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05 Jun 2016
Peppa pig
Huge amounts of dollars are now being generated by various kids' products due to the Second Golden Ages of Animation and computerization.

kids animation

When was the First Golden Age of Animation? This was an occasion in American animation history beginning in 1928 that began with all the introduction of sound cartoons. The newest medium of television introduced inside the 60's drew audiences from the traditional movie theatres. The 1960's introduced an impressive quantity of kids animated films; such characters as Tom and Jerry, Superman, Woody Woodpecker, Felix the kitty and a lot of different Disney characters.

Walt Disney's first films; White as well as the Seven Dwarfs and Bambi came to exist in this era.

What then may be the Second Golden Ages of Animation? It is happening today. Labour intensive cell animation or 2D has been superseded by computer generated 3D. Very labor intensive, cell animation was the backbone of the Disney corporation production facility and other companies for example Hanna Barbera. The creation of computers, while slow to adopt hold, has completely changed the face of animation production taking animation from two dimensional characters to 3 dimensional images which are more realistic, easier to manipulate and store and more importantly, would be the backbone of the large video gaming market.

In line with the Producer To Producer Book, 2nd Edition, animated films have finally outstripped other genres home based video and DVD sales. In recent years, the licensing and merchandising industry driven by animated television series geared towards children has performed beyond most industry expectations. An example of a computer produced children's method is Pokemon that created world-wide sakes over $10Billion dollars.0 Billion by 2001. Licensing and Merchandising revenues are anticipated to exceed $100 Billion annually by the year 2010 fueled by such monster hits as Shrek 2 - $881 Million Dollars, Finding Nemo - $865 Million and also the Incredibles - $624 Million to mention just three.

The prospective marketplace for children's television and flicks may be the 50 million plus 4 - 12 years old North American kids whose buying power for toys, games and puzzles was approximately U.S.$13.4 billion per year inside the nineties now more than $200 Billion annually. The original animation market of North America has recently expanded to encompass Europe, Asia as well as the Pacific.

Kids buying power grew 12% on the 90's and is expected to continue with a double digit rate of growth well to the 2000's. So dramatic was this development of the children market that marketers dubbed the 90's as the "Decade of the Child". In response to this phenomenon, more and more toys, clothes, food and entertainment products are being intended for this huge and growing market. Various products targeted at the children market now spin off from animated movies. Film producers and product manfacturers now collaborate closely.


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