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By year-end, LeapFrog expects to have 325 apps at its online App Center, double the number at the end of 2011.
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Last year, she said, the trend in children’s apps and app-related products “really started to heighten and explode.” Indeed, in the last year, there have been nearly three million downloads of Fisher-Price’s Laugh & Learn apps. Innovations like this are fueling the digital toy trend, according to Lisa Harnisch, senