About Steve Reece:

Steven Reece A leading Brand and Product Marketing Consultant, working in the Toy and Games industries. Worked successfully with many Huge Brands in the industry. 100% focused on delivering unparalleled products, brands and services to Toy companies globally.

8 Characteristics Of Successful Toy People

Posted in Uncategorized on 15 May 2013

8 Characteristics Of Successful Toy People

Have you ever noticed how some people in the Toy industry seem to keep on being successful?

There are some people who just seem to achieve great results/great output on an ongoing basis.

There are reasons for their ongoing success normally. I’ve analysed the most successful people we know or know of in the industry and have come up with the following list of habits/characteristics of those people:

1. Determined and relentless – whether you are a sales person or a creative, a CEO or a marketer, we are all in the business of achieving results. We may have different specific measurables, but in the end we need to achieve positive results. The fundamental characteristic of people who achieve positive results in our industry and others is an inner drive to get the right results, no matter if it’s hard, if it takes months/years or whether our colleagues falter along the way.

2. Great ‘gut’ feel for Toy product – when you look at all the great and the good in our industry, it’s hard to find one without a good feeling for what will sell.

3. Strong emphasis on risk management – at the risk of sounding like someone’s accountant, really need to emphasise the importance of risk management – understanding what the downside is if things go pear shaped is critical to achieving success. Sometimes the best decisions you make in this industry are the products you chose not to launch, as much as the ones you actually did launch!

4. Relationship building focus – there is an inescapable truth in our industry which you can’t avoid. Not that many people move out of it. This is a great industry, so understandably far fewer people leave it than enter it. Therefore if you have the classic ‘hunter’ mentality of making a quick killing in your dealings, you may reap the negative karma for the rest of your career in some cases. To continue the clichéd analogy, if you choose a ‘farming’ approach instead of nurturing and building relationships first, with deals a close 2nd, then you are much more likely to have sustained success. Dump a load of junk on a buyer one year, forget about listings the following year.

5. Use the data – data is a critical component of planning and influencing in this industry. Whether it’s last year’s sales curve, past sales history, advertising spend versus EPOS analysis, product P&Ls or something else, the reality is even the most detached creative minds benefit from understanding the data. At the simplest level if you can’t reach implications about what makes a strong seller via reading sales data, you will struggle.

6. Negotiating and influencing skills – this one comes in towards the end not because it is less important, but more because it is one of the most obvious of the 7. The other half of selling after determination & relentlessness, the ability to positively influence/persuade another human being or organisation to take the action you need is crucial to prolonged success. You might be trying to convince the Walmart buyer to list your product, you may be trying to persuade your company’s management to invest in a product line, you may be selling a concept, but if you can’t influence other people, you won’t achieve good results.

7. Know your strengths & weaknesses, find the right help - one of the advantages of career progression is that the higher you get in an organisation, the more you can structure teams around you to fill the gaps in your abilities & aptitudes. But even if you are a one person operation, the same applies, because you still need a series of relationships/paertnerships to make things happen. First you must be capable of being honest with yourself about what you can and can’t do well, then you find help in the areas you need.

8. There’s nothing as valuable as a post mortem – insanity is purportedly doing the same thing as before while expecting a different result. Herein lies the importance of the post mortem. Human beings generally hate to make mistakes & to fail, especially in view of other people inc. peers/employers. However, the reality is that massive mistakes occur all the time. I’m not going to tell you where I made these mistakes, but I have two $1.5m mistakes on my Resume. Because blowing that kind of money makes you really analyse & investigate where things went wrong. In both of those instances, believe it or not, the mistakes were made for the right reasons. One was comparatively (!) small potatos versus the opportunity and was kind of inevitable if we were to get the big results we got. The second was the wrong product execution for the right reasons. Also in both cases there was a little inward looking organisational delusion, which a post morterm identified, reducing the risk of it happening again.

Some things work in the Toy biz, some things don’t, but we shouldn’t be failing for the same wrong reason time after time.

