THE CHANNEL THAT TALKS ABOUT THE HISTORY OF THE TOYS AND GAMES WE ALL GREW UP WITH. OUR HISTORY DEFINES US WITH WHAT WE PLAYED WITH WHEN IT CAME TO TOYS & GAMES. PRESERVING THE HISTORIC INFORMATION ONE GAME AT A TIME!
Speak & Read is an electronic learning aid made in 1980, by Texas Instruments. Speak and Read was part of a family of learning toys i.e. "Speak & Math" and "Speak & Spell".
Speak & Read helped children from ages four to eight develop and improve their reading comprehension and vocabulary.[1] Speak & Read came with a companion booklet for use with the skill activity modes included in the unit. The toy had a vocabulary of 250 words.[2]
The Speak & Math (or Speak & Maths in some countries) was a popular electronic toy created by Texas Instruments in 1980. Speak & Math was one of a three-part talking educational toy series that also included Speak & Spell and Speak & Read. The Speak & Math was sold worldwide. It was advertised as a tool for helping young children to become better at mathematics. The Speak & Math had a distinct gray with blue and orange color scheme.
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The Speak & Spell line is a series of electronic hand-held[1][2][3] child computers by Texas Instruments that consisted of a TMC0280 linear predictive coding speech synthesizer, a keyboard, and a receptor slot to receive one of a collection of ROM game[4] library modules. The first Speak & Spell was introduced at the summer Consumer Electronics Show in June 1978,[5] making it one of the earliest handheld[2] electronic[5] devices with a visual display[6] to use interchangeable game cartridges.[7] The company Basic Fun brought back the classic Speak & Spell in 2019 although with some minor changes.[8]
The Speak & Spell was named an IEEE Milestone in 2009.[9]
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Four square is a team sport played among two teams with two players each on a square court divided into four quadrants: A, B, C, and D (usually numbers 3, 4, 2, and 1, respectively, depending on the court.) The square that a player gets to before anyone else immediately becomes their position in the game. The objective of four square is to eliminate players on the opposing team to achieve the highest rank on the court, and this is done by bouncing the ball back and forth between quadrants. A player on one team may bounce the ball to an opponent team’s player’s square, and tries to bounce the ball in a state that the player on the opposing team can not hit it to another square. The winning team will move up in the ranks, and the team that reaches the highest rank, A (usually number 3 on numbered courts depending on the court), first, wins, with all the losing team’s players being eliminated. A player is eliminated when a ball is bounced in a player's quadrant and the player is unable to bounce the ball into another player's quadrant. It is a popular game at elementary schools with little required equipment, almost no setup, and short rounds of play that can be ended at any time.
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Hopscotch is a popular playground game in which players toss a small object, called a lagger,[1][2] into numbered triangles or a pattern of rectangles outlined on the ground and then hop or jump through the spaces and retrieve the object.[3] It is a children's game that can be played with several players or alone. Hopscotch is a physical and cognitive workout.[4][5][6]. Hopscotch is attested c.1200 to 600–500 BCE from the Painted Grey ware era of prehistoric India,[16] it is also listed among the games prohibited by Buddha. It is attested that an ancient form of hopscotch was played by Roman children and soldiers,[17][18][19] but the first recorded references to the game in the English-speaking world date to the late seventeenth century, usually under the name "scotch-hop" or "scotch-hopper(s)".[20] A manuscript Book of Games compiled between 1635 and 1672 by Francis Willughby refers to 'Scotch Hopper‥. They play with a piece of tile or a little flat piece of lead, upon a boarded floor, or any area divided into oblong figures like boards'.[21] In Poor Robin's Almanack for 1677, the game is referred to as "Scotch-hoppers". The entry states, "The time when schoolboys should play at Scotch-hoppers." The 1707 edition of Poor Robin's Almanack includes the following phrase… "Lawyers and Physicians have little to do this month, so they may (if they will) play at Scotch-hoppers."[22] In 1828, Webster's American Dictionary of the English Language also referred to the game as 'Scotch-hopper' ... 'a play in which boys hop over scotches and lines in the ground.'[23]
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A Slinky is a precompressed[clarification needed] helical spring toy invented by Richard James in the early 1940s. It can perform a number of tricks, including travelling down a flight of steps end-over-end as it stretches and re-forms itself with the aid of gravity and its own momentum, or appear to levitate for a period of time after it has been dropped. These interesting characteristics have contributed to its success as a toy in its home country of the United States, resulting in many popular toys with slinky components in a wide range of countries.
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A yo-yo (also spelled yoyo) is a toy consisting of an axle connected to two disks, and a string looped around the axle, similar to a spool. It is an ancient toy with proof of existence since 500 BCE. The yo-yo was also called a bandalore in the 17th century.
It is played by holding the free end of the string known as the handle (by inserting one finger—usually the middle or ring finger—into a slip knot), allowing gravity (or the force of a throw and gravity) to spin the yo-yo and unwind the string (similar to how a pullstring works). The player then allows the yo-yo to wind itself back to the player's hand, exploiting its spin (and the associated rotational energy). This is often called "yo-yoing" or "playing yo-yo".
In the simplest play, the string is intended to be wound on the spool by hand; the yo-yo is thrown downward, hits the end of the string then winds up the string toward the hand, and finally the yo-yo is grabbed, ready to be thrown again. One of the most basic tricks is called the sleeper, where the yo-yo spins at the end of the string for a noticeable amount of time before returning to the hand.
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Backgammon is the most widespread member of the large family of tables games, a type of board game played with counters and dice on tables boards. This family of games dates back nearly 5,000 years to Mesopotamia and Persia, whereas the earliest record of backgammon itself dates to the 17th century England; being descended from the 16th-century game of Irish.[2][3]
Backgammon is a two-player game in which each player has fifteen pieces, known traditionally as 'men' (short for 'tablemen') but often known as 'checkers' in the US. These pieces move along twenty-four 'points' according to the roll of two dice. The objective of the game is to move the fifteen pieces around the board and be first to bear off, i.e. remove them from the board.
Backgammon involves a combination of strategy and luck (from rolling dice). While the dice may determine the outcome of a single game, the better player will accumulate the better record over a series of many games. With each roll of the dice, players must choose from numerous options for moving their pieces and anticipate possible counter-moves by the opponent. The optional use of a doubling cube allows players to raise the stakes during the game.
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Risk is a strategy board game of diplomacy, conflict and conquest[1] for two to six players. The standard version is played on a board depicting a political map of the world, divided into forty-two territories, which are grouped into six continents. Turns rotate among players who control armies of playing pieces with which they attempt to capture territories from other players, with results determined by dice rolls. Players may form and dissolve alliances during the course of the game. The goal of the game is to occupy every territory on the board and, in doing so, eliminate the other players.[2] The game can be lengthy, requiring several hours to multiple days to finish. European versions are structured so that each player has a limited "secret mission" objective that shortens the game.
Risk was invented in 1957 by Albert Lamorisse, a French filmmaker, and it became one of the most popular board games in history, inspiring other popular games such as Axis & Allies and Settlers of Catan. The simple rules but complex interactions make it appealing to adults as well as children and families. It is still in production by Hasbro with numerous editions and variants with popular media themes and different rules including PC software versions, video games, and mobile apps.
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Original action figures and mini comics (1981–1982)[edit] The "Masters of the Universe" toy line was created by Mattel in 1981, and first released to stores in 1982 as 5½-inch action figures (as opposed to the 3¾-inch size used by Kenner's Star Wars and Hasbro's G.I. Joe: A Real American Hero lines).[4] The two main characters, He-Man ("the most powerful man in the universe")[82] and his arch-enemy Skeletor ("evil lord of destruction")[83] were the first released in action figure form, along with other core characters of the series: Man-At-Arms ("heroic master of weapons"), Beast Man ("Skeletor's savage henchman"), and Battle Cat ("He-Man's fighting tiger")
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Masters of the Universe (sometimes referred to as the He-Man or She-Ra series) is a sword and planet-themed media franchise created by Mattel.[1] The main premise revolves around the conflict between He-Man (the alter ego of Prince Adam) and Skeletor on the planet Eternia, with a vast lineup of supporting characters in a hybrid setting of medieval sword and sorcery, and sci-fi technology. A follow-up series, She-Ra: Princess of Power revolves around He-Man's sister She-Ra and her rebellion against The Horde on the planet Etheria.[2] Since its initial launch, the franchise has spawned a variety of products, including multiple lines of action figures, six animated television series, several comic series, video games, books and magazines, a daily newspaper comic strip, and two feature films (one animated, one live action).
