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PLAYMONSTER OPEN-PLAY MOLUK OFFERINGS EXPAND WITH NEW RELEASES

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New Oogi® toys, Boi™ and Oogifant™, make for greater imaginative play!

BELOIT, Wis. (July 12, 2018) — PlayMonster, the US distributor for the design-led Swiss brand MOLUK®, announces two new additions to the open-ended play line that will add play value to any MOLUK collection, and also intrigue new customers to explore the line.

Boi floats and dances in and out of the bathtub. Is it a penguin, a duck or some other creature? We let the children decide. No matter how you spin or roll it, Boi always gets back upright again and continues to bravely explore the world! This tactile toy features a smooth white surface and rubbery silicone top. Find it online and on specialty shelves for $14.00 SRP.

68k Oogifant Pkg 300x300Oogifant is all you need to turn everyday objects into elephants. The tactile and highly elastic silicone trunk has suction cups on both ends that attach to any smooth surface. Hilarious moments and shared laughter are guaranteed. This expressive and tactile toy is make of silicone rubber and plays well with other Oogi® toys! Sold online and in specialty shops for an SRP of $10.00.

 

About PlayMonster LLC

Beloit, WI-based PlayMonster is a toy and game company that believes in the power of play to make a positive difference in people’s lives. Delivering great play value by designing, manufacturing and marketing innovative, fun products such as “TOTY Game of the Year” Yeti in My Spaghetti® and “TOTY Doll of the Year” Wonder Crew®, along with other award-winning toys and games like The Game of THINGS…®, 5 Second Rule®, Mirari®, Farkle, OK to Wake!®, My Fairy Garden®, Automoblox®, Marbleocity®, Kid O® and Super Spinner® is how PlayMonster helps keep play alive for all ages.

 

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Contact                                 

Lisa Wuennemann                             Janis Van Tine / Sarah Gumina
PlayMonster LLC                                GennComm for PlayMonster LLC
(800) 524-4263, ext. 1275                   (818) 839-1461
lisaw@playmonster.com                   Janis@genncomm.com / sarah@genncomm.com

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Walkie Chalk® – Matt & Shaunna Damman

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Shauna and Matt Damman were living a happy, busy life in Detroit, Michigan, enjoying their growing family, when they stumbled upon a genius idea that was the solution to a problem, but also a lot of fun. Rather than just keep it to themselves, they dove into the world of manufacturing, marketing and selling, so that the world could enjoy the benefits of their invention, Walkie Chalk®!

Like most involved parents, Matt and Shauna enjoy spending time with their children, and during warmer days this always included drawing with sidewalk chalk. Shauna was outside with her children shortly after having had a C-section with her third child, and her two older children wanted her to draw with them. Shauna wanted to play, but she couldn’t easily get down on the ground because she was still recovering. Rather than miss out on play time, she had an idea and quickly came up with a solution.

A little while later, from just a few feet away, Matt saw his wife drawing—but, she wasn’t crouching, kneeling or sitting on the ground…she was standing! Shauna had zip-tied the sidewalk chalk to a rake handle, so she could stand up and draw, and it was working! Matt recognized the brilliance of it and how others could benefit from such a product. Parents would love using it to play with their children without having to kneel down and get dirty, and kids would love the fun new way to draw outside!

Obviously, the Dammans couldn’t sell rake handles with zip-tied chalk, so Matt worked on figuring out a new design. “One struggle,” Matt said, “was how it could hold sidewalk chalk in a way that stayed tight, but also had ‘give’ and allowed children to draw without the chalk breaking. It also had to be super simple and easy for any child to use.” Matt had the idea to use foam to make it work, much like a pool noodle, and that lead to the current foam material used on Walkie Chalk, which is now patented. The material holds chalk well and allows for easy drawing, as well as simple switching of chalk. It can also hold just about any sidewalk chalk, round or square!

Walkie Chalk went through several revisions and prototypes— over 25 versions were toyed with and tried—before it became what you see today. Through the process, Matt made sure to always have others try and test his designs, keeping an open mind to change and improve. It took that much work to make it so simple, which was Matt’s main criteria for the product. It was an experience he and his family enjoyed, having fun with it and embracing the challenges of production and selling into retail. Their first purchase order came from Ace Hardware, with Hobby Lobby, Toys “R” Us and other retailers soon after.