And so there you have it, my suggestion of the 8 characteristics of successful toy people.

All the best

Steve

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Toy Industry Success Is Formulaic

Posted in Uncategorized on 03 May 2013

Success In The Toy Industry Is Formulaic

Here’s where I raise the hackles of the many gifted creatives and visionaries I have had the pleasure (mostly) and privilege to work with.

Because the more I look at this wonderful toy industry of ours, the more I begin to see clear patterns and clear formula for success.

Let me begin by stating clearly what I am NOT saying. I am not at all saying that creativity is unnecesary or leads to failure – far from it! I’m also not saying that we should all become boring drones.

The reality is that within the boundaries of successful formulae there is massive room & necessity for creativity & expression.

However, where I start to see signs of potential failure ahead for toy companies is when they try to ‘push the boundaries’ or ‘think outside the box’ purely for the sake of doing it. The purpose of everything product & marketing teams do should be to create Toy products that people want to buy & play with. For sure they need to do that in a way which makes their product stand out from the crowd, which makes it more likely retailers will list the products and consumers buy the products, but that’s the ‘how’ not the ‘what’! The ‘what’ i.e. the objective is about delivering commercially successful products.

So here’s the thing – our industry has been around for a lot longer than any of us as individuals have. It’s pretty much all been done before in general terms. We know dinosaurs work, we know heroes & villains works, we know pink & fluffy works, we know building things work as play patterns. So in effect these are known formula. We may call them ‘categories’, but in effect they are just an agreed formula.

To try to create a completely new waying of playing is inherently risky, and inherently likely to fail. I know, I’ve made a career out of working on ‘out there’ projects, some of which we brought home to success, and many more of which fell by the wayside.

The imperative is to deliver formulaic success first…and then, only then to push the boundaries to see what new formula we can create.

Bear in mind by the way, I am not necessarily talking about an R&D focus or an Inventor perspective being driven by formula, I’m talking about the overall business focus. In larger companies this may be non-formulaic R&D pushing boundaries & commercial dullards such as myself selecting the more formulaic ones, in smaller companies it’s an overall thing with management normally.

But please, a sense of perspective. Push some boundaries for sure, and let’s all get excited by truly new stuff, but let’s also churn through the stuff we KNOW will sell as well!

As a final point to end on, think about what we produce from the perspective of our end consumer…every 3 years or so, our existing consumer moves on and a new one takes their place. They have no idea what we did before, only what they like, what is cool to play with and what they therefore want to buy or have bought for them. Above all this is why there are so many perennials in the industry.

So don’t let me stop you being creative, but let’s also create cool stuff that we KNOW will sell!

Bubble Gum Interactive partners with Virtual World Licensing & AT New Media for Space Heroes Universe Licensing program in UK and EMEA

Posted in Uncategorized on 02 May 2013

We thought you might find the following announcement interesting – this is posted here on behalf of our sister site http://www.VirtualWorldLicensing.com

Bubble Gum Interactive partners with Virtual World Licensing & AT New Media for Space Heroes Universe Licensing program in UK and EMEA.

Sydney, Australia – 2nd May 2013 – Bubble Gum Interactive, the award-winning developer of highly compelling games, today announced the start of a new licensing partnership with Virtual World Licensing & AT New Media to focus on their rapidly growing kids online game Space Heroes Universe!

With a true focus on storytelling Space Heroes Universe is a multi-platform brand experience with an epic intergalactic adventure being told via the virtual world, mobile games and an animated cartoon series. Nearly 2 million players from around the world have signed up for adventure. In the free-to-play game, kids can personalise their hero, adopt virtual pet Kritterz, make new friends and explore an ever expanding galaxy full of quests, adventure and fun. Rated E for Everyone and certified kidSAFE+, Space Heroes Universe is a hit with kids and parents, having secured Creative Child Magazine’s 2012 Game of the Year as well as the Mom’s Choice Awards Silver Medal and a Parent’s Choice Approved Award.

