2nd Golden Ages of Animation

Peppa pig
Billions of dollars are now being generated by various kids' products due to the Second Golden Ages of Animation and computerization.

When was the very first Golden Age of Animation? This is a period in American animation history starting in 1928 that began with all the introduction of sound cartoons. The new medium of television introduced in the 60's drew audiences away from the traditional movie theatres. The 1960's introduced an extraordinary number of kids animated films; such characters as Tom and Jerry, Superman, Woody Woodpecker, Felix the Cat in addition to a lot of different Disney characters.

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

What then will be the Second Golden Ages of Animation? It is happening today. Labour intensive cell animation or 2D has been superseded by computer generated 3D. Very labor intensive, cell animation was the backbone from the Disney corporation production facility along with other companies such as Hanna Barbera. The development of computers, while slow to consider hold, has completely changed the face area of animation production taking animation from two dimensional characters to 3 dimensional images which are more realistic, simpler to manipulate and store and above all, are the backbone of the huge video gaming market.

According to the Producer To Producer Book, 2nd Edition, animated films have recently outstripped other genres in home video and DVD sales. Recently, the licensing and merchandising industry driven by animated tv series directed at children has performed beyond most industry expectations. One particualr computer produced children's strategy is Pokemon that created world-wide sakes over $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 target marketplace for children's television and films 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 per year within the nineties and today over $200 Billion annually. The traditional animation market of America has expanded to encompass Europe, Asia and also the Pacific.

Kids buying power grew 12% on the 90's and is expected to continue at a double digit growth rate well in to the 2000's. So dramatic was this expansion of the Kids market that marketers dubbed the 90's since the "Decade from the Child". As a result of this phenomenon, more and more toys, clothes, food and entertainment items are being intended for this massive and growing market. All manner of products directed at the children market now spin removed from animated movies. Film producers and product manfacturers now work hand in hand.

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