What has surprised the Dammans the most is how many different ways people use and enjoy Walkie Chalk. People have used it to draw lines on sport courts (mainly pickleball) or outline booth space on trade show floors, art teachers have used it outside to teach drawing from a new perspective, college students have used it to market and communicate around campus sidewalks, crossing guard companies have raved about it, and so much more. Matt and his family love one use in particular: “The best has been the special needs community and all the folks, both kids and adults, who are wheelchair-bound and can now draw with their friends and family.”

As Walkie Chalk becomes more popular and is available in more stores, Matt continues to listen to consumers and enjoys hearing stories of how Walkie Chalk is used. He and Shauna stay involved in the marketing and development of it through PlayMonster, and can’t wait to see where it goes next!

 

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Utter Nonsense® – Tim Swindle

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Despite a high tech background as a software entrepreneur, Utter Nonsense creator, Tim Swindle, went decidedly low tech with his first foray into creating board games. Tim and his friend developed the basic concept for Utter Nonsense over several years while on weekend getaways and needing some entertainment for the group. It began as a simple hat trick: two piles of paper, one with accents and one with ridiculous phrases. Each pile went into a hat and players pulled out a combination of an accent or impression along with a phrase. Then, on one fateful New Year’s Day, they decided to take the basic concept of this game they had been playing with friends for years and turn it into Utter Nonsense. Utter Nonsense encourages players to step outside their comfort zone and engage with each other, without the distraction of technology.  Although he had no prior experience with writing or developing board games, Tim grew up playing games with his family, which cultivated his love for bringing people together to laugh and have fun, and led to the creation of and motivation behind Utter Nonsense.

The meticulousness and ambition that Tim fostered in his professional career beforehand served him well in the undertaking of Utter Nonsense. He says, “Since we had no background in creating games, every step required research. For instance, we had to Google ‘how to design a board game’ and ‘how to manufacture cards.’ It was all new to us, but we took our time, asked a lot of questions, and found great partners to help us throughout our journey.” Their Googling skills paid off. After launching on Kickstarter, they were fully funded a month later for their first production run.  Shortly after their successful Kickstarter campaign, their first version of Utter Nonsense hit the shelves in Target. Because this version originated amongst adult friends, the content was geared toward people 18+. This led to the name becoming Utter Nonsense: Naughty Edition. After two years of success, Tim, along with his sister, Shannon, decided to create a family-friendly edition of Utter Nonsense.

After PlayMonster acquired Utter Nonsense in January 2018, Tim has continued to work in the industry introduced to him by Utter Nonsense. He enjoys developing and creating new game concepts and hopes to make people laugh and have fun, for a living.

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Wonder Crew® – Laurel Wider

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“Boys aren’t supposed to cry.”

That was it…the moment Laurel Wider decided to do something about gender stereotypes for boys. Her son came home from preschool and made this declaration, something he learned at school, and Laurel’s heart sank. She didn’t want her son growing up restricted by gender stereotypes. As a psychotherapist and a mother, Laurel wondered what might help him (and other boys) to feel comfortable with ALL of his feelings.

Generally, when people think and talk about gender stereotypes, it’s about girls. However, boys face restrictive gender stereotypes issues as well. Laurel Wider has been a psychotherapist in private practice for over 12 years, with specialties in gender, relationships and identity formation, and she has witnessed many boys and men struggle to achieve impossible ideas of masculinity.

“Culturally, boys are raised to be tough and self-reliant, and I have seen this lead to isolation, depression and sometimes aggression,” says Laurel. “Even though I was aware of these harsh social expectations, I was floored when my own son began experiencing them.”

Laurel’s expertise as a psychotherapist and mother led her to the realization that gender stereotypes impact children early on, and that perhaps a way to reach young children and their parents was through toys, because children learn through play. However, when she began looking around, she saw a huge gap in the toy market. She observed that the only toys to encourage friendship and empathy were marketed solely to girls. A message was clearly being sent to many boys, and their parents, that this type of play is not for them.

Laurel’s “light bulb” moment then came to her: “I wondered…could a toy help boys learn to embrace emotions? I sought a common denominator that already resonated with many boys, and came to the realization that blending the adventure of an action figure with the emotional connection of a favorite stuffed animal would resonate with boys and promote social and emotional learning!” Using her passion and determination, Laurel launched a start-up, and Wonder Crew—dolls (yes, dolls!) for boys—was born!

She had a brilliant idea, but how did she make it a reality? While working full time as a therapist and parent, she entered into a business program in efforts to launch Wonder Crew. Launching on Kickstarter, she powered through the many challenges of manufacturing, distribution, customer service and more…and she came through it with glowing feedback from family, friends, customers, media, and even the White House!