Virtual World Licensing & AT New Media are leading UK based licensing agencies specializing in the world of gaming and toys. With a team of interactive games and toy licensing experts they represent a growing portfolio of global game brands. Leveraging core brand strengths they create high performing toy and merchandising opportunities that extend these virtual brands to the physical world.

“Whether exploring the galaxy in our award-winning kids virtual world, jetting off for adventure in our mobile game or following the adventures of our space heroes in our online cartoons, our fans are continually looking for new ways to enjoy the Space Heroes Universe! story.” said Phil Mason, CEO, Bubble Gum Interactive “Virtual World Licensing & AT New Media understand the unique nuances of game brands and will no doubt bring some amazing Space Heroes Universe! merchandise to our European fans.”

“Space Heroes Universe is precisely the type of property we look for with a unique and compelling story that can translate into a successful merchandising program.” said Steve Reece, CEO, Virtual World Licensing “With its strong UK presence and a rapidly growing fanbase in the EMEA, we’re certain Space Heroes fans will be delighted to extend their experience.”

Kids can strap on their jetpacks, fire up their starjets and blast off for adventure at www.spaceheroes.com

About Bubble Gum Interactive

Bubble Gum Interactive is an independent game development studio headquartered in Sydney, Australia. Our mission is to create compelling and engaging gaming experiences with a focus on fun, creativity, quality and story. Our first game, Space Heroes Universe! is a multi-award winning kids virtual world in which players create their own hero and explore a galaxy full of fun and adventure. Our first game for mobile, Jetpack Jinx is available for Google Play and Apple iOS with more games launching in 2013. Discover more at www.bubbleguminteractive.com.

About Virtual World Licensing & AT New Media

Virtual World Licensing was founded by Toy industry veteran Steve Reece to facilitate the entry of digital brands into the toy market. Steve previously worked for Hasbro, Activision and Imagination. He has managed Toy companies and ventures trading in over 60 countries worldwide, managed in excess of 200 commercial & licensing contracts and worked with brands valued at $billions in value. AT New Media is run by Simon Kay, the company offers consultancy and agency services that are solely focussed on licensing opportunities within the digital games, and gaming market. For more information, please go to www.VirtualWorldLicensing.com or www.atnewmedia.com

 

Reducing The Risk Of Toy Product Launch Failure

Posted in Uncategorized on 17 April 2013

Using Consumer Insight To Reduce Risk Of Toy Product Launch Failure

One of the very notable features of the Toy industry is the high number of new products in market every year. In fact, on average, somewhere between two-thirds to three-quarters of all skus in market are new each year. Because of this, a bad year this year doesn’t need to stand in the way of a good year next. It’s nevertheless important though to acknowledge the risks with new product launches.

With a new hero range launch costing hundreds of thousands of pounds (or more for global launches) in terms of R&D investment and resources, marketing and manufacturing costs, it seems imprudent to just accept that some stuff will work and some just won’t.

Toy companies which experience lasting success tend to be expert at reducing the risk of product launch failure. There are several elements to this, including taking on board retail feedback, monitoring competitors and tracking what has sold most and why it has sold so much.

However, there is one massively under utilised tool which is extremely powerful if deployed effectively, and that is consumer research. The reason for it being under used is that there are so many other parts of the development and launch process that we have to manage, and can’t escape, that consumer testing often seems optional, or even avoidable. However, to not validate your concepts with consumers is to fail to manage the risk of launch failure. Because in the end, it’s the end consumer who has to take the product off the shelf and take it to the tills, or click through online and spend their hard earned cash to buy.

There are 2 primary challenges in selling high volumes of consumer products: first getting enough of the right product on the right shelves/e-commerce sites; and second getting enough consumers to buy the product to ensure sell through.

So to launch based on gut instinct and inward looking product selection debate only is to miss the chance to address half the risk of failure.