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Trivial Pursuit is a Canadian board game in which winning is determined by a player's ability to answer general knowledge and popular culture questions. Players move their pieces around a board, the squares they land on determining the subject of a question they are asked from a card (from six categories including "history" and "science and nature"). Each correct answer allows the player's turn to continue; a correct answer on one of the six "category headquarters" spaces earns a plastic wedge which is slotted into the answerer's playing piece. The object of the game is to collect all six wedges from each "category headquarters" space, and then return to the center "hub" space to answer a question in a category selected by the other players.
Since the game's first release in 1981, numerous themed editions have been released. Some question sets have been designed for younger players, and others for a specific time period or as promotional tie-ins (such as Star Wars, Saturday Night Live, and The Lord of the Rings movies).
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Trouble (known as Frustration in the UK and Kimble in Finland) is a board game in which players compete to be the first to send four pieces all the way around a board. Pieces are moved according to the roll of a die using a contained device called a "Pop-O-Matic". Trouble was developed by the Kohner Brothers and initially manufactured by Irwin Toy Ltd., later by Milton Bradley (now part of Hasbro). The game was launched in America in 1965.[1] The classic version is now marketed by Winning Moves Games USA.[2] The gameplay, board, and concept is derivative of the Indian board game Ludo. [3]
A similar game called Headache was also produced by the Milton Bradley Company; besides a different track layout, its pawns are conical, in contrast to the cylindrical pieces used in Trouble.[4]
Headache is a board game for in which the object is to land a playing piece (known as "cones" or "men") on top of all opponents' pieces (to create "stacks"). Play moves in circles until one player has captured every other players' cones on the board and declared the winner. All players are welcome to occupy any space throughout the game, provided the die rolls allow, and there are eight spaces that serve as "safe" spots, where a cone resting on this space cannot be captured. Captured pieces are not sent back to start, but are permanently lost
Headache was first introduced in 1968 by the Kohner Brothers and was later manufactured by Milton Bradley. In the UK the game (called Game of Headache) was released in 1968 through Peter Pan Playthings.
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Care Bears are multi-colored bears, originally painted in 1981 by artist Elena Kucharik to be used on greeting cards from American Greetings. In 1983, the characters were turned into plush teddy bears.
Each Care Bear is a different colour or shade and has a unique "picture on the stomach" that represents its personality. Adding to the Care Bear family are the "Care Bear Cousins", which feature Brave Heart the lion, Cozy Heart the penguin, Bright Heart the raccoon, Lotsa Heart the elephant, Gentle Heart the lamb, Loyal Heart the dog, Playful Heart the donkey and Noble Heart the horse created in the same style as the Care Bears.
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Pound Puppies is a toy line that was created by Tonka in the 1980s.[1][2][3][4][5][6] It later inspired an animated TV special, two animated TV series, and a feature film. Shipments of the toys over five years generated sales of $300 million in 35 countries.[7]
The puppies were a variety of plush stuffed dog dolls with floppy ears and droopy eyes. They came in a variety of colors (gray, brown, white), some with spots. Each one came in a cardboard case shaped like a doghouse with an "adoption" certificate.[7] The tagline was "Loveable Huggable". Smaller versions were also created (approximately 5 inches (13 cm) long), and a line of cats called Pound Pur-r-ries was also released. Each authentic toy puppy had a heart-shaped or a bone (on the very first edition puppies) emblem near its tail that sported a "PP" logo with either a dog (Puppies) or cat (Purries) peeking above it.[8]
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Sternhalma, commonly known as Chinese checkers (US and Canadian spelling) or Chinese chequers (UK spelling),[1] is a strategy board game of German origin which can be played by two, three, four, or six people, playing individually or with partners.[2] The game is a modern and simplified variation of the game Halma.[3]
The objective is to be first to race all of one's pieces across the hexagram-shaped board into "home"—the corner of the star opposite one's starting corner—using single-step moves or moves that jump over other pieces. The remaining players continue the game to establish second-, third-, fourth-, fifth-, and last-place finishers.[4] The rules are simple, so even young children can play.[5]
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Reversi is a strategy board game for two players, played on an 8×8 uncheckered board. It was invented in 1883. Othello, a variant with a fixed initial setup of the board, was patented in 1971.
There are sixty-four identical game pieces called disks, which are light on one side and dark on the other. Players take turns placing disks on the board with their assigned color facing up. During a play, any disks of the opponent's color that are in a straight line and bounded by the disk just placed and another disk of the current player's color are turned over to the current player's color. The objective of the game is to have the majority of disks turned to display one's color when the last playable empty square is filled.
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Erector Set (trademark styled as "ERECTOR") was a brand of metal toy construction sets which were originally patented by Alfred Carlton Gilbert and first sold by his company, the Mysto Manufacturing Company of New Haven, Connecticut in 1913. In 1916, the company was reorganized as the A.C. Gilbert Company. The brand continued its independent existence under various corporate ownerships until 2000, when Meccano bought the Erector brand and consolidated its worldwide marketing with its own brand. The coverage here focuses on the historical legacy of the classic Erector Set; for current developments under the "Erector by Meccano" brand name, see the Meccano article.
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Lego (/ˈlɛɡoʊ/ LEG-oh, Danish: [ˈle̝ːko];[1] stylized as LEGO) is a line of plastic construction toys that are manufactured by The Lego Group, a privately held company based in Billund, Denmark. As of 2021, Lego was the largest toy company in the world.[2] The company's flagship product, Lego, consists of variously colored interlocking plastic bricks accompanying an array of gears, figurines called minifigures, and various other parts. Lego pieces can be assembled and connected in many ways to construct objects, including vehicles, buildings, and working robots. Anything constructed can be taken apart again, and the pieces reused to make new things.[3][4]
The Lego Group began manufacturing the interlocking toy bricks in 1949. Movies, games, competitions and eight Legoland amusement parks have been developed under the brand. As of July 2015, 600 billion Lego parts had been produced.[5][better source needed]
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Pay Day is a board game originally made by Parker Brothers (now a subsidiary of Hasbro) in 1975. It was invented by Paul J. Gruen of West Newbury, Massachusetts, United States, one of the era's top board game designers, and his brother-in-law Charles C. Bailey. It was Gruen's most successful game, outselling Monopoly in its first production year. Pay Day is currently marketed by Winning Moves Games USA.
The game simulates money management, with the game board resembling a calendar month. Before the game, the players decide how many months to be played (i.e. how many times to travel across the board). During the game, players accumulate bills and expenses to pay, along with collecting their monthly wage on "pay day" at the end of the month. The winner is the player who has the most money at the end of the last month of play.
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The Game of Life, also known simply as Life, is a board game originally created in 1860 by Milton Bradley as The Checkered Game of Life. The Game of Life was US's first popular parlour game.[1] The game simulates a person's travels through his or her life, from college to retirement, with jobs, marriage, and possible children along the way. Two to four or six players can participate in one game.[3] Variations of the game accommodate up to ten players.
The modern version was originally published 100 years later, in 1960. It was created and co-designed by toy and game designer Reuben Klamer[4] and was "heartily endorsed" by Art Linkletter. It is now part of the permanent collection of the Smithsonian's National Museum of American History and an inductee into the National Toy Hall of Fame.
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G.I. Joe is an American media franchise and a line of action figures owned and produced by the toy company Hasbro.[3][4] The initial product offering represented four of the branches of the U.S. armed forces with the Action Soldier (U.S. Army), Action Sailor (U.S. Navy), Action Pilot (U.S. Air Force), Action Marine (U.S. Marine Corps) and later on, the Action Nurse. The name is derived from the usage of "G.I. Joe" for the generic U.S. soldier, itself derived from the more general term "G.I.".[5][6][7] The development of G.I. Joe led to the coining of the term "action figure". G.I. Joe's appeal to children has made it an American icon among toys.[8]
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Strawberry Shortcake is a cartoon character used in greeting cards published by American Greetings. The line was later expanded to include dolls, posters, and other products featuring the character and an extended cast of friends and pets. In addition, the franchise has spawned television specials, animated television series and films. The franchise is currently owned by the Canadian children's television company WildBrain and American brand management company, Iconix Brand Group[2][3] through the holding company Shortcake IP Holdings LLC.
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Monopoly is a multi-player economics-themed board game. In the game, players roll two dice to move around the game board, buying and trading properties, and developing them with houses and hotels. Players collect rent from their opponents, with the goal being to drive them into bankruptcy. Money can also be gained or lost through Chance and Community Chest cards, and tax squares. Players receive a stipend every time they pass "Go", and can end up in jail, from which they cannot move until they have met one of three conditions. The game has numerous house rules, and hundreds of different editions exist, as well as many spin-offs and related media. Monopoly has become a part of international popular culture, having been licensed locally in more than 103 countries and printed in more than 37 languages.
Monopoly is derived from The Landlord's Game created by Lizzie Magie in the United States in 1903 as a way to demonstrate that an economy that rewards wealth creation is better than one where monopolists work under few constraints,[1] and to promote the economic theories of Henry George—in particular his ideas about taxation.[3] The Landlord's Game had two sets of rules originally, one with taxation and another one mainly based on current rules. When Monopoly was first published by Parker Brothers in 1935, it did not include the less capitalistic taxation rule, which resulted in a more competitive game. Parker Brothers was eventually absorbed into Hasbro in 1991. The game is named after the economic concept of monopoly—the domination of a market by a single entity.
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Cabbage Patch Kids are a line of one-of-a-kind cloth dolls with plastic heads first produced by Coleco Industries in 1982. They were inspired by the Little People soft sculptured dolls sold by Xavier Roberts as collectibles and registered in the United States copyright office in 1978 as 'The Little People'. The brand was renamed 'Cabbage Patch Kids' by Roger L. Schlaifer when he acquired the exclusive worldwide licensing rights in 1982.[1]
The new doll brand set every toy industry sales record for three years running, and was one of the most popular lines of children’s licensed products in the 1980s[2][3] and has become one of the longest-running doll franchises in the United States. The characters and graphics created by Schlaifer and developed by his company, Schlaifer Nance & Company (SN&C), were used on all Cabbage Patch products, ranging from children’s apparel, bedding, and infants' wear to record albums and board games.
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Yahtzee is a dice game made by Milton Bradley (a company that has since been acquired and assimilated by Hasbro). It was first marketed under the name of Yahtzee by game entrepreneur Edwin S. Lowe in 1956. The game is a development of earlier dice games such as Poker Dice, Yacht and Generala. It is also similar to Yatzy, which is popular in Scandinavia.
The objective of the game is to score points by rolling five dice to make certain combinations. The dice can be rolled up to three times in a turn to try to make various scoring combinations and dice must remain in the box. A game consists of thirteen rounds. After each round, the player chooses which scoring category is to be used for that round. Once a category has been used in the game, it cannot be used again. The scoring categories have varying point values, some of which are fixed values and others for which the score depends on the value of the dice. A Yahtzee is five-of-a-kind and scores 50 points, the highest of any category. The winner is the player who scores the most points.
Yahtzee was marketed by the E.S. Lowe Company from 1956 until 1973. In 1973, the Milton Bradley Company purchased the E.S. Lowe Company and assumed the rights to produce and sell Yahtzee. During Lowe's ownership, over 40 million Yahtzee games were sold worldwide. According to the current owner, Hasbro, 50 million Yahtzee games are sold each year. A classic edition is currently being marketed by Winning Moves Games USA.
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The Transformers (トランスフォーマー, Toransufōmā) is a line of mecha toys produced by Japanese company Takara (now known as Takara Tomy) and American toy company Hasbro. Initially a line of transforming mecha toys rebranded from Takara's Diaclone and Micro Change toy lines,[1] it spawned the Transformers media franchise.
The premise behind the Transformers toy line is that an individual toy's parts can be shifted about to change it from a vehicle, a device, or an animal, to a robot action figure and back again. The franchise's taglines, "More Than Meets The Eye" and "Robots In Disguise", reflect this ability.[2]
The Transformers toy-line is typically divided into two main factions: the heroic Autobots and their opponents, the evil Decepticons. They are known in Japan as the Cybertrons and Destrons, respectively, although more recent releases often use the English terms.
