The Business of Children's Entertainment
For the past 20 years, toy manufacturers have subsidized the development of children's television programming. The result has been the increased commercialization of children's popular culture; the creation of a "material world" of childhood characterized by brand-name toys, games, clothing, and television characters. Drawing upon historical and economic data and case studies of the media marketplace, this book examines how children have been developed into both an audience and a consumer group.
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addition adult advertising American Animation arrangements audience Bears became become broadcasting brought cable cartoons changes chapter characters child children's entertainment children's programming children's television commercial Communications companies consequences considered consumer corporate costs countries culture Data demand demonstrates discussed Disney Channel distribution early economic example Figure Group growing growth He-Man Home Video important increased independent stations industry interest introduced investment involved Italy Kids late licensing limited Little major manufacturers marketplace material Mattel merchandising million Movie networks Nickelodeon offered parents popular production profit promoting public broadcasting Quaker radio record Report Saturday morning serve share shows situation comedies Smurfs stars stations story success supported syndication Table television ThunderCats tie-ins tion toy industry United Universe Variety Walt Disney York young Zodiac