Mr. Potato Head Inventor

Mr. Potato Head Inventor

Author: Paige V. Polinsky

Publisher: Checkerboard Library

Published: 2017-09

Total Pages: 0

ISBN-13: 9781532110962

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Introduces George Lerner, the inventor of Mr. Potato Head, following him as he takes Mr. Potato Head from its start as a cereal-box prize to a kit of pieces that kids stuck into real potatoes to the addition of Mrs. Potato Head and the entire Potato Head family to stardom in the movie Toy Story.


Book Synopsis Mr. Potato Head Inventor by : Paige V. Polinsky

Download or read book Mr. Potato Head Inventor written by Paige V. Polinsky and published by Checkerboard Library. This book was released on 2017-09 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Introduces George Lerner, the inventor of Mr. Potato Head, following him as he takes Mr. Potato Head from its start as a cereal-box prize to a kit of pieces that kids stuck into real potatoes to the addition of Mrs. Potato Head and the entire Potato Head family to stardom in the movie Toy Story.


Toys!

Toys!

Author: Don Wulffson

Publisher: Henry Holt and Company (BYR)

Published: 2014-12-02

Total Pages: 144

ISBN-13: 1627794727

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A fresh, intriguing look at the stories behind great toy inventions, by Don Wulffson and illustrated by Laurie Keller. "Originally, Play-Doh only came in white. There's a good reason for this. You see, Play-Doh didn't start out as a toy. It started out as a product for cleaning wallpaper." Have you ever wondered who invented Lego, Mr. Potato Head, or toy trains? In Toys! are the fascinating stories behind these toy inventions and many others. Learn why the see-saw was popular with the Romans, how the Slinky was used during the Vietnam War, and the reason Raggedy Ann has a red heart on her chest that says "I love you." From dolls and checkers to pinball and the modern video game, there's a wide selection here for boys and girls alike. With humor and wit, this intriguing book serves up slices of cultural history that will inspire young readers to start thinking up their own toy inventions.


Book Synopsis Toys! by : Don Wulffson

Download or read book Toys! written by Don Wulffson and published by Henry Holt and Company (BYR). This book was released on 2014-12-02 with total page 144 pages. Available in PDF, EPUB and Kindle. Book excerpt: A fresh, intriguing look at the stories behind great toy inventions, by Don Wulffson and illustrated by Laurie Keller. "Originally, Play-Doh only came in white. There's a good reason for this. You see, Play-Doh didn't start out as a toy. It started out as a product for cleaning wallpaper." Have you ever wondered who invented Lego, Mr. Potato Head, or toy trains? In Toys! are the fascinating stories behind these toy inventions and many others. Learn why the see-saw was popular with the Romans, how the Slinky was used during the Vietnam War, and the reason Raggedy Ann has a red heart on her chest that says "I love you." From dolls and checkers to pinball and the modern video game, there's a wide selection here for boys and girls alike. With humor and wit, this intriguing book serves up slices of cultural history that will inspire young readers to start thinking up their own toy inventions.


Timeless Toys

Timeless Toys

Author: Tim Walsh

Publisher: Andrews McMeel Publishing

Published: 2005-10

Total Pages: 328

ISBN-13: 0740755714

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The book Why Didn't I Think of That! includes the passage "If a toy has magic, when people see it they say, 'Oooh! What is that?' . . . It appeals to the kid in everybody." That same kind of magic captures "the kid in everybody" when they pick up Timeless Toys: Classic Toys and the Playmakers Who Created Them. Timeless Toys represents one of the finest documentaries and displays of modern toys ever written. Author Tim Walsh, a successful toy inventor himself, reveals a world of commerce, toys, and wonder that is equally fun, fascinating, and nostalgic. Readers of every age and background will find it impossible to pick up this book, turn a few pages, and not become spellbound by its insightful stories and the personal memories that the text and 420 brilliantly colored photographs bring forth. Slinky, Lego, Tonka trucks, Monopoly, Big Wheel, Frisbee, Hula Hoop, Super Ball, Scrabble, Barbie, Radio Flyer Wagons: All of these and many, many more are featured in this fascinating tome, along with the toys' histories, insider profiles, and rare interviews with toy industry icons. It's simply magic!


