Billion Dollar Animation Industry

Billion Dollar Animation Industry

The Second Golden Age of Animation is creating enormous revenues from both box office gross to billions of dollars in sales generated by all manner of kids’ products spinning off from Intellectual Properties aimed at the kiddy market, products that range from the bizarre (Spongebob) to the sublime (Harry Potter).

 When was the First Golden Age of Animation? This was a period in American animation history beginning in 1928 that began with the introduction of sound cartoons. It continued into the early 1960s when the introduction of this new medium of television animation drew audiences away from cinemas. It was during these years that an impressive number of Animation Properties came into being; such characters as Tom and Jerry, Superman, Woody Woodpecker, Felix the Cat as well as a huge range of Disney characters.

 Walt Disney's first films; Snow White and the Seven Dwarfs and Bambi came into being during this era.

 What then is the Second Golden Age of Animation? It is happening today. Traditional animation, called cell animation, had been the standard since the 1920’s. Very labor intensive, cell animation was the backbone of the Disney corporation production facility and other companies such as Hanna Barbera. The introduction of computers, while slow to take hold, has completely changed the face of animation production taking animation from two dimensional characters to three dimensional images that are more realistic, easier to manipulate and store and most importantly, are the backbone of the huge video gaming market.

The tourist is first of all an adventurer. The dream is of the pioneer, the explorer, the great voyager or the conquering emperor. He leaves the security of home far behind and sets out beyond the perimeters of the known world for fame, fortune and excitement. He wants to take on the minotaur, scale the Matterhorn, discover a lost Amazonian tribe or sample the delights of a Thai brothel.... The essence of the tourist adventure is exhibited in the contours of the excitements that it provides. And these contours are best inferred from the stories that are told and re-told with animation to relatives, friends and colleagues at home. It is virtually never what has been seen that is recounted with enthusiasm. When the sites are described it is in the form of ritualized cliches: the Eiffel Tower really is a wonder—we went up it, and you get such a nice view. It is rather the personal moments of the tour, moments of near-crisis, that in retrospect were exciting: when one of the suitcases failed to arrive off the luggage chute at Frankfort Airport. Touring itself has been turned into a routine, restricting adventure to those moments when routine breaks down.
—John Carroll (b. 1944)

Animated films have far outstripped other genres in home video and DVD sales in the last fifteen years with retail dollars now capturing 32% of total sales, far ahead of second place comedy at 20% according to the Producer To Producer Book, 2nd Edition. In recent years, the licensing and merchandising industry driven by animated television series targeted at children has performed beyond most industry expectations. An excellent case in point, the children’s craze, Pokemon, surpassed accumulated worldwide sales of $10.0 Billion by 2001. Licensing and Merchandising revenues are expected 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 The Incredibles - $624 Million to name just three.

The target market for children's television and films is the 50 million plus 4 - 12 year old North American kids whose buying power for toys, games and puzzles was approximately U. S.$13.4 billion per year in the nineties and now in excess of $200 Billion a year. The secondary markets are Europe, Asia and the Pacific region where North American companies have traditionally experienced success with many movie driven properties.

 Kids buying power grew 12% over the 90’s and is expected to continue at a double digit growth rate well into the 2000’s. So dramatic was this growth of the Kids 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 developed for this huge and growing market.  The companies involved in producing children's live and animated productions have now identified this Kid’s market as the pot of gold at the end of the rainbow and now team up with toy companies and other manufacturers to exploit this lucrative ancillary market with an unimaginable number of products ranging from downloadable clips for cell phones to video games to social networking websites. 

Computer generated films are now the driving force behind the enormous jump in sales of toys, electronic games and the multitude of other products aimed at the kid and tween market. items.

 What does the future hold in this new Golden Age of Animation? Producers, manufacturers, distributors and kids are always on the lookout for that next new product. What will that be? As usual, it’s anybody’s guess. Who would have thought that some years ago, adults would be fist fighting over something called Cabbage Patch Dolls? Whatever the next hit is, it will no doubt be spawned from the depths of a computer chip.

 The Author and Associates

Michael Trigg is CEO of You N Me Productions Corp, a Vancouver Canada entertainment company.

Resources

Greanwold’s World www.greanwold.com  is the environment of Greanwold and his Minosaur friends, the newest children’s property in the kids international market place.

Michael Trigg is CEO and one of the founding members of You N Me Productions Corp., a Vancouver, Canada based company specializing in entertainment for children. Michael has written his first children's book entitled Greanwold? Treasure Cave. Greanwold is also the focus of a new children's website entitled Greanwold's World.

Animation Info ...

Website Designing: The Amazing Popularity Of 2D And 3D Animation ... 2d and 3d animations have revolutionized the entire animation industry and its popularity and importance have been recognized by both the internet world and the entertainment sector...


Market Info ...

Guangzhou: Suning New Store Opening Promotional Flat National Stroke Market ... Suning Is best carried out before 26 stores opening specials scheduled activity data show that consumers participate in scheduled activities, nearly forty percent of consumers booking order flat-panel TVs, while flat-panel TV scheduled four percent of consumers, around seventy percent of the consumers because of trade-in and watch the National Day parade and buy a new TV. Learned that an occasion is best shops opened, Suning will be the first to start this weekend's National Day promotion, event, and 12 had major mainstream Suning...

Technology Trends For 2005 ... Just for fun, here is the introduction of the Red Herring article looking at some past predictions. Laying out technology trends is a treacherous undertaking...


Children Info ...

Autism Graphics - Educational Software For Autistic Children ... With technology becoming more important and useful every day, a variety of education application aimed at children amid autism is now available...

Why Wooden Toys Are Better Than Plastic Toys For Children ... These days, literally well over 99 percent of the toys offered for sale to your children are made of plastic and metal... How many times have we been told that a plastic or painted toy is safe, only to see it recalled or find out it has lead in the paint or plastic body or is unsafe for any number of other reasons? This holds especially true for very small children and babies...

What Can The World Wide Web Do For Children's Education? ... As well as being fun, using the internet for education equips primary age children with learning skills they are likely to use throughout their school years and beyond.   ...