Check out our takes on Automobiles, Lions of Lydia, Nidevellir, Paleo, Subastral, Trickerion, Unforgiven: The Lincoln Assassination Trial and more written by knowledgeable gamers such as James Davis, Chris Kovac, Andrea "Liga" Ligabue, Robert Marti, Greg J. The Summer 2021 issue is filled with first quality game reviews and perspectives from the finest writers on games in the world. Since 1986, we have been featuring the newest and best games on the market today in our quarterly publication, Gamers Alliance Report, the longest running English language game review publication in the world! With the new Summer 2022 issue online for GA members, we are making last year's issue (Summer 2021) available FREE FOR EVERYONE on our site. Gamers Alliance is the international gaming network. Have feedback? We’d love to hear from you. ![]() And for those of us who have a vicarious interest in the mass market world of toys and games and would like to discover how and why things happen, the insights and stories contained within these covers make this book more than worth the price of admission. But anyone with an interest in turning an idea for a plaything, be it a toy or mass market American style game, into a successful offering in the marketplace would find this volume a very worthwhile purchase. This is not a volume for the budding game designer who wishes to market his European style strategy game. The Toy and Game Inventor’s Handbook is a book that lives up to its name. What you will find within these covers is a fascinating look at the business of toys (especially) and games with tons of insight into both the creative and business sides of the business. Instead, the emphasis is placed on the American mass market. Don’t expect to see The Settlers of Catan mentioned or names like Reiner Knizia, Wolfgang Kramer or even American born Sid Sackson. Our side of games is not the side this volume examines. Gamers Alliance members spend much of their time on games, particularly those whose roots and inspirations stem from the European style of game play. The authors load the volume with lots of anecdotes including how co-author Richard Levy came up with the idea of a Big Wheel style tricycle with a Crest toothpaste tube mainframe while brushing his teeth! Plus, the book is sprinkled with bizarre trivia questions on toys and games that test your plaything IQ and add to the fun. But don’t get the impression that the book is dry. The authors include profiles of successful inventors (who offer their own insights into the industry) as well as an encyclopedic list of companies seeking new ideas. ![]() ![]() Of most interest to would-be millionaire inventors are the sections on how to sell your ideas, protect your ideas, the financial sides of a business deal (including sample contracts) and the ins and outs of licensing. What sets this book apart from similar offerings, however, is how it takes the reader through the process of creation: from idea to market and every step in between. The authors argue persuasively that the key to the toy and game business are the “inventors”, those creative individuals that come up with the ideas behind the toys and games that eventually populate the toy store shelves. The book is written from a “creative” perspective. Weingartner, those of us interested in a “behind the scenes” look at this business – and those of us with aspirations towards becoming successful in this field – can learn a lot. In The Toy and Game Inventor’s Handbook by Richard C. It’s a milieu where hard headed business decisions combine with almost whimsical creativity. The world of toys and games is an odd one.
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