2nd Golden Age of Animation
Billions of dollars are now being generated by all manner of kids' products due to the Second Golden Ages of Animation and computerization.
Just when was the First Golden Chronilogical age of Animation? It was a period in American animation history beginning in 1928 that began with the introduction of sound cartoons. The brand new medium of television introduced inside the 60's drew audiences out of the traditional cinemas. The 1960's introduced an extraordinary variety of kids animated films; such characters as Tom and Jerry, Superman, Woody Woodpecker, Felix the kitten and a huge range of Disney characters.
Walt Disney's first films; Bright white as well as the Seven Dwarfs and Bambi came to exist with this era.
What then will be the Second Golden Ages of Animation? It is occurring today. Labour intensive cell animation or 2D has now been superseded by computer generated 3D. Very labor intensive, cell animation was the backbone with the Disney corporation production facility along with other companies for example 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 which can be more realistic, much easier to manipulate and store and above all, would be the backbone of the large gambling market.
In line with the Producer To Producer Book, 2nd Edition, animated films have finally outstripped other genres home based video and DVD sales. Lately, the licensing and merchandising industry driven by animated television series directed at children has performed beyond most industry expectations. One particular computer produced children's product is Pokemon that created world-wide sakes in excess of $10Billion dollars.0 Billion by 2001. Licensing and Merchandising revenues are required to exceed $100 Billion annually through the year 2010 fueled by such monster hits as Shrek 2 - $881 Million Dollars, Finding Nemo - $865 Million and The Incredibles - $624 Million to call just three.
The target marketplace for children's television and flicks will be the 50 million plus 4 - 12 year old United states kids whose buying power for toys, games and puzzles was approximately U.S.$13.4 billion annually within the nineties and today more than $200 Billion per year. The traditional animation market of The united states has expanded to encompass Europe, Asia and also the Pacific.
Kids buying power grew 12% on the 90's and is also anticipated to continue in a double digit growth rate well to the 2000's. So dramatic was this expansion of the Kids market that marketers dubbed the 90's as the "Decade with the Child". As a result of this phenomenon, more and more toys, clothes, food and entertainment items are being developed for this massive and growing market. All manner of products directed at the youngsters market now spin off from animated movies. Film producers and product manfacturers now work hand in hand.