The whole process has been very gratifying for Laurel. She’s always been drawn to gender equality, even back as a child when her favorite toy was She-Ra, Princess of Power, because she was a strong woman who could fight right alongside her brother’s He-Man! And now, to see her creation Wonder Crew being children’s treasured toys, is a phenomenal feeling. She remembers, “Soon after the first big shipment of Wonder Crew, I received so many emails from parents thanking me for creating this new play experience for their sons. Parents have expressed how excited they are to see their sons connecting, taking care of, and bonding with their Wonder Crew buddies. It’s been awesome!”

During the Toy Industry Association’s 2018 TOTY Awards (like the “Oscars” of toys), Wonder Crew Superhero Will won Doll of the Year! It was the first time a doll for boys had ever won such an award! Superhero Will was selected as the winner based on votes from toy retailers, media, Toy Association members and consumers. Laurel was very excited to receive such recognition: “It’s been incredibly humbling to stand side-by-side other nominees, but to win is beyond our wildest dreams,” said Wider.

Laurel lives Northampton, MA with her family, and continues to help develop Wonder Crew buddies and Adventure Pack accessories, while still running her own private practice. She enjoys helping enrich the lives of children and families, and engages Wonder Crew fans and parents regularly through social media. Hopefully now more little boys will grow up knowing that it’s okay to have a range of feelings and be their full selves.

 

[youtube https://www.youtube.com/watch?v=xWbDM6K37t8]

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Wooly Willy® – James Herzog

June 24, 2005—Wooly Willy 50th birthday speech by James Herzog

James Herzog picHere are some facts about Willy’s magnetic powder. If you eat dry cereal for breakfast, you are eating Willy’s powder as an iron supplement. We used to get a call a week from a parent who had a child that had broken Willy open and eaten the powder. They wanted to know what would happen. If it’s in cereal, it is safe to eat. The powder, ground very finely, is used to make toner for copiers. The magnetic ink on U. S. Currency is made with a similar powder.

Now to Willy’s history—-Marvel Specialty Co, predecessor to Smethport Specialty Co. was founded in 1922 in a barn in the alley behind the Legion building. Founders were Bill Kerr, Ralph Herzog, and Sanford Fry. Smethport was just installing its own town electric system as no electric generating company would do so. That made it much more convenient to run a manufacturing operation. The first items were magnet and toys sets, flicker tops, racing tops, and pinwheels. But even before Marvel, there was the Electric Toy Co. of 1909 producing Bill Kerr’s magnet and toys sets. Its history was recently researched by Smethport High’s student Kayla Lincoln and details can be found at smethporthistory.org website.

In 1928 expanded operations required a larger building. 304 Fulton St., former site of the Boy’s Magazine, a block form here was available. Marvel moved there in there and became Smethport Specialty Co. in 1932. That was during the depression. Because their toys were low in cost, they continued to sell offering much needed employment. All toy production ceased during WWII. The company became R. W. Herzog Co. producing billions of mica insulators for proximity bomb radio tubes. After the war with reduced need for insulators, Smethport Specialty again surfaced making magnet and toy sets.

Wooly Willy was born in 1955 from the dust of magnet grindings and an awful lot of development work. It was a simple toy that seemed destined to fail as no chain store toy buyer had any interest; all saying the toy would never sell. A G. C. Murphy chain store buyer in McKeesport, PA decided to prove it with an order for six dozen for his Indianapolis store saying “I’ll still have all of them a year from now.” A few days after delivery he called ordering a thousand dozen. The rest is history, It went on to sell millions—being chosen on the Toy of the Century list for year 1955. Other toys for various years were Hula Hoop, Barbie, Potato Head, Lionel Trains, Hot Wheels so you see Willy is in good company. Interesting, the chain stores of the 1955s like Woolworth, Grant, Kresge, McCrory, and Green who purchased millions are gone but Lindgrens, our local unique variety store continues on their second half century sales of Willy.

Production of Willy began with a handfed printing press and paper cutter build in 1883 probably leftover from the Boys’ Magazine operation. Yellow cardboard was used as it was not practical to print that color. The first sets were assembled with a hand clamshell press of cards glued with contact cement. Unknown to us, when the contact cement was exposed to high temperatures, the glue bond failed. That was quickly corrected using wet glue. While we had found the perfect iron powder in magnetite it was frequently dirty making a mess of the faces. That problem was solved by developing a special coating. Fifty years have seen a complete revision of manufacturing techniques. Today’s Willys are automatically assembled. Printing equipment can run multiple colors. Cardboard cutting is done on programmable paper cutters.

