Toys and Apps Are Yet to Play Nice Together
Last year, trying to show how the toy industry could remain relevant in the tablet age, Hasbro Inc. unveiled an iPad-enhanced version of its classic Game of Life. Instead of spinning a wheel in the center of the board game to take a turn, players spun a wheel on the iPad.
The idea bombed.
And it wasn’t alone. More than 90 percent of the so-called app toys that were trotted out last year sold poorly, estimates Jim Silver, editor in chief of timetoplaymag.com, a consumer and trade website.