Book Synopsis Timeless Toys by : Tim Walsh

Download or read book Timeless Toys written by Tim Walsh and published by Andrews McMeel Publishing. This book was released on 2005-10 with total page 328 pages. Available in PDF, EPUB and Kindle. Book excerpt: The book Why Didn't I Think of That! includes the passage "If a toy has magic, when people see it they say, 'Oooh! What is that?' . . . It appeals to the kid in everybody." That same kind of magic captures "the kid in everybody" when they pick up Timeless Toys: Classic Toys and the Playmakers Who Created Them. Timeless Toys represents one of the finest documentaries and displays of modern toys ever written. Author Tim Walsh, a successful toy inventor himself, reveals a world of commerce, toys, and wonder that is equally fun, fascinating, and nostalgic. Readers of every age and background will find it impossible to pick up this book, turn a few pages, and not become spellbound by its insightful stories and the personal memories that the text and 420 brilliantly colored photographs bring forth. Slinky, Lego, Tonka trucks, Monopoly, Big Wheel, Frisbee, Hula Hoop, Super Ball, Scrabble, Barbie, Radio Flyer Wagons: All of these and many, many more are featured in this fascinating tome, along with the toys' histories, insider profiles, and rare interviews with toy industry icons. It's simply magic!


Toy Wars

Toy Wars

Author: G. Wayne Miller

Publisher: Crown Business

Published: 2012-11-21

Total Pages: 456

ISBN-13: 0307818802

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This is the real toy story, an unprecedented behind-the-scenes journey through a world of influence, fantasy, and multimillion-dollar Hollywood deals, a world where the whims of children make millionaires and topple titans. This is also the story of an unusual man. Alan Hassenfeld, the chief executive officer of Hasbro, never intended to run a Fortune 500 company. A free spirit who dreamed of being a writer and exploring Asia, he was content to remain in the shadow of his older brother Stephen, a marketing genius who transformed a family firm established by immigrant Jews into powerhouse and Wall Street darling. Then tragedy struck. Stephen, and intensely private man, died of AIDS, a disease he had not acknowledged he had, even to his family. Alan Hassenfeld was named CEO, just as Hasbro was facing a daunting onslaught of challenges. Toy Wars is about Alan's struggle to balance the demands of the bottom line with his ideals about the kind of toys children deserve, as well as the ethical obligations of management. Wayne Miller, an award-winning journalist and novelist, was granted unprecedented access to Hasbro, the maker of G.I. Joe, Star Wars toys, Mr. Potato Head, Batman, Monopoly, Scrabble, Trivial Pursuit, and countless other favorites. For five years, he sat in on design sessions, marketing meetings, and focus groups, and interviewed employees in every part of the company. He witnessed a major corporate restructuring; crucial deal with Dreamworks SKG; a hostile takeover bid by archrival Mattel; the collapse of a $45 million virtual reality game; and the company makeover of G.I. Joe, Hasbro's flagship product and one of the most popular toys of all time. Toy Wars is filled with many colorful characters, including: Hollywood moguls Steven Spielberg and George Lucas, whose kid-friendly movies can translate into licensing gold for toymakers Mighty Morphin Power Rangers creator Haim Saban, who tapped into a popular Japanese TV series and made it a worldwide television and merchandising phenomenon Mattel CEO Jill Barad, the second-highest-paid woman in corporate America, who promotes and defends Barbie with the zeal of a religious crusader Hasbro executive Al Verrecchia, the loyal second in command who did not let friendship or tradition stand in the way of a dramatic restructuring Larry Bernstein, arguably the best toy salesman ever, a riotous raconteur whose divisional presidency crumbled when he was unable to meet Hasbro's profit goals Rich in family drama and written with sly wit, Toy Wars is a deeply compelling business story, a fascinating tour through a billion-dollar industry that exerts tremendous influence on the lives of children everywhere.


