2nd Golden Ages of Animation

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Billions of dollars are now being generated by various kids' products thanks to the Second Golden Age of Animation and computerization.

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Now when was the First Golden Age of Animation? It was a period in American animation history from 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 cinemas. The 1960's introduced an impressive number of kids animated films; such characters as Tom and Jerry, Superman, Woody Woodpecker, Felix the Cat and a huge range of Disney characters.

Walt Disney's first films; Bright white as well as the Seven Dwarfs and Bambi happened in this era.

What then is 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 Labour intensive cell animation or 2D has been superseded by computer generated 3D.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 of the Disney corporation production facility along with other companies for example Hanna Barbera. The creation of computers, while slow to take hold, has completely changed the face of animation production taking animation from two dimensional characters to three dimensional images which can be more realistic, simpler to manipulate and store and more importantly, would be the backbone of the large games 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. An example of a computer produced children's method is Pokemon that created world-wide sakes more than $10Billion dollars.0 Billion by 2001. Licensing and Merchandising revenues are expected to exceed $100 Billion annually through 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 marketplace for children's television and flicks may be the 50 million plus 4 - 12 year old Us kids whose buying power for toys, games and puzzles was approximately U.S.$13.4 billion annually inside the nineties and today more than $200 Billion a year. The original animation market of North America has now expanded to encompass Europe, Asia as well as the Pacific.

Kids buying power grew 12% within the 90's and is also anticipated to continue in a double digit growth rate well into the 2000's. So dramatic was this growth of the youngsters market that marketers dubbed the 90's since the "Decade from the Child". In response to this phenomenon, more and more toys, clothes, food and entertainment products are being intended for this massive and growing market. Various products aimed at the children market now spin removed from animated movies. Film producers and product manfacturers now collaborate closely.

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