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Toys-to-life

Toys-to-life is a science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Toys-to-life rather than just read about it. In short: Toys-to-life is a video game feature using physical figurines or action figures to interact within the game. There are several technologies used to make physical figurines appear in game such as image recognition, quick response (QR) codes, Bluetooth and near field communication (NFC).

Toys-to-life — main illustration
Toys-to-life — illustration

Key takeaways

  • Toys-to-life belongs to science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Toys-to-life to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Toys-to-life from memory before moving on to harder problems.

Reference excerpt

Toys-to-life is a video game feature using physical figurines or action figures to interact within the game. There are several technologies used to make physical figurines appear in game such as image recognition, quick response (QR) codes, Bluetooth and near field communication (NFC). Depending on the technology, the game can determine the individual figurine's proximity, and save a player's progress data to a storage medium located within that piece. It was one of the most lucrative branches of the video game industry especially during the late 1990s and 2010s, with the Skylanders franchise alone selling more than $3 billion worth over the course of four years. Although modern versions use NFC technology, an early example of such a game is Redbeard's Pirate Quest: Interactive Toy created by Zowie in 1999. This PC game came with a plastic pirate ship that connects to the printer port, and players can interact with the game by placing the separate pirate figurines on various places in the ship, and moving or rotating them. Other precursors to these kinds of games include the Captain Power and the Soldiers of the Future, Dennō Bōkenki Webdiver and Daigunder toylines, where children could plug Gladion and Daigunder into their TV screens to use as controls, and the other toys could interact with the game through infrared sensors. Toys-to-life games generally use a third-person camera view, and have in-game power-up figurines. Toys-to-life games generally have an accompanying portal device that is used to "transport" the figurine's character and associated player data into the game. The figurines can be transferred from each game in the franchise, possibly resetting with every different installment.

Pre-NFC interactive game toys

Captain Power and the Soldiers of the Future (1987)

Based on the TV series, a light gun type games with a VHS tape and a spaceship toy that interacts with TV through infrared.

ZXE-D: Legend of Plasmalite (1996) Released only in Japan for the PlayStation by Bandai, this game came in a suitcase-sized cardboard box (complete with carrying handle) that contained 4 plastic robot model kits, similar to Bandai's Gunpla models. The game is a fighting game, in which two of the four models can be plugged in to the game console. The models have easily detachable limbs, and swapping the limbs on the models allows players to customize the limbs and abilities of the in-game robots.

Ellie's Enchanted Garden (1999) A PC game developed by Zowie Intertainment that came with a plastic castle courtyard garden that connects to a USB port, players can interact with the PC game by placing figurines of a girl and several animals on various places, play skip rope, slide figurines from castle to forest to change the in-game environment. It was released in September 1999.

Redbeard's Pirate Quest (1999) Another PC game developed by Zowie Intertainment. This time it came with a plastic pirate ship that connects to the printer port, and players can interact with the game by placing the separate pirate figurines on various places in the ship and moving or rotating them. It was released in September 1999.

Webkinz (2005-) Webkinz from Ganz, released in 2005, were the first stuffed toys that unlock online content. Webkinz each came with a different "Secret Code" that gave access to the Webkinz World website and a virtual version of the toy for online play. While the toys have been discontinued, the Webkinz World website is still accessible for new players, with a new updated version being developed simultaneously.

Arcade Games (2005-present) Various Japanese arcade games dispense collectible cards or plastic pucks that affect gameplay when scanned. A non-comprehensive list: Data Carddass, The Idolmaster, Mobile Suit Gundam: Arsenal Base, Mushiking: The King of Beetles, Oshare Majo: Love and Berry, Pokémon Mezastar, PriPara, Sangokushi Taisen, Super Sentai Battle: Dice-O

Mattel HyperScan (2006-2007) Another predecessor to toys-to-life is Mattel's short-lived 2006 HyperScan game console. It focused on the same concept that toys-to-life products implemented, but instead of using figurines, they opted to use collectible trading cards instead. Due to poor sales and reception, only 5 games were produced for it. Those being Ben 10, Interstellar Wrestling League, Marvel Heroes, Spider-Man, and X-Men. All games were rated E10+ by the ESRB except for X-Men (The pack-in game) which was rated T. Two more games, Avatar: The Last Airbender and Nick Extreme Sports, were planned but were cancelled due to the console's commercial failure.

Easy-Link Internet Launch Pad (2007-2008) A Fisher-Price brand toy that connects to USB, with figurines from various Playhouse Disney and PBS Kids shows such as Arthur, Barney & Friends, Bob the Builder, Cars, Clifford the Big Red Dog, Disney Princess, Dragon Tales, Fisher-Price themselves, Handy Manny, Higglytown Heroes, JoJo's Circus, Little Einsteins, Mickey Mouse Clubhouse, My Friends Tigger & Pooh, Sesame Street, The Wiggles, and Thomas & Friends that can be placed onto the pad to play games on their accompanying websites. Most of the websites are mostly defunct now.

U.B. Funkeys (2007-2010)

U.B. Funkeys (2007–2010) was a game using a physical circuit connecting figures to a USB 'Hub,' developed by Mattel, Arkadium, and Radica. It had multiple updates before it was discontinued. The game played similarly to social MMOs like Club Penguin and Habbo Hotel, with players being able to explore multiple large maps, play minigames, and decorate their own custom home. Each map was locked to a specific set of characters, each with their own unique hub room and minigame to play. The game saw five updates, including a Speed Racer film collaboration, but was discontinued in 2010 alongside the shutdown of its MMO functionality. A sixth update was planned themed around a DC Comics collaboration.

F.A.M.P.S. (2009–2011) F.A.M.P.S. was a toys-to-life social application designed by Mattel, released under the "Girl Talk" label. Figurines used RFID technology to communicate with a PC, unlocking new minigames and customization options for the associated social network and users' computers. The application's physical disc only had an online installer, and the Windows version is presumed lost.

Ongoing

Amiibo (2014–present)

… excerpt ends here. Continue reading the full article.

Worked examples

Example 1 — a first encounter with Toys-to-life

Start with the simplest possible case. Write down what Toys-to-life claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Toys-to-life before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Toys-to-life ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Toys-to-life

In research
Toys-to-life appears in science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Toys-to-life in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Toys-to-life is common in secondary-school and first-year university syllabi. It links to neighbouring topics 2010s fads and trends, 2010s in video gaming, 2010s toys, so understanding it makes those chapters shorter.
In everyday life
Look for Toys-to-life outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.
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How to study Toys-to-life in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Toys-to-life means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Toys-to-life out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Toys-to-life in simple terms?

Toys-to-life is a video game feature using physical figurines or action figures to interact within the game. There are several technologies used to make physical figurines appear in game such as image recognition, quick response (QR) codes, Bluetooth and near field communication (NFC).

Why does Toys-to-life matter?

Because it connects several science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Toys-to-life?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Toys-to-life.

Tags

  • 2010s fads and trends
  • 2010s in video gaming
  • 2010s toys
  • 2020s in video gaming
  • Electronic toys
  • Toys-to-life games
  • User interface techniques
  • Video game accessories
  • Video game design
  • Video games about sentient toys
  • Works based on toys

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