters located in Wayne, New Jersey, in the New York metropolitan area.

Founded by Charles Lazarus in its modern iteration in June 1957, Toys "R" Us traced its origins to Lazarus's children's furniture store, which he started in 1948. He added toys to his offering, and eventually shifted his focus. The company had been in the toy business for more than 65 years and operated around 800 stores in the United States and around 800 outside the US, although these numbers have steadily decreased with time. Toys "R" Us expanded as a chain, becoming predominant in its niche field of toy retail, and also branched out into baby supplies and children's clothing. At its peak, Toys "R" Us was considered a classic example of a category killer. With the rise of mass merchants, as well as online retailers such as Amazon.com, Toys "R" Us began to lose its share of the toy market.

The company filed for Chapter 11 bankruptcy protection on September 18, 2017, and its British operations entered administration in February 2018. In March 2018, the company announced that it would close all of its U.S. and British stores. The British locations closed in April and the U.S. locations in June. The Australian wing of Toys "R" Us entered voluntary administration on May 22 and closed all of its stores on August 5, 2018. Operations in other international markets such as Asia and Africa were less affected, but chains in Canada, parts of Europe and Asia were eventually sold to third-parties.

The company continues to operate as the licensor of the chain's international operations, but its lenders announced in October 2018 that it planned to re-launch the U.S. Toys "R" Us retail business in the future, citing the value of its brand. The lenders also partnered with Kroger to add "Geoffrey's Toy Box" (named after the chain's mascot) pop-up departments to selected locations in order to give Toys "R" Us a presence during the holiday shopping season.

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