Many spin-offs are based on the toys including a comic book series, an animated television series, and the feature-length animated The Transformers: The Movie. The original TV series has a number of spin-offs and reboots. A live-action film series was launched in 2007 by director Michael Bay.
The History of Transformers: From Toy to Legacy: https://medium.com/everything-80s/the-history-of-transformers-from-toy-to-legacy-6f513c2427fd
ARTICLE BY: JAMIE LOGIE AUG 9, 2020
PICTURE BY: https://www.facebook.com/transformers/
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Simon is an electronic game of memory skill invented by Ralph H. Baer and Howard J. Morrison, working for toy design firm Marvin Glass and Associates,[1] with software programming by Lenny Cope. The device creates a series of tones and lights and requires a user to repeat the sequence. If the user succeeds, the series becomes progressively longer and more complex. Once the user fails or the time limit runs out, the game is over. The original version was manufactured and distributed by Milton Bradley and later by Hasbro after it took over Milton Bradley. Much of the assembly language code was written by Charles Kapps,[citation needed] who taught computer science at Temple University and also wrote one of the first books on the theory of computer programming. Simon was launched in 1978 at Studio 54 in New York City and was an immediate success, becoming a pop culture symbol of the 1970s and 1980s.
PICTURE BY: By Shritwod - Own work, CC0, https://commons.wikimedia.org/w/index.php?curid=74999741
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Barbie is a fashion doll manufactured by the American toy company Mattel, Inc. and launched in March 1959. American businesswoman Ruth Handler is credited with the creation of the doll using a German doll called Bild Lilli as her inspiration.
Barbie is the figurehead of a brand of Mattel dolls and accessories, including other family members and collectible dolls. Barbie has been an important part of the toy fashion doll market for over sixty years, and has been the subject of numerous controversies and lawsuits, often involving parodies of the doll and her lifestyle. Mattel has sold over a billion Barbie dolls, making it the company's largest and most profitable line.[1]
The Barbie doll brand has expanded into a media franchise, including a long-running series of animated films that began in 2001. From 2002 to 2017, the films were aired regularly on the Nickelodeon cable channel.[2]
Barbie and her boyfriend Ken have been described as two most popular dolls in the world.[3] The doll has transformed the toy business in affluent communities worldwide by becoming a vehicle for the sale of related merchandise (accessories, clothes, friends of Barbie, etc.). Writing for Journal of Popular Culture in 1977, Don Richard Cox noted that Barbie has a significant impact on social values by conveying characteristics of female independence, and with her multitude of accessories, an idealized upscale life-style that can be shared with affluent friends.[4]
Sales of Barbie dolls started to decline sharply from 2014 to 2016.[1] In 2020, Mattel sold $1.35 billion worth of Barbie dolls and accessories and this was their best sales growth in two decades. This is an increase from the $950 million the brand sold during 2017.[5]
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Scrabble is a word game in which two to four players score points by placing tiles, each bearing a single letter, onto a game board divided into a 15×15 grid of squares. The tiles must form words that, in crossword fashion, read left to right in rows or downward in columns, and be included in a standard dictionary or lexicon.
The name Scrabble is a trademark of Mattel in most of the world, except in the United States and Canada, where it is a trademark of Hasbro. The game is sold in 121 countries and is available in more than 30 languages; approximately 150 million sets have been sold worldwide, and roughly one-third of American and half of British homes have a Scrabble set.[1][2][3][4] There are approximately 4,000 Scrabble clubs around the world.[4]
PICTURE BY: https://www.mobygames.com/game/scrabble_/cover-art/gameCoverId,8609/, Contributed by Chris Martin (1204) on Sep 03, 2001.
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ON THIS PREMIER IT'S A LOOK AT A MIND TOPIC THAT HAS EFFECTS ON POSITIVE AND NEGATIVE THINKING, NARCISSISM: https://en.wikipedia.org/wiki/Narcissism
11 Signs You’re Dating a Narcissist — and How to Get OuT: https://www.healthline.com/health/mental-health/am-i-dating-a-narcissist
Narcissistic Personality Disorder: https://www.helpguide.org/articles/mental-disorders/narcissistic-personality-disorder.htm