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The Toy and Game Inventor's Handbook: Everything You Need to Know to Pitch, License, and Cash-In on Your Ideas Paperback – July 1, 2003


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Product Details

  • Paperback: 512 pages
  • Publisher: Alpha (July 1, 2003)
  • Language: English
  • ISBN-10: 1592570623
  • ISBN-13: 978-1592570621
  • Product Dimensions: 9 x 7.3 x 1.3 inches
  • Shipping Weight: 1.6 pounds
  • Average Customer Review: 3.7 out of 5 stars  See all reviews (14 customer reviews)
  • Amazon Best Sellers Rank: #713,117 in Books (See Top 100 in Books)

Editorial Reviews

Review

...a treasure trove of information on how inventions are developed with an eye toward the market. -- The Miami Herald

Levy and Weingartner are superstars of the toy industry, and they're sharing insider information that you'll read nowhere else! -- Joanne Hayes-Rines, publisher, Inventors' Digest

This book details the process and highlights many sources of the product flow so vital to...our business. -- Dale R. Siswick, senior vice president of research & development, Hasbro Games

This is an essential book for every inventor who creates toys and games... -- Greg Hyman, inventor, Tickle Me Elmo

About the Author

Richard C. Levy, simply put, is a marketing genius with a flair for invention. In the past twenty years, he has licensed over 125 products including Furby®, and the best-selling game “Men Are From Mars, Women Are From Venus.” Richard holds more than 30 patents. This is his twelfth book. He was profiled on Discovery Channel’s Invention series, and in interviews with The New York Times, and The Washington Post. An MIT Inventor-of-the-Week, Richard has spoken at Wharton’s Entrepreneurship Conference, IBM, and the USPTO’s Independent Inventors Conference, among other engagements. His products have generated over $1 billion in combined retail sales.


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Customer Reviews

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Being a game inventor for over 25 years, I felt like I was reading my biography as I read this book.
hank atkins
Is there actually a book out there that can start you from square one, instead of feeding you toy history and other stuff I don't care to waste my time reading?
Littletexan
All other books I have read about licensing concepts to toy companies pale when compared to this work.
"jphuskie"

Most Helpful Customer Reviews

23 of 23 people found the following review helpful By hank atkins on November 19, 2003
Format: Paperback
Being a game inventor for over 25 years, I felt like I was reading my biography as I read this book. It is totally honest about the chances of selling a game to a game company (I don't do toys). However, it is also valid as it relates the stories of inventors regarding the satisfaction and passion the we derive from the creative process. It is well written and enjoyable to read.
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19 of 19 people found the following review helpful By "andyzman" on September 20, 2003
Format: Paperback
I wouldn't call myself an inventor by any stretch of imagination but I did come up with a new toy idea that has become a big hit via word of mouth. I wanted to submit it to some toy companies for review and had no idea how to do so. I purchased this book looking for direction on how to submit ideas, look for patent information, industry contacts, etc. This book offers it all. It has been a great resource for getting me started in some sort of direction and the amazing thing is one of the authors gives you his email address and was very responsive to my questions.
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13 of 14 people found the following review helpful By A Customer on August 31, 2003
Format: Paperback
You can have track and a train, but without an engineer you're going nowhere. Richard and Ron are experienced engineers who take their readers on a diesel-powered trip through toy land, visiting all the way stations critical to the commercialization of playthings.
 
The currency of this book comes in the form of quotes from over 150 successful independent inventors, company executives, brokers, sales reps and others that power and drive the toy business. Nothing in the book is theoretical. It is based upon their hands-on, empirical experiences. It is state-of-the-art.
 
I have lots of great ideas. This book has already started to open up opportunities for me just as the railroads opened vast regions of our nation to settlement and trade.
 --Martin Brown, San Francisco, CA
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9 of 10 people found the following review helpful By A Customer on October 1, 2003
Format: Paperback
The Toy and Game Inventor's Handbook gave me instant erudition about the arcane world of marketing and licensing inventions. Thanks to this book I have more poise, confidence and a sense of security when I approach potential licensees.
Before you buy this book, get a few highlighters because you will want to mark all the gems of knowledge the authors unselfishly share with readers.
Roz
Harrisburg, PA
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10 of 12 people found the following review helpful By "jphuskie" on October 20, 2003
Format: Paperback
The authors take you into the innermost sanctum of the toy industry through colorful, informative interviews that span dozens of subject areas. The toy industry at its rip-roaring, zany, zappy best. All other books I have read about licensing concepts to toy companies pale when compared to this work. This is the book of record.

Joel, Danbury, CT
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2 of 2 people found the following review helpful By B. Miller on November 5, 2010
Format: Paperback Verified Purchase
I agree with another reviewer: the author's intent seemed to be to discourage the reader. Not that he shhould have been all rosey, but it was always down.

Also note: while the title says "toy and game" there is VERY VERY VERY little mention (much less, any info) about games. It's all about toys.
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6 of 8 people found the following review helpful By A Customer on August 27, 2003
Format: Paperback Verified Purchase
Though the title promises (and the book delivers) practical advise on getting your toy and/or game idea on store shelves, THE TOY AND GAME INVENTOR'S HANDBOOK is chock-full of fascinating background on how our favorite playthings came into existence. HIGHLY recommended!
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