This is not a theoretical viewpoint either – a classic example would be the research project I conducted on a new Toy some years back. The concept seemed clever to a room full of adults in a Toy company, but the main feature was based on a flawed concept which depended on false presumptions about how kids actually play with Toys in reality. I advised the company not to launch this product, but they felt they were too far down the path, and launched it anyway. They created a strong advertising campaign and sold it in well, but it bombed leaving them with a major hangover in terms of obsolete stock, both in retail and in their warehouse. Which just goes to show you can lead a horse to water…!

One reason many companies give for not conducting more consumer research is that research findings and research inspired direction can be fluffy, unreliable or commercially impractical. There is also an argument that research costs too much, and there is too much work involved. In fairness, there is some truth in these perceived shortcomings. Some research agencies focus more on what they are expert in i.e. research methodology and understanding the consumer, and nowhere near enough on providing a commercially relevant interpretation of the findings. However, I would argue that the onus on commercial interpretation should be with the team developing the product, because consumer research can be imperfect, but imperfect isn’t the same as useless.

Finally, having seen and conducted research with thousands of kids, I have never seen research which hasn’t at least made Toy product teams question their presumptions based on how kids interact with their concepts, and that can only increase the chances of launch success.

The Importance Of Building Brands In The Toy Business

Posted in Uncategorized on 05 April 2013

Importance of Toy Brands In The Toy Industry

Many independent Toy companies struggle away for years slowly and relentlessly building their businesses, until they reach a point where they have a very solid business, with great retail relationships, strong product line and are generating significant profit. However, what many companies miss when they only focus on sales and profit, is the opportunity to build Brands or intellectual property.

The benefits of building your own Brands  are numerous: Firstly, if you create a successful Brand, you are in control and are not responsible to any other 3rd parties on derivative products and you will not be likely to lose the rights, in effect the opportunity arising from the Brand are yours to control and exploit. With your own Brands you do not pay royalties, so if a company usually pays an average of 10% royalty, you effectively save yourself that 10%, leading to greater profitability. Moreover, if you create a very successful new property, other companies may license rights from your company and pay you a royalty. Finally, your company may eventually be able to sell your Brand for a large one off payday – for instance the Cranium Brand was reportedly sold to Hasbro for $77m, and Mattel recently paid a reported $680m to buy the Hit Entertainment business and Brand portfolio.

So with all these benefits, why don’t more companies successfully build Brand portfolios? Well there are 3 main reasons in my experience: 1. It takes significant investment of both money, resources and focus, which not every company is willing to apply. 2. It is very difficult, and for every new Brand which is significantly successful, at least five or ten more fall by the wayside. 3. Short term P&L focus – some companies (rightly) focus on driving sales and profitability, but rather than over layering a Brand building approach they just think short term and fail to maximise long term value.

Those companies who focus only on the short term tend to exhibit an over reliance on licensing and/or transient technology, neither of which act to effectively lay down solid, dependable, long term foundations for their business. Technology can provide a short term boost to sales and a competitive advantage, but even patented technology has it’s limitations in terms of true protectability.  Licensing is a powerful and normally essential part of a Toy company’s product approach. However, once a company enters the licensing ‘treadmill’ it tends to rely on a significant proportion of it’s revenue coming from hot licenses, and retailers also rely on the company to supply less licensed merchandise. When the company has a weaker year for licenses, revenue falls as do retail listings on other non licensed products.

For the sake of perspective, we must be clear that the most successful Toy companies exploit the opportunities offered by licensing and technology, albeit prudently. The critical point though, is that few Toy companies enjoy long term stable success without their own Brand portfolios. If we look at the major corporate companies such as Hasbro, Mattel and Lego, they all devote significant resources to licensed products and technology driven products, however, they also deploy significant resources to nurture and grow their own Brands often utilising technology and licensing in the process! In other words, for them the end is not solely the sales revenue, they are ALSO heavily focused on building their own intellectual property.

