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  2. Smart toy - Wikipedia

    en.wikipedia.org/wiki/Smart_toy

    The smart toy industry grew out of several other product categories, which include children's software, electronic toys, and video games. A 2001 Forrester Research study projected that the smart toy segment would grow to more than $2 billion by the year 2003. Factors enhancing the growth of the smart toy segment include the greatly more ...

  3. Category:Electronic toys - Wikipedia

    en.wikipedia.org/wiki/Category:Electronic_toys

    Pages in category "Electronic toys" The following 65 pages are in this category, out of 65 total. This list may not reflect recent changes. 0–9. 2-XL;

  4. Tiger Electronics - Wikipedia

    en.wikipedia.org/wiki/Tiger_Electronics

    Tiger Electronics has been part of the Hasbro toy company since 1998. [8] [9] Hasbro paid approximately $335 million for the acquisition. [10]In 2000, Tiger was licensed to provide a variety of electronics with the Yahoo! brand name, including digital cameras, webcams, and a "Hits Downloader" that made music from the Internet (mp3s, etc.) accessible through Tiger's assorted "HitClips" players ...

  5. Paro (robot) - Wikipedia

    en.wikipedia.org/wiki/Paro_(robot)

    Paro was designed by Takanori Shibata of the Intelligent System Research Institute of Japan's AIST beginning in 1993. It was first exhibited to the public in late 2001, costing US$15 million to develop, and became a "Best of COMDEX" finalist in 2003, [1] and handmade versions have been sold commercially by Shibata's company Intelligent System Co. since 2004. [2]

  6. The 30 Best 'Cool' Gifts for Teens in 2022

    www.aol.com/lifestyle/best-gifts-for-teens...

    HEXBUG VEX Robotics Catapult Kit 2.0, STEM Learning, Toys for Kids (Red) Future engineers can immerse themselves in this cool building kit, which produces a working catapult that launches over 20 ...

  7. Zowie Intertainment - Wikipedia

    en.wikipedia.org/wiki/Zowie_Intertainment

    [3] [4] In 2000, toy design and manufacturing firm Lego acquired ownership of Zowie Intertainment as part of their smart toy division. [ 5 ] Zowie Intertainment primarily relied on embedding proprietary RF sensors and recognition technologies in physical toys such as plastic figurines to create different game play and interaction experiences ...

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