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Will videogames bring an end to traditional toys?

Reggie Fils-Aime
Executive vice president of sales
and marketing, Nintendo of America

A rubber ball might let a child become a major leaguer for a day, and videogames can offer the same experience. But any entertainment is only as good as its ability to keep players engaged. Think about this: The cardboard box was just inducted into the National Toy Hall of Fame. That's as low tech as it gets.

Jason Della Rocca
Exectutive director, International Game
Developers Association

I'm guessing that "traditional toy" businesses are feeling a bit dinosaurish these days, but digital games are just another part of a spectrum of types of play dating back to the origins of our species. The fact that we can now manipulate objects virtually or, in some cases, replace human palyers with AI doesn't really change the fundamental need for us to engage in meaningful simulated experiences (i.e. play) - whether it be a tea party with dolls or The Sims.

Tim Walsh
Author, Timeless Toys: Classic Toys
and the Playmakers Who Created Them

In 1982, Atari sold 7 million Pac-Man cartridges. Then in 1984, 20 million copies were sold of Trivial Pursuit, a board game that was downright Victorian. Today, we have DVD games like Scene It? by Mattel. Is it a board game, or is it a videogame? As long as people want to interact face-to-face, traditional games and videogames will always coexist.

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