So now we have established the need to Brand build, how can a company actually do it? That’s the difficulty, it isn’t easy, and it’s not possible to provide a full answer in a short article, however, here is one powerful solution which I have seen work magnificently: Focus and resources – one of the most powerful actions independent companies can take is to adopt a Brand management approach, which in practise means turning ‘Marketing’ people into ‘Brand’ people, and necessitates a message of Brand evangelism throughout the company and beyond. This one suggestion can have the greatest effect. If you give a talented marketing person the title of ‘Brand Manager’, then effectively you conjoin the success of the Brand with the success of their career. That individual will move mountains to ensure success, to persuade sales people and retailers to support your Brands and also be more likely to deliver winning consumer communications. For sure there is much more to building new Brands than that, but that is a very effective first step!

New Venture To Deliver Toy Licensing Consultancy To Gaming & Social Brands

Posted in Uncategorized on 27 March 2013

New Brand Development & Licensing solution for Digital Content, Games Developers, and Publishers

Today we announce a new venture on behalf of our Virtual World Licensing division. Here’s the official release:

Leading consultancy groups AT New Media, and Virtual World Licensing today announce a new venture.

AT New Media Virtual World Licensing will offer Consultancy services to Gaming, Social and Virtual Brands seeking to enter the world of Toy Licensing.

AT New Media CEO Simon Kay said

“At a time when the gaming and app market is what everyone is talking about, it is important to offer the market high quality solutions. This new venture brings together two parties with strong and complimentary skill sets and contact networks, enabling us to offer a powerfully effective solution to those gaming and social brands who want to increase their revenue via toy licensing. By working with Virtual World Licensing we will be able to focus on delivering value using our intimate knowledge of the Gaming world.”

Virtual World Licensing CEO Steve Reece said

“We’re finding more and more digital brands are seeking to enter the Toy market. The challenge for many of them is that they have normaly done a fantastic job of building their brands, but don’t have the knowledge, resources or expertise in toy licensing and publishing to enable them to efficiently maximise the opportunity, while managing the brand and ensuring a two way flow of benefits – the brand creating licensing revenue, and the licensing program creating further ‘buzz’ and buy-in from consumers. By partnering with AT New Media, we combine our intimate knowledge of the toy market in the UK, Europe, North America and beyond, with cutting edge insight and presence in the Gaming world.”

Both companies are keen to stress that is a Consultancy first, and Agency second. The new venture will first manage the brand licensing roadmap for digital brands to ensure the brand’s are ready for licensing, and to allow for tweaking to increase likely revenue, before pursuing potential licensees and licensing partnerships.

For more information, please go to:

www.VirtualWorldLicensing.com

or http://www.atnewmedia.com/

Read This Blog Via Amazon Kindle…

Posted in Uncategorized on 25 March 2013

www.stevenreece.com now available on Kindle – USA Only…

For those readers of this Blog based in the U.S., we are now live via Kindle store.

Here’s the URL: http://www.amazon.com/gp/product/B00C0ESOWK

Happy reading…!

White Paper: Kids Tablets: Competitive Advantage & Moat Building – Kindle Edition Published

Posted in Uncategorized on 22 March 2013

White Paper: Kids Tablets: Competitive Advantage & Moat Building

For those interested in the quick growing area of Kids Tablets, you may find our White paper useful.

In it we look at competitive advantage factors for Kids Tablets.

It’s now available via Kindle store on Amazon, here’s the URL:

http://www.amazon.com/Kids-Tablets-Competitive-Advantage-ebook/dp/B00BY66UF8/ref=sr_1_1?ie=UTF8&qid=1363952716&sr=8-1&keywords=kids+tablets+moat

Any questions on the contents of the white paper, or the topic itself, please feel free to drop us a line…

 

 

Toys In The Year 2020: The Future Of Toys

Posted in Uncategorized on 20 March 2013

The Future Of Toys

This year I was privileged to give a presentation at the Toy Business Forum at Spielwarenmesse-Nuremberg Toy fair.

The topic was “The Future of Toys: Toys In 2020″.

At the risk of giving away one of my attempts at humour in the presentation, this is a golden opportunity for me, because clearly everyone will have forgotten what I said when we actually get to 2020, so if I get it wrong…!