What has Wooly Willy and his good friend Dapper Dan the Magnetic Man meant to Smethport for the past 50 years? For starters, it has presented the name of Smethport to the public about 200 million times. Willy alone, has given local people at least 1 ½ million hours of employment and more than four million hours on related products. It permitted the construction of a 100,000 square foot factory. Millions of dollars have been paid to regular and summer employees.

I would like to mention a few names of people that helped to achieve the initial success of Wooly Willy— Leonard Mackowski, a very talented design artist, Bark Daugherty, a neighbor who let me use his shop equipment when we had none, employees Bob Keenan, Carol Bishop, Edith Gustafson, Vinski Swanson, Peg Berg, Myrtle Kohn, Florence Lord, Willard Rounsville, Mary Johnson, Lucille Perry, Ida Firtzgerald, Jackie Konstanty, Mary Smith and there were many more. Mary Smith was quite unusual, making Willys until she was 80, and enjoying every minute of it.

Sometimes I hear that Smethport is not a town of opportunity. If a simple toy like Wooly Willy can generate and continue to generate all of these dollars. There must be many other ideas that can come from the people to do the same. We have a beautiful community with good schools and many other outstanding features. If you like it here, you can make it happen here.

On quick story in closing, a woman wrote, “My son had been in the hospital for three months without smiling until he received Dapper Dan.” You can be assured that letter generated a few more smiles.

Let’s look forward to another 50 years of Wooly Willy.

To set up an interview with James Herzog, please contact us.

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The Game of Things® – Tom Quinn

tom quinnTHINGS… you should know about

Tom Quinn
(“The Game of THINGS…” Co-Inventor)

 

Tom Quinn has always understood the power of laughter.  At 6 years old he pushed his swimming instructor into a cold pool because he thought it could possibly be funny.  He didn’t get his level one badge in swimming but he was right.  It was hilarious.  Everybody laughed.

Since then Tom has always come up with creative ways to make people giggle.
Over the years he and his brother Ted were constantly creating comedic versions of existing board games, party games and even sports. Thus it was fated that, 10 years ago, they and a high school friend, Mark Sherry, came up with the idea for the world’s funniest party game: The Game of THINGS™

THINGS…™
 is a who-said-what game with attitude that turns everyone into a comedian.  Players write responses to provocative topics such as…

THINGS…™ you shouldn’t tie to the roof of your car”.
THINGS…™ your parents forgot to tell you”.
THINGS…™ you wouldn’t do for all the money in the world.”
…and then take turns trying to guess who wrote what.

It is such a hysterical game that as of March 2013 THINGS…™ has sold over 1.3 MILLION COPIES.  Also, in 2006 THINGS…™ won the Canadian Toy Testing Counsel’s top award.  Quinn, who in the first 3 years traveled across Canada doing hundreds of radio, TV and print interviews says for him it all comes down to the comedy.  “One million games sold means we have inspired many more millions of people to actually laugh.  We’re proud of that”.

In 2013, Tom won a Toy & Game Inventor (TAGIE) Award for Excellence in Game Design. It was a proud moment for Tom, his co-inventors, and PlayMonster.

When not inventing games, Tom can be found behind a movie camera, working as an Assistant Director with some of Hollywood’s biggest names: Nicole Kidman, Gwyneth Paltrow, Robert Deniro, Whoopi Goldberg, Michael Douglas, David Cronenberg, Francis Ford Coppola, Gus Van Sant and countless others in a career spanning 27 years.

Tom is a hockey playing Canadian who also has a degree in literature. He lives in Toronto with his wife of twenty years, who still laughs at his old jokes, and his two young children who giggle the moment he enters the room.

You can check out Tom’s movie credits at the Internet Movie Data Base http://www.imdb.com/name/nm0704016/

To set up an interview with Tom Quinn, please contact us.

Photo courtesy of Toysbulletin.com

 

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Shizzle™ – David Peterson

David Peterson picThe dice game Shizzle™ came from the mind of David L. Peterson. A mind with a PhD in Physics: laser spectroscopy of diluted magnetic semiconductors in high magnetic fields at temperatures as low as 1.4 K. It may sound intimidating, but this impressive mind uses its smarts for fun, with visions of dice and numbers and a unique new game.

As a child, Peterson enjoyed playing board games that were clever and smart. Games that offered a challenge made for the most fun, and his favorite was Risk. Playing for world domination made for a good time in Peterson’s book, and although he didn’t grow up to rule the world, he has accomplished many great things to date.

