Elmo and his friends play a variation of everyone’ s favorite game, “Simon Says.” “Elmo Says,” is just like the original, except that here, our favorite furry little red monster leads the action. Toddlers and adults can read and join in the play—they just have to be careful to listen for those magic words: Elmo says!
What's a dreidel? Elmo wants to know! He finds out as he celebrates the first night of Hanukkah with a friend's family. He watches Gil, Susie, and their parents light the menorah and joins in as they sing Hanukkah songs. After supper he learns to play dreidel, the traditional Hanukkah spin-the-top game. And, at the end of the evening, Elmo gets his first Hanukkah gift—his very own little dreidel! This sturdy board book introduces toddlers to the traditions of the Jewish Festival of Lights and even teaches them how to play dreidel themselves!
"Are we there yet?" Zoe has read every book, listened to every tape, and put together every puzzle. Will this long car trip ever be over? Don't worry, Zoe -- there's an amusement park at the end of the ride!
“[An] accessible, well-researched introduction to the people and principles behind the show’s creation . . . Essential.” —Choice (An Outstanding Academic Title of the Year) By the late 1960s more than a few critics of American culture groused about the condition of television programming and, in particular, the quality and content of television shows for children. In the eyes of the reform-minded, commercial television crassly exploited young viewers; its violence and tastelessness served no higher purpose than the bottom line. The Children’s Television Workshop (CTW)—and its fresh approach to writing and producing programs for kids—emerged from this growing concern. Sesame Street—CTW’s flagship hour-long show—aimed to demonstrate how television could help all preschoolers, including low-income urban children, prepare for first grade. In this engaging study Robert W. Morrow explores the origins and inner workings of CTW, how the workshop in New York scripted and designed Sesame Street, and how the show became both a model for network television and a thorn in its side. Through extensive archival research and a systematic study of sample programs from Sesame Street’s first ten seasons, Morrow tells the story of Sesame Street’s creation; the ideas, techniques, organization, and funding behind it; its place in public discourse; and its ultimate and unfortunate failure as an agent of commercial television reform. “An insightful look at American children's television.” —Library Journal
Tracing developments in toy making and marketing across the evolving landscape of the 20th century, this encyclopedia is a comprehensive reference guide to America's most popular playthings and the culture to which they belong. From the origins of favorite playthings to their associations with events and activities, the study of a nation's toys reveals the hopes, goals, values, and priorities of its people. Toys have influenced the science, art, and religion of the United States, and have contributed to the development of business, politics, and medicine. Toys and American Culture: An Encyclopedia documents America's shifting cultural values as they are embedded within and transmitted by the nation's favorite playthings. Alphabetically arranged entries trace developments in toy making and toy marketing across the evolving landscape of 20th-century America. In addition to discussing the history of America's most influential toys, the book contains specific entries on the individuals, organizations, companies, and publications that gave shape to America's culture of play from 1900 to 2000. Toys from the two decades that frame the 20th century are also included, as bridges to the fascinating past—and the inspiring future—of American toys.
The toy industry is one of the most consistently misunderstood sectors of American business. That's no surprise because on many levels it resists easy definition. It's a commodity business. No, it's a fashion business. No, it's a consumer products business. No, it's an entertainment business. The fact is it's all of these businesses, each of which addresses and responds to market forces differently. And often, especially with the larger, publicly traded companies--all of these businesses share a balance sheet. This book will provide a concise and in-depth introduction to the structure, practices and market forces that impact the toy industry. It will offer a short history of the industry, a description of the current market landscape, major and emerging industry competitors, contemporary trends, changes and expectations for the future. It will further cover aspects of retailing, consumer behavior, and financial markets as they relate to the industry. As noted, the book will focus primarily on the U.S. toy industry, but will provide guidelines for extrapolating the information to the global toy market and a highlight of those issues, such as manufacturing, that are relatively consistent worldwide. The book is intended to provide a foundation for understanding the diverse and changing nature of the toy industry and to help readers develop a context for appreciating it relevant to other, more predictable and definable industries. Many students--and professionals for that matter--come to the toy industry ill equipped for success because they are unable to understand the various disciplines and business practices it encompasses and therefore unable to apply those practices appropriately for the product or product category. A preschool toy will never behave like a toy from a hot movie. It's something many successful people in the business know and have learned over time, but it remains a mystery to the uninitiated. Withal this book is intended as an initiation into a fascinating, fast-paced and fiercely competitive business that is very often more an art than a science.