Anyway, here’s the video:

If you found this interesting, please feel free to sign up for our newsletter which features insightful commentary on the industry and how to succeed in it…just enter your details on the right hand side of this page to sign up.

Toys In Smart Clothing

Posted in Uncategorized on 14 March 2013

Toys in smart clothing

Smart moves boost sales of electronic toys

Regular readers of this Blog will have become attuned to our ramblings. However, today we’d like to share with you a highly insightful article written by Journalist & Consultant Peter Feuilherade, published by the International Electrotechnical Commission.

 

Electric and electronic toys form a small but growing part of the toys and games industry. They are defined as products designed specifically for children for the purpose of entertainment or education, and that require a power source (e.g. batteries or power cord) or to be connected to another powered product (e.g. TV or computer) to work. Several IEC TCs (Technical Committees) and their SCs (Subcommittees) prepare International Standards on the safety aspects of toys that use electricity in any form and on the transformers and batteries used with them.

 

Intelligent toys on the march

As well as electrically-powered and motorized toys, the sector also includes tablets and other ‘educational’ toys aimed at children as well as ones that work with mobile apps and devices such as iPhones. It excludes computer games and gaming consoles.

Many categories of toys, particularly traditional ones, are in decline because of the global recession. But interactive and ‘intelligent’ toys, accompanied by game applications for tablets and smartphones, are taking an increasing share of the market. Surging sales in these categories are helping maintain the whole industry’s presence. Adults seeking games and toys to relieve increasing stress levels caused by modern life are adding to market growth. And companies such as global software developers are also investing in the lucrative market of intelligent toys, which are popular with computer-savvy youngsters and adults alike .

 

Reinventing traditional toys

As people of all ages adopt new types of media and virtual behaviour, traditional toys such as puzzles and building blocks are being reinvented with integrated high-tech and/or digital components. Children go online at an earlier age, causing the boundaries between toys and electronic devices to become blurred. The main drivers of growth are toys featuring a high degree of innovation and superior technological features. Game applications for smart phones and tablets are increasing in popularity, especially in the “tween” (age 9-12) market. In the UK, one third of all children are online by the age of seven, and 97% by the age of 13. This trend can be observed in other countries too.

A typical seven-inch touch-screen tablet aimed at children is likely to be Wi-Fi enabled, with a built-in camera and microphone, USB connection and an SD card slot. Preloaded with music tracks, e-books, creative activities and dozens of apps including popular digital games, it will usually also include an MP3 player and video and photo viewers. Parents can synchronize tablets with a PC via a USB cable, customize different levels of internet access and monitor which games and activities a child has been using from an activity log. Children’s tablets cost from USD 100 upwards. Typically they use rechargeable LiPo (lithium polymer) or Li-ion (lithium ion) batteries.

International Standards for electronic displays, such as those used in touch-screen tablets are prepared by IEC TC 110: Electronic display devices. The MP3 audio-specific data compression format was designed by MPEG (Moving Picture Experts Group), which was founded by IEC and ISO (International Organization for Standardization) as part of ISO/IEC JTC1 (Joint Technical Committee): Information technology.

IEC TC 21: Secondary cells and batteries, prepares product standards for rechargeable batteries.

 

Learn as you play

Manufacturers are keen to stress the educational benefits of their toys and devices. They say that combining the latest technology with an offering of dozens of learning games, book apps and videos designed to enhance the curriculum helps children to personalize their learning experience while extending their skills across a range of vital subjects including spelling, maths, science, music and languages.

Advanced multifunction handheld devices for children often include built-in auto picture rotation and gravity sensor controls to support motion-based games.

Applications can connect products that look and feel like traditional ‘stand-alone’ toys to digital devices like smart phones and tablets to enable children to interact between the digital and the real world. According to US market research company The NPD Group, in May 2012, mobile devices to which children had access contained an average of 12 apps; 88% of those apps were acquired for free. Manufacturers use a combination of interactive programming (usually through free apps) and robotic engineering to allow customization and enable toys to develop a distinct ‘personality’ depending on the way they are played with. Toys interact with one another using infrared and Bluetooth technologies.

