How Toys-To-Life Became A Global Phenomenon And How Toys-To-Life Products Changed People's Lives

How Toys-To-Life Became A Global Phenomenon And How Toys-To-Life Products Changed People's Lives

by Dr. Harrison Sachs
How Toys-To-Life Became A Global Phenomenon And How Toys-To-Life Products Changed People's Lives

How Toys-To-Life Became A Global Phenomenon And How Toys-To-Life Products Changed People's Lives

by Dr. Harrison Sachs

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Overview

This essay sheds light on how toys-to-life became a global video game phenomenon, explicate how toys-to-life products changed people's lives, and expounds upon how to earn revenue as a producer of content about toys-to-life video games. Even though the phrase toys-to-life is an oxymoron since toys are inanimate objects that are devoid of life, it nonetheless delineates a video game feature that allows toys-to-life figures to give off the impression of metaphorically being alive in contexts in which the toys-to-life figures are able to robustly interact with a video game in the fantasy world of a video game. Succinctly stated, "toys-to-life is a video game feature" that utilizes tangible figures to represent fictitious fantasy characters who are able to interact with a video game in the fantasy world of a video game even though these physical figures ironically lack dynamic articulation in real-world settings and are in static poses in real-world settings. Toys-to-life figures are able to harness a "near field communication (NFC), radio frequency identification (RFID), or image recognition data protocol to determine the individual toys-to-life figure's proximity" to a NFC reader or RFID reader, "and are able to save a player's progress data to a storage medium located" on the "individual toys-to-life figure", such as on the inside the toys-to-life figure's base. Toys-to-life figures appeal to gamers since they are able to profusely expand the prodigious character rosters of action-adventure platform video games that double as toys-to-life video games in contexts in which the toys-to-life figures can be utilized as playable characters in toys-to-life video games. Toys-to-life figures appeal to gamers also because toys-to-life figures remind gamers of their favorite mass media franchises in offline settings that the toys-to-life figures are derived from. Toys-to-life figures are redolent of the fictitious fantasy characters who they represent that are derived from beloved mass media franchises. A gamer can also more easily vindicate expending money purchasing toys-to-life figures that are able to serve as playable heroic characters in robust action-adventure platform video games than he can vindicate purchasing downloadable heroic characters for a video game, since toys-to-life figures are tangible items that can potentially interact with one than one video game and that can double as collectibles. On the other hand, when you purchase downloadable heroic characters for a video game, you can only access them in the confines of the fantasy world of a specific video game and cannot utilize them in offline settings. Toys-to-life figures have significantly greater utility than downloadable heroic characters for a video game, especially since they are able to metaphorically transcend existing on a storage medium. Even if a person neglects to utilize the toys-to-life figures in the fantasy world of a video game, they can still nonetheless still serve as extraordinary collectibles that can easily be flaunted on shelves. The toys-to-life figures are small, light-weight, meticulously detailed figures of fictitious characters from mass media franchises that can easily be consolidated onto shelves. The toys-to-life figures are also durable items that are not comprised of brittle plastics, but rather are comprised of durable plastics which thereby renders them less prone to becoming dismantling if they were to tumble off shelves. In stark contrast to redeemed downloadable content that is tethered to the corresponding online account that is was redeemed on, toys-to-life figures are not tethered to an online account. In stark contrast to redeemed downloadable content that lacks resale value due to being tethered to the corresponding online account that is was redeemed on, toys-to-life figures have resale value. Highly desirable toys-to-life figures even have the latent potential to significantly appreciate in value in contexts in which there is sizable unmet customer demand for them post them getting sold out at retail stores by scalpers. If a customer yearns to purchase a specific highly desirable toys-to-life figure that is sold out at retail stores, then he will need to concede to paying the scalper's asking price on the second hand market to be able to purchase it. Video games companies often do not produce highly desirable toys-to-life figures in sufficient quantities to be able to meet pent-up customer demand for highly desirable toys-to-life figures. Customers prefer to not concede to purchasing highly desirable toys-to-life figures at exorbitant price points via the secondhand market in contexts in which they have the option to be able to purchase highly desirable toys-to-life figures at retail stores at the "manufacturer's suggested retail price".

Product Details

BN ID: 2940186157885
Publisher: Dr. Harrison Sachs
Publication date: 11/26/2023
Sold by: Barnes & Noble
Format: eBook
File size: 82 KB
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