Peterson took his PhD-Physics knowledge to Eastman Kodak, where he gained experience in opto-electronic devices and optical recording media (particularly metrology and product development). He moved from cameras to toys when he took a position dealing with searching for new technology for games and toys at a leading game manufacturer. Peterson sums up his work experience “as a series of problems (games) to be solved (won) within a set of constraints (rules).” It’s a great summation for life, as well.

It was after his time at a leading game manufacturer that Peterson began to think about creating his own game. He wanted to invent a family-friendly game that would be competitive with digital games, which have grown more and more popular. He wanted his game to be quick to set up, easy to keep score and addictive, much like digital games. Dice were on his mind, and he knew that people liked the tactile sensation of rolling dice, which was not something a digital game could offer. Rather than just use standard dice and think up a few fluffy rules, Peterson really thought about dice. How would a line of dice look? How could they form lines and offer a unique challenge? Shizzle! The black dice with color pips are each different. Not one of the six dice is similar—there are six dice each with six different sides, which means 36 unique sides! It’s a tricky behind-the-scenes formula Peterson concocted to make your game-playing experience one-of-a-kind! See? He uses his PhD powers for fun!

Peterson, owner of Parpen Solutions, resides in Florida with his wife of 35 years and has four daughters, three awesome sons-in-law, and three grandchildren. He recalls that his family enjoyed Shizzle when they played it, but Peterson knew he needed professional feedback to know whether or not he had a golden idea. With a positive expert opinion or two under his belt, Peterson approached PlayMonster with his dice game, and PlayMonster bit.

Peterson’s goal is to be a successful game inventor with multiple games on the market simultaneously. He makes it a point to visit the game aisle of local stores to study the game trends and understand what game companies are looking for and competing against. So far, his hard work, unique ideas and professional persistence have paid off, and he’s off to a great start as a game inventor with Shizzle!

To set up an interview with David Peterson, please contact us.

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Roominate® – Alice Brooks

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Every little girl wants a doll, or several really, and so did 8-year-old Alice Brooks. She asked her dad for a doll, but he made the bold decision to not buy his daughter a doll. Instead, he gave little Alice a saw, and being her father’s daughter, Alice was bold and made her own doll out of wood and nails. It may have been her first project, but she had been playing in her dad’s robotics lab while growing up, so she was no stranger to engineering.

Today, Alice has many more accomplishments to her name: a B.S. in Mechanical Engineering from MIT, a Masters in Mechanical Engineering from Stanford, and co-founder of the line of STEM-focused building toys Roominate®. She and her partner pitched Roominate on the well-known TV show Shark Tank, and landed a deal with Mark Cuban!

How and why did Alice develop Roominate? She and her co-founder, both engineers who were inspired by childhood toys, saw a strong division between girls’ and boys’ toys. And, they noticed a lack of creative building options for girls, which bothered them because they wanted more girls to be inspired by toys like they were years earlier. Again being bold, Alice decided to solve this problem, and she and her partner came together to design a toy with one simple mission: Open up possibilities for girls by showing them that creativity and engineering are fun.

Roominate is quickly becoming a popular toy line that builds confidence in technology and engineering, all while being intuitive and fun! Girls can design and build their own carnival, townhouse, pet vet and more, and then add circuits and motors to bring their creations to life! Alice enjoys watching children be inspired by Roominate, having fun and building self-confidence while becoming creative engineers! The line is winning several awards, including Forbes “Top 10 Toys to Watch in 2015,” TIME “Toy of the Year” and 2015 TOTY Finalist.

With the success of Roominate, Alice has become well-respected in the toy industry and business community. In 2015, Alice was named in the Forbes 30 Under 30 list, and in 2016 was included in the 30 under 30 all-star alumni list. She was also invited to attend the White House conference “Breaking Down Gender Stereotypes in Media and Toys,” and asked to be a member of a panel at the 2016 Forbes Women’s Summit, “The Lives You Impact: The Role of Culture in Educating and Empowering Tomorrow’s Leaders.”

At the end of 2015, Roominate was acquired by the toy company PlayMonster. Alice continues to work on the development of Roominate and is excited about working with PlayMonster. She’s confident about this next phase of Roominate’s life and says, “PlayMonster’s entrepreneurial spirit and innovative culture is exactly what we were looking for to help grow Roominate.” Her first PlayMonster projects were working with other engineers and artists to design all new pieces for Roominate sets, improving the motor function and redesigning the dolls. So, yes, Alice is still building dolls, but now it’s for the next generation of engineers.

To set up an interview with Alice Brooks, please contact us.