 

Sound and light show

Musical toys are just one category of toy that is highly focused on electronic products. They include not only enhanced sounds and flashing lights but other extras such as pre-recorded tunes, mixer functions and touchscreen technology.

As well as electronic versions of traditional board games and memory skill games, longer-established electric toys include model train and car racing sets, cars, boats and aircraft controlled by infrared remote control handsets, while the latest ‘flying toys’ can be flown indoors or outside, controlled by an iPhone, Android handset or tablet computer. There are also electric toys incorporating glow-in-the-dark elements, LED light-up effects and infra-red sensors and controllers. Kits that include light and touch sensors allow children to create various kinds of electronic circuit and build toy intruder alarms, water sensors or metal detectors.

Several IEC TCs prepare International Standards for the components such as LEDs and infrared, light or touch sensors that are integrated in these toys.

 

Market forecasts

The toy market is forever recreating itself as populations expand. Every generation of children demands new toys, whether these are traditional favourites in electronic ‘clothing’ or entirely new products.

Child-targeted electronic versions of adult technology are showing growth in more or less every major market, says UK analyst Steven Reece, who runs a toy and games industry blog.

In 2010, global toy sales of all kinds totalled USD 83,3 billion, up 4,7% year on year, with the Asian toy market notching up strong growth of 9,2% on average. In 2011 the United States remained the leading market for toys and games in general. Asia edged into second place, overtaking Europe.

The emerging economies of Asia-Pacific and Latin America are forecast to account for the bulk of growth of the global toy industry in the short term, fuelled by growing GDPs and an increasing shift towards a more Westernized lifestyle. China is the largest manufacturer of toy products, producing over 70% of the world’s total, while Japan remains the global leader in the video games market.

In 2011, toys for pre-school children (three to four-year-olds) and infants and featuring electronic components took impressive percentage shares by value in several markets: 40% in the UK, 45% in the US (pre-school), 52% in Russia (pre-school) and 43% in Japan.

IEC International Standards central to safety

The IEC’s involvement in the toy industry is not limited to the preparation of International Standards for components and systems that are used in toys and games, but also covers conformity and certification as well as safety issues.

IECEE (IEC System for Conformity testing and Certification of Electrotechnical Equipment and Components) plays an important role in the certification of electric toys – one of the 19 categories of electrical equipment covered by the system.

ISO/IEC Guide 50, published jointly by the IEC and ISO (International Organization for Standardization), sets out safety guidelines covering a wide range of equipment intended for use by children, including toys.

IEC 62115, Electric toys – safety, prepared by TC 61: Safety of household and similar electrical appliances, deals with the safety of toys intended for use by children under 14 years of age and with at least one function that is dependent on electricity. Products covered include construction and experimental sets, toys which replicate the functions of appliances used by adults (such as tablet computers), video toys and toys using electricity for secondary functions, e.g. containing lasers or light-emitting diodes.

IEC 61558: Safety of power transformers, power supplies, reactors and similar products, prepared by TC 96: Transformers, reactors, power supply units, and combinations thereof, covers – among other things – the electrical, thermal and mechanical safety aspects of transformers for toys and power supplies incorporating transformers for toys. Protection against electric shock, overloads and short-circuits is a major consideration.

While one of the primary aims of these International Standards is to reduce risks to children, there are unavoidable risks that attach to the use of some toys. Batteries, for instance, can pose a serious health hazard if swallowed, and safety standards require that batteries in toys must be made inaccessible to young children. The IEC notes the vital role of parental responsibility in the selection of appropriate toys.

Through its International Standards and IECEE, its conformity testing and certification system, the IEC helps toy manufacturers produce toys and games that are safe for children and ensures the growth of an industry worth billions across the world .

 

Thanks again to Journalist & Consultant Peter Feuilherade for writing this article, originally published by the International Electrotechnical Commission.