Book Synopsis Toy Wars by : G. Wayne Miller

Download or read book Toy Wars written by G. Wayne Miller and published by Crown Business. This book was released on 2012-11-21 with total page 456 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the real toy story, an unprecedented behind-the-scenes journey through a world of influence, fantasy, and multimillion-dollar Hollywood deals, a world where the whims of children make millionaires and topple titans. This is also the story of an unusual man. Alan Hassenfeld, the chief executive officer of Hasbro, never intended to run a Fortune 500 company. A free spirit who dreamed of being a writer and exploring Asia, he was content to remain in the shadow of his older brother Stephen, a marketing genius who transformed a family firm established by immigrant Jews into powerhouse and Wall Street darling. Then tragedy struck. Stephen, and intensely private man, died of AIDS, a disease he had not acknowledged he had, even to his family. Alan Hassenfeld was named CEO, just as Hasbro was facing a daunting onslaught of challenges. Toy Wars is about Alan's struggle to balance the demands of the bottom line with his ideals about the kind of toys children deserve, as well as the ethical obligations of management. Wayne Miller, an award-winning journalist and novelist, was granted unprecedented access to Hasbro, the maker of G.I. Joe, Star Wars toys, Mr. Potato Head, Batman, Monopoly, Scrabble, Trivial Pursuit, and countless other favorites. For five years, he sat in on design sessions, marketing meetings, and focus groups, and interviewed employees in every part of the company. He witnessed a major corporate restructuring; crucial deal with Dreamworks SKG; a hostile takeover bid by archrival Mattel; the collapse of a $45 million virtual reality game; and the company makeover of G.I. Joe, Hasbro's flagship product and one of the most popular toys of all time. Toy Wars is filled with many colorful characters, including: Hollywood moguls Steven Spielberg and George Lucas, whose kid-friendly movies can translate into licensing gold for toymakers Mighty Morphin Power Rangers creator Haim Saban, who tapped into a popular Japanese TV series and made it a worldwide television and merchandising phenomenon Mattel CEO Jill Barad, the second-highest-paid woman in corporate America, who promotes and defends Barbie with the zeal of a religious crusader Hasbro executive Al Verrecchia, the loyal second in command who did not let friendship or tradition stand in the way of a dramatic restructuring Larry Bernstein, arguably the best toy salesman ever, a riotous raconteur whose divisional presidency crumbled when he was unable to meet Hasbro's profit goals Rich in family drama and written with sly wit, Toy Wars is a deeply compelling business story, a fascinating tour through a billion-dollar industry that exerts tremendous influence on the lives of children everywhere.


Mr. Crum’s Potato Predicament

Mr. Crum’s Potato Predicament

Author: Anne Renaud

Publisher: Kids Can Press Ltd

Published: 2017-09-05

Total Pages: 41

ISBN-13: 1771389494

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A mouthwatering tale of invention. When a persnickety customer named Filbert P. Horsefeathers complains that George CrumÍs fried potatoes are too thick, George makes them thinner. When Filbert insists they are still too thick, George makes them even thinner. But when the plate is sent back a third time, George mischievously decides to use his sharpest knife to cut paper-thin potato slices, which he fries until they are crackling and douses liberally with salt. At last, Filbert is satisfied, proclaiming, ñPerfection!î Which they are. Because, quite by accident, George has invented potato chips! Based on true events, this delicious tale will have kids clamoring for more, more, more!


Book Synopsis Mr. Crum’s Potato Predicament by : Anne Renaud

Download or read book Mr. Crum’s Potato Predicament written by Anne Renaud and published by Kids Can Press Ltd. This book was released on 2017-09-05 with total page 41 pages. Available in PDF, EPUB and Kindle. Book excerpt: A mouthwatering tale of invention. When a persnickety customer named Filbert P. Horsefeathers complains that George CrumÍs fried potatoes are too thick, George makes them thinner. When Filbert insists they are still too thick, George makes them even thinner. But when the plate is sent back a third time, George mischievously decides to use his sharpest knife to cut paper-thin potato slices, which he fries until they are crackling and douses liberally with salt. At last, Filbert is satisfied, proclaiming, ñPerfection!î Which they are. Because, quite by accident, George has invented potato chips! Based on true events, this delicious tale will have kids clamoring for more, more, more!


Stuff You Should Know

Stuff You Should Know

Author: Josh Clark

Publisher: Flatiron Books

Published: 2020-11-24

Total Pages: 336

ISBN-13: 1250268516

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From the duo behind the massively successful and award-winning podcast Stuff You Should Know comes an unexpected look at things you thought you knew. Josh Clark and Chuck Bryant started the podcast Stuff You Should Know back in 2008 because they were curious—curious about the world around them, curious about what they might have missed in their formal educations, and curious to dig deeper on stuff they thought they understood. As it turns out, they aren't the only curious ones. They've since amassed a rabid fan base, making Stuff You Should Know one of the most popular podcasts in the world. Armed with their inquisitive natures and a passion for sharing, they uncover the weird, fascinating, delightful, or unexpected elements of a wide variety of topics. The pair have now taken their near-boundless "whys" and "hows" from your earbuds to the pages of a book for the first time—featuring a completely new array of subjects that they’ve long wondered about and wanted to explore. Each chapter is further embellished with snappy visual material to allow for rabbit-hole tangents and digressions—including charts, illustrations, sidebars, and footnotes. Follow along as the two dig into the underlying stories of everything from the origin of Murphy beds, to the history of facial hair, to the psychology of being lost. Have you ever wondered about the world around you, and wished to see the magic in everyday things? Come get curious with Stuff You Should Know. With Josh and Chuck as your guide, there’s something interesting about everything (...except maybe jackhammers).


Book Synopsis Stuff You Should Know by : Josh Clark

Download or read book Stuff You Should Know written by Josh Clark and published by Flatiron Books. This book was released on 2020-11-24 with total page 336 pages. Available in PDF, EPUB and Kindle. Book excerpt: From the duo behind the massively successful and award-winning podcast Stuff You Should Know comes an unexpected look at things you thought you knew. Josh Clark and Chuck Bryant started the podcast Stuff You Should Know back in 2008 because they were curious—curious about the world around them, curious about what they might have missed in their formal educations, and curious to dig deeper on stuff they thought they understood. As it turns out, they aren't the only curious ones. They've since amassed a rabid fan base, making Stuff You Should Know one of the most popular podcasts in the world. Armed with their inquisitive natures and a passion for sharing, they uncover the weird, fascinating, delightful, or unexpected elements of a wide variety of topics. The pair have now taken their near-boundless "whys" and "hows" from your earbuds to the pages of a book for the first time—featuring a completely new array of subjects that they’ve long wondered about and wanted to explore. Each chapter is further embellished with snappy visual material to allow for rabbit-hole tangents and digressions—including charts, illustrations, sidebars, and footnotes. Follow along as the two dig into the underlying stories of everything from the origin of Murphy beds, to the history of facial hair, to the psychology of being lost. Have you ever wondered about the world around you, and wished to see the magic in everyday things? Come get curious with Stuff You Should Know. With Josh and Chuck as your guide, there’s something interesting about everything (...except maybe jackhammers).


Stuff Kids Should Know

Stuff Kids Should Know

Author: Chuck Bryant

Publisher: Henry Holt and Company (BYR)

Published: 2023-08-01

Total Pages: 112

ISBN-13: 1250622433

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WARNING: Contents of this book are cooler than they appear. From the masterminds responsible for the beloved, award-winning podcast, Stuff You Should Know, comes a gut-busting and brain-bursting nonfiction book for young readers. You know the deal. There's Language Arts, Math, Science and History. You have the color-coded folders and notebooks; you know the material. The classic subjects. But why isn't there a Stuff That Knocks Your Socks Off class, or Random Facts To Rock Your World? Well, luckily, with Stuff Kids Should Know, an incomplete compendium of only the most interesting topics, you will find fascinating stories and facts that will melt your mind! From demolition derbies to Mr. Potato Head to the history of facial hair, this book is full of funny, surprising information that sparks curiosity and reveals the magic of knowledge. For Josh Clark and Chuck Bryant, the founders of the massively popular podcast Stuff You Should Know, the everyday world can be extraordinary when you dig a little deeper into the “whys” and the “hows”. With plenty of clever insights, silly illustrations, and an array of topics, this book digs deeper into stuff we all wish we knew more about. After all, who thought a rock would be a good idea for a pet? Well, let’s find out...


Book Synopsis Stuff Kids Should Know by : Chuck Bryant

Download or read book Stuff Kids Should Know written by Chuck Bryant and published by Henry Holt and Company (BYR). This book was released on 2023-08-01 with total page 112 pages. Available in PDF, EPUB and Kindle. Book excerpt: WARNING: Contents of this book are cooler than they appear. From the masterminds responsible for the beloved, award-winning podcast, Stuff You Should Know, comes a gut-busting and brain-bursting nonfiction book for young readers. You know the deal. There's Language Arts, Math, Science and History. You have the color-coded folders and notebooks; you know the material. The classic subjects. But why isn't there a Stuff That Knocks Your Socks Off class, or Random Facts To Rock Your World? Well, luckily, with Stuff Kids Should Know, an incomplete compendium of only the most interesting topics, you will find fascinating stories and facts that will melt your mind! From demolition derbies to Mr. Potato Head to the history of facial hair, this book is full of funny, surprising information that sparks curiosity and reveals the magic of knowledge. For Josh Clark and Chuck Bryant, the founders of the massively popular podcast Stuff You Should Know, the everyday world can be extraordinary when you dig a little deeper into the “whys” and the “hows”. With plenty of clever insights, silly illustrations, and an array of topics, this book digs deeper into stuff we all wish we knew more about. After all, who thought a rock would be a good idea for a pet? Well, let’s find out...


Brainstorms and Mindfarts

Brainstorms and Mindfarts

Author: Tom Connor

Publisher: Running Press Adult

Published: 2021-05-04

Total Pages: 289

ISBN-13: 0762472464

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This informative and occasionally bizarre collection of American inventions will help you discover successful and significant ideas—along with the frivolous and utterly useless ones lost to history. Innovation and entrepreneurism appear inextricably woven into the American DNA. Throughout American history, the great inventors and innovators gazed into the future and saw the products and services that would transform the world. While passionate about creating this new thing called a democracy, our Founding Fathers were also driven to change the way humans lived and worked—to complete everyday tasks faster, easier, and more efficiently. As of 2018, the U.S. Patent & Trademark Office had granted its ten millionth patent. But with over 500,000 applications now being filed annually, fewer than half of these applicants will be granted patents and far fewer still—an estimated one percent—will realize commercial success, according to the Office. Some are flawed by mistakes or missing details, others too ridiculous to take seriously, still others simply ahead of their time. From the brightest and most innovative to the wackiest, most bizarre, and downright crazy, this collection of 100 patents includes funny and informative descriptions and original illustrations, all the while letting you in on what most successful patents have in common, what inspired their creators, and how great inventors view the world.


Book Synopsis Brainstorms and Mindfarts by : Tom Connor

Download or read book Brainstorms and Mindfarts written by Tom Connor and published by Running Press Adult. This book was released on 2021-05-04 with total page 289 pages. Available in PDF, EPUB and Kindle. Book excerpt: This informative and occasionally bizarre collection of American inventions will help you discover successful and significant ideas—along with the frivolous and utterly useless ones lost to history. Innovation and entrepreneurism appear inextricably woven into the American DNA. Throughout American history, the great inventors and innovators gazed into the future and saw the products and services that would transform the world. While passionate about creating this new thing called a democracy, our Founding Fathers were also driven to change the way humans lived and worked—to complete everyday tasks faster, easier, and more efficiently. As of 2018, the U.S. Patent & Trademark Office had granted its ten millionth patent. But with over 500,000 applications now being filed annually, fewer than half of these applicants will be granted patents and far fewer still—an estimated one percent—will realize commercial success, according to the Office. Some are flawed by mistakes or missing details, others too ridiculous to take seriously, still others simply ahead of their time. From the brightest and most innovative to the wackiest, most bizarre, and downright crazy, this collection of 100 patents includes funny and informative descriptions and original illustrations, all the while letting you in on what most successful patents have in common, what inspired their creators, and how great inventors view the world.


Dictionary of Toys and Games in American Popular Culture

Dictionary of Toys and Games in American Popular Culture

Author: Frank Hoffmann

Publisher: Routledge

Published: 2013-10-08

Total Pages: 152

ISBN-13: 1135418462

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Keep the information you need on playthings and pop culture at your fingertips! The Dictionary of Toys and Games in American Popular Culture is an A-to-Z reference guide to the playthings that amused us as children and fascinate us as adults. This enlightening—and entertaining—resource, complete with cross-references, provides easy access to concise but detailed descriptions that place toys and board games in their social and cultural contexts. From action figures to yo-yos, the book is your tour guide through the museum of sought-after collectibles and forgotten treasures that mirror the fads and fashions that helped define pop culture in the United States. The Dictionary of Toys and Games in American Popular Culture is a historical, yet current, reflection of society’s ever-changing attitudes toward childhood and its cultural touchstones. The book is filled with physical descriptions of each entry, including size, color, and material composition, and the age group most often associated with the item. It also includes biographical sketches of inventors, manufacturers, and distributors— a virtual “Who’s Who” of the American toy industry, including Milton Bradley, Walt Disney, and Jim Henson. With a brief glimpse through its pages or a lengthy look from cover to cover, you’ll discover (or re-discover) real hero action figures, toys with commercial tie-ins, fast-food promotional giveaways, penny prize package toys, and advertising icons and characters in addition to beloved toys and board games like Etch-a-Sketch®, Lincoln Logs®, Colorforms®, Yahtzee®, and Burp Gun, the first toy advertised on nationwide television. The Dictionary of Toys and Games in American Popular Culture presents easy-to-access and easy-to-read descriptions of such toys as: Barbie®, bendies, and Beanie Babies® Monopoly®, Mr. Machine®, and Mr. Potato Head™ Pez®, Plah-Doh®, and Pound Puppies® Scrabble®, Silly Putty®, and Slinky® Tiddly Winks®, Tinker Toys®, and Twister™ and looks at the people behind the scenes of the biggest names in toys, including LEGO® (Ole Kirk Christiansen) Fisher-Price® (Homer G. Fisher) Mattel® (Ruth and Elliott Handler) Hasbro™ (Alan, Merrill, and Stephen Hassenfeld) Toys R Us® (Charles Lazarus) Parker Brothers® (Edward and George Parker) F.A.O. Schwartz (Frederick Schwartz) Kenner® (Albert Steiner) Tonka® (Russell L. Wenkstern) The Dictionary of Toys and Games in American Popular Culture also includes an index and a selected bibliography to meet your casual or professional research needs. Faster (and more entertaining) than searching through a vast assortment of Web sites for information, the book is a vital resource for librarians, toy collectors and appraisers, popular culture enthusiasts, and anyone with an interest in toys—past and present.


Book Synopsis Dictionary of Toys and Games in American Popular Culture by : Frank Hoffmann

Download or read book Dictionary of Toys and Games in American Popular Culture written by Frank Hoffmann and published by Routledge. This book was released on 2013-10-08 with total page 152 pages. Available in PDF, EPUB and Kindle. Book excerpt: Keep the information you need on playthings and pop culture at your fingertips! The Dictionary of Toys and Games in American Popular Culture is an A-to-Z reference guide to the playthings that amused us as children and fascinate us as adults. This enlightening—and entertaining—resource, complete with cross-references, provides easy access to concise but detailed descriptions that place toys and board games in their social and cultural contexts. From action figures to yo-yos, the book is your tour guide through the museum of sought-after collectibles and forgotten treasures that mirror the fads and fashions that helped define pop culture in the United States. The Dictionary of Toys and Games in American Popular Culture is a historical, yet current, reflection of society’s ever-changing attitudes toward childhood and its cultural touchstones. The book is filled with physical descriptions of each entry, including size, color, and material composition, and the age group most often associated with the item. It also includes biographical sketches of inventors, manufacturers, and distributors— a virtual “Who’s Who” of the American toy industry, including Milton Bradley, Walt Disney, and Jim Henson. With a brief glimpse through its pages or a lengthy look from cover to cover, you’ll discover (or re-discover) real hero action figures, toys with commercial tie-ins, fast-food promotional giveaways, penny prize package toys, and advertising icons and characters in addition to beloved toys and board games like Etch-a-Sketch®, Lincoln Logs®, Colorforms®, Yahtzee®, and Burp Gun, the first toy advertised on nationwide television. The Dictionary of Toys and Games in American Popular Culture presents easy-to-access and easy-to-read descriptions of such toys as: Barbie®, bendies, and Beanie Babies® Monopoly®, Mr. Machine®, and Mr. Potato Head™ Pez®, Plah-Doh®, and Pound Puppies® Scrabble®, Silly Putty®, and Slinky® Tiddly Winks®, Tinker Toys®, and Twister™ and looks at the people behind the scenes of the biggest names in toys, including LEGO® (Ole Kirk Christiansen) Fisher-Price® (Homer G. Fisher) Mattel® (Ruth and Elliott Handler) Hasbro™ (Alan, Merrill, and Stephen Hassenfeld) Toys R Us® (Charles Lazarus) Parker Brothers® (Edward and George Parker) F.A.O. Schwartz (Frederick Schwartz) Kenner® (Albert Steiner) Tonka® (Russell L. Wenkstern) The Dictionary of Toys and Games in American Popular Culture also includes an index and a selected bibliography to meet your casual or professional research needs. Faster (and more entertaining) than searching through a vast assortment of Web sites for information, the book is a vital resource for librarians, toy collectors and appraisers, popular culture enthusiasts, and anyone with an interest in toys—past and present.


The Game Inventor's Guidebook

The Game Inventor's Guidebook

Author: Brian Tinsman

Publisher: Morgan James Publishing

Published: 2008-11-01

Total Pages: 282

ISBN-13: 1600377904

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A guide to developing and selling your game idea from a game design manager at Wizards of the Coast, the world’s largest tabletop hobby game company. Do you have an idea for a board game, card game, role-playing game or tabletop game? Have you ever wondered how to get it published? For many years Brian Tinsman reviewed new game submissions for Hasbro, the largest game company in the US. With The Game Inventor’s Guidebook: How to Invent and Sell Board Games, Card Games, Role-playing Games & Everything in Between! Tinsman presents the only book that lays out step-by-step advice, guidelines and instructions for getting a new game from idea to retail shelf.


Book Synopsis The Game Inventor's Guidebook by : Brian Tinsman

Download or read book The Game Inventor's Guidebook written by Brian Tinsman and published by Morgan James Publishing. This book was released on 2008-11-01 with total page 282 pages. Available in PDF, EPUB and Kindle. Book excerpt: A guide to developing and selling your game idea from a game design manager at Wizards of the Coast, the world’s largest tabletop hobby game company. Do you have an idea for a board game, card game, role-playing game or tabletop game? Have you ever wondered how to get it published? For many years Brian Tinsman reviewed new game submissions for Hasbro, the largest game company in the US. With The Game Inventor’s Guidebook: How to Invent and Sell Board Games, Card Games, Role-playing Games & Everything in Between! Tinsman presents the only book that lays out step-by-step advice, guidelines and instructions for getting a new game from idea to retail shelf.