2nd Golden Chronilogical age of Animation
Huge amounts of dollars are now being generated by all manner of kids' products because of the Second Golden Chronilogical age of Animation and computerization.
When was the initial Golden Age of Animation? This is a period in American animation history from 1928 that began using the introduction of sound cartoons. The newest medium of television introduced in the 60's drew audiences out of the traditional cinemas. The 1960's introduced a remarkable variety of kids animated films; such characters as Tom and Jerry, Superman, Woody Woodpecker, Felix the kitty as well as a lot of different Disney characters.
Walt Disney's first films; White and also the Seven Dwarfs and Bambi came into being during this era.
What then may 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 Labour intensive cell animation or 2D has now been superseded by computer generated 3D.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 and other companies including Hanna Barbera. The introduction of computers, while slow to adopt hold, has completely changed the facial skin of animation production taking animation from two dimensional characters to three dimensional images which can be more realistic, easier to manipulate and store and most importantly, are the backbone of the huge video gaming market.
Based on the Producer To Producer Book, 2nd Edition, animated films have now outstripped other genres in home video and DVD sales. In recent years, the licensing and merchandising industry driven by animated tv series geared towards children has performed beyond most industry expectations. One particualr 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 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 call just three.
The prospective industry for children's television and films is 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 in the nineties now over $200 Billion per year. The traditional animation market of North America has now expanded to encompass Europe, Asia and also the Pacific.
Kids buying power grew 12% on the 90's and it is likely to continue in a double digit rate of growth well to the 2000's. So dramatic was this growth of the Kids market that marketers dubbed the 90's since the "Decade of the Child". As a result of this phenomenon, a growing number of toys, clothes, food and entertainment products are being developed for this massive and growing market. All manner of products targeted at the youngsters market now spin off from animated movies. Film producers and product manfacturers now work hand in hand.