Really? no, Really?

Crowdsourcing Creativity for Toy & Game Design


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Many industries, including toy and game makers, are increasingly depending on crowdsourcing for fresh ideas and to help decide what products to make. Outsourcing creativity to the masses can offer valuable feedback… but that data can also be misinterpreted, misunderstood or provide just-plain-bogus ideas.

The annual toy business in the United States is a $100 billion-dollar industry. It’s by far the biggest toy market in the world, but apparently the “titans of toys” are out of ideas. So now, their attitude about creating new “stuff” has shifted to an attitude of – you know what - you do it!  Really, no really!

To breakdown the inner workings of today’s toy and game world, Jason and Peter turned to an old friend, David Fuhrer who has created and licensed more than 300 toys, games, and household products, generating retail sales of over $1 billion dollars. These include iconic products such as Nerf Vortex Football, Aqua Doodle, Twisty Petz, Guitar Hero Air Guitar, Bounce Around Tigger, Hershey’s S’mores Maker, and more. AND…he’s also the Guinness World Record holder for being the fastest backwards talker. Really, no Really.

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IN THIS EPISODE:

  • 24 toy companies rejected one of the best-selling toys!
  • How does an idea become a product, solve an everyday problem or innovate a classic?
  • In 2024 is it possible to successfully pitch a Beanie Baby-like idea?
  • The billion-dollar idea for a Tailor Swift product.
  • The surprising new trends in toys and games.
  • Why physical games and puzzles have made a comeback.
  • How do crowd sourced ideas pay off for the idea creators?
  • How David’s “backward talking” launched a career.
  • We challenged David to translate classic Seinfeld lines…backwards.
  • The deadliest toys ever put on the market!
Googleheim: Test your toy knowledge!

***

FOLLOW DAVID:

X: @funanuf123

***

FOLLOW REALLY NO REALLY:

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Really? no, Really?By Cloud10

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