Movies and video games have become so widespread in
recent years that they are practically becoming one of the most dominant forms
of entertainment. Does this compliment the toy industry, or spell danger for
it?
Hasbro, one of the largest and well-known toy
companies, announced in a statement that they were to divert funding and focus
onto their entertainment division of the company. With other toy-influenced
films such as Battleship, Candyland and a G.I. Joe sequel set to be released,
Hasbro for one seems intent on establishing an enterprise in digital
entertainment, particularly after the success of such Hasbro entertainment
films as the Transformers film series.
Though a general shift toward pushing digital
entertainment may compliment toys themselves, it may also lead to a decline in
purchasing and utilizing real, physical toys, particularly amongst children.
This reminded me of a commercial (the product of
which I can’t remember) that I had seen recently in which a little girl uses
her toy chest as a chair to sit at the computer and play an online video game.
It made me realize that perhaps children had averted much of their creative
interest from physical, tangible toys to visual stimulation in the form of
movies, television and video games.
When I was a kid, my parents often tried to let me
expand my creative horizon of my own accord, rather than confining me to common
toys or franchises. When thinking of unique gift ideas, they did their best to
balance visual entertainment with fun, creative toys that I could physically
engage in. Instead of action figures, they bought me sets of assorted Lego
pieces, which allowed me to build my own creations and personalize the toys
according to what I enjoyed, rather than pushing mainstream, already assembled
toys that didn’t expand personal creativity.
I think that although digital forms of entertainment
are fun and should flourish on their own, they shouldn’t take the place of
conventional toys that allow children and adults to expand their
personalization and creativity. A balance should be struck in which both
digital entertainment, and classic toys should be allowed to exist
harmoniously, without one taking over the other.
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