LEADER 02722nam 2200673 a 450 001 9910452189803321 005 20200520144314.0 010 $a0-262-26151-0 010 $a1-282-09942-6 010 $a9786612099427 010 $a0-262-26737-3 010 $a1-4356-3304-0 035 $a(CKB)1000000000482592 035 $a(OCoLC)432428646 035 $a(CaPaEBR)ebrary10216855 035 $a(SSID)ssj0000241643 035 $a(PQKBManifestationID)11202289 035 $a(PQKBTitleCode)TC0000241643 035 $a(PQKBWorkID)10298071 035 $a(PQKB)11532210 035 $a(MiAaPQ)EBC3338777 035 $a(OCoLC)213362775$z(OCoLC)432428646$z(OCoLC)648350237$z(OCoLC)743198346$z(OCoLC)815776659$z(OCoLC)961596037$z(OCoLC)962700746$z(OCoLC)962789882$z(OCoLC)988461262$z(OCoLC)990713397$z(OCoLC)992057951$z(OCoLC)992077579$z(OCoLC)1037489768$z(OCoLC)1037916258$z(OCoLC)1038564663$z(OCoLC)1055406663$z(OCoLC)1066007955$z(OCoLC)1081218053$z(OCoLC)1083562347 035 $a(OCoLC-P)213362775 035 $a(MaCbMITP)7854 035 $a(Au-PeEL)EBL3338777 035 $a(CaPaEBR)ebr10216855 035 $a(CaONFJC)MIL209942 035 $a(OCoLC)213362775 035 $a(EXLCZ)991000000000482592 100 $a20070813d2008 uy 0 101 0 $aeng 135 $aurcn||||||||| 181 $ctxt 182 $cc 183 $acr 200 10$aScenario visualization$b[electronic resource] $ean evolutionary account of creative problem solving /$fRobert Arp 210 $aCambridge, Mass. $cMIT Press$dc2008 215 $a1 online resource (220 p.) 300 $aBibliographic Level Mode of Issuance: Monograph 311 $a0-262-01244-8 320 $aIncludes bibliographical references (p. [167]-206) and index. 327 $aRoutine problem solving versus nonroutine creative problem solving -- Organisms and hierarchical organization -- Emergence and function -- The visual system -- The evolution of the visual system and scenario visualization -- Scenario visualization, creative problem solving, and evolutionary psychology. 330 $aAn account of how humans evolved a conscious, vision-related ability unique to their species in order to solve nonroutine problems. 606 $aVisualization 606 $aProblem solving$xMethodology 606 $aCreative thinking 608 $aElectronic books. 615 0$aVisualization. 615 0$aProblem solving$xMethodology. 615 0$aCreative thinking. 676 $a153.3/2 700 $aArp$b Robert$0876183 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910452189803321 996 $aScenario visualization$92242162 997 $aUNINA LEADER 04217nam 2200961 450 001 9910453698603321 005 20200520144314.0 010 $a1-60649-511-9 035 $a(CKB)2550000001161501 035 $a(EBL)1520755 035 $a(OCoLC)862610289 035 $a(SSID)ssj0001141705 035 $a(PQKBManifestationID)11760635 035 $a(PQKBTitleCode)TC0001141705 035 $a(PQKBWorkID)11092191 035 $a(PQKB)10598864 035 $a(OCoLC)865549335 035 $a(CaBNVSL)swl00402959 035 $a(MiAaPQ)EBC1520755 035 $a(Au-PeEL)EBL1520755 035 $a(CaPaEBR)ebr10810731 035 $a(CaONFJC)MIL544595 035 $a(EXLCZ)992550000001161501 100 $a20131217d2013 fy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 12$aA profile of the United States toy industry $eserious fun /$fChristopher Byrne 205 $aFirst edition. 210 1$aNew York, New York (222 East 46th Street, New York, NY 10017) :$cBusiness Expert Press,$d2013. 215 $a1 online resource (166 p.) 225 1 $aIndustry profiles collection 300 $aPart of: 2013 digital library. 311 $a1-60649-510-0 311 $a1-306-13344-0 320 $aIncludes bibliographical references (page [141]) and index. 327 $aAcknowledgements -- Introduction -- 1. A brief history of the U.S. toy industry -- 2. The toy industry by size and category -- 3. Product still rules -- 4. Buying and selling -- 5. Creating desire: licensing, advertising & marketing -- 6. The money game: the financial realities of the toy industry -- 7. So you still want to play? -- Epilogue -- Bibliography -- Index. 330 3 $aThe toy industry is one of the most consistently misunderstood sectors of American business. That's no surprise because on many levels it resists easy definition. It's a commodity business. No, it's a fashion business. No, it's a consumer products business. No, it's an entertainment business. The fact is it's all of these businesses, each of which addresses and responds to market forces differently. And often, especially with the larger, publicly traded companies -- all of these businesses share a balance sheet. Toy consumers are equally diverse, ranging from grandparents planning a splurge, to parents hoping to give their kids a leg up in learning to kids parting with their pocket change. They cross every demographic category. As we often say, if you're going to reproduce and buy stuff -- or if you know someone who is -- you're a toy consumer. And, those consumers have more than 160,000 different toys to choose from at any time -- ranging from the hot, TV-promoted items to inexpensive impulse toys. It's also the only industry where the performance of a multi-billion, multinational company can be largely dependent on the whims of an 8- year-old. 410 0$a2013 digital library. 410 0$aIndustry profiles collection. 606 $aToy industry$zUnited States 608 $aElectronic books. 610 $aMattel 610 $aoperations management 610 $aproduct management 610 $agame development 610 $agame manufacturing 610 $atoy marketing 610 $atoy merchandising 610 $atoy retailing 610 $atoy manufacturing 610 $atoys 610 $aHasbro 610 $aLeapFrog 610 $aSpin Master 610 $aVTECH 610 $aMEGA 610 $aLEGO 610 $aToys "R" Us 610 $aKmart/Sears 610 $aTarget 610 $aWal-Mart 610 $aAmazon 610 $aeBay 610 $ahot toys 610 $atoy design 610 $atoy promotion 610 $atoy consumers 610 $atoy advertising 610 $aConsumer Products Safety Commission 610 $aToy Industry Association 615 0$aToy industry 676 $a338.7688720973 700 $aByrne$b Christopher.$0917238 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910453698603321 996 $aA profile of the United States toy industry$92056402 997 $aUNINA