Toy Wars
The Epic Struggle Between G.I. Joe, Barbie, and the Companies That Make Them
- اطلاعات
- نقد و بررسی
- دیدگاه کاربران
نقد و بررسی
February 15, 1998
Miller (Coming of Age, Random, 1995), a writer for the Providence Journal-Bulletin, is given a similar opportunity to that of Mary Walton, who spent several years with Ford obtaining the information for Car (LJ 6/15/97). Miller spent five years behind the scenes at the Hasbro Toy Corporation in Pawtucket, Rhode Island, and, like Walton, provides a detailed view of the industry. He describes how movies, television, and comic books influence the development of new toys such as Star Wars Action Figures and the ever popular G.I. Joe. Mergers with Milton Bradley and Kenner Toys as well as an unfriendly takeover bid from Mattel are detailed, and biographies of key individuals provide insight into the creativity and drive needed to be successful in this business. A fast-paced, well-developed, suspenseful narrative that will appeal to marketing enthusiasts, business students, and general readers nostalgic for their old toys.--Steven J. Mayover, Free Lib. of Philadelphia
January 1, 1998
Miller is an award-winning journalist with the "Providence Journal-Bulletin." Hasbro, a manufacturer of toys and games, ranging from G.I. Joe to Monopoly, is one of Rhode Island's largest companies, which made it a likely place for Miller to look to satisfy his curiosity about how a mass-produced toy is made. Instead, he stayed on for five years behind the scenes at America's second-largest toy maker to chronicle the drama within the intensely competitive toy industry. In focusing on Hasbro, Miller compassionately tells the story of the Hassenfeld family, who for three generations have run the company. When Stephen, whom "Business Week" dubbed the company's "guiding genius," died from AIDS, his brother, Alan, was forced into a leadership role and immediately had to thwart a hostile takeover attempt by Mattel. Along the way, he restructured management, negotiated movie spin-off deals and licensing agreements worth millions, and scrapped a $45 million virtual-reality project. ((Reviewed January 1 & 15, 1998))(Reprinted with permission of Booklist, copyright 1998, American Library Association.)
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