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In the Entertainment world, streaming video content has had a significant impact on the toy industry, resulting in a rise in demand for toys based on popular characters from their shows and movies; which in return lead to changes in the way toys are marketed and sold.

Manufacturers and retailers had to adapt to this change.

This is their story.

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In this presentation, we'll take a closer look at the fascinating new world of virtual reality, NFTs, and the metaverse, providing an extended overview of their current state and potential impact on the entertainment industry. We'll delve into the concept of the metaverse, a virtual world where people can interact with each other and digital content in unprecedented ways. We'll also explore the latest developments in Web3 technology, which is poised to revolutionize the way we use the internet.

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In the Entertainment world, streaming video content has had a significant impact on the toy industry, resulting in a rise in demand for toys based on popular characters from their shows and movies; which in return lead to changes in the way toys are marketed and sold.

Manufacturers and retailers had to adapt to this change.

This is their story.

NFT

In the Entertainment world, streaming video content has had a significant impact on the toy industry, resulting in a rise in demand for toys based on popular characters from their shows and movies; which in return lead to changes in the way toys are marketed and sold.

Manufacturers and retailers had to adapt to this change.

This is their story.

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Today, we will examine the ways in which children's habits have changed in recent years, and the impact that these changes have had on toy sales and the approach to books.

We will explore the ways and provide insights and strategies in which the book industry can adapt to these changes in order to promote reading and engage with young readers in a digital age!

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Children have extremely active schedules that include various activities spread throughout their 14-hour day, beginning early in the morning and ending late at night.

So we were curious about how he balances all of his activities and whether one activity might take precedence over others.

This led to a study by the BrandTrends Group, which aimed to understand how to increase the time children spend playing with toys in comparison to other activities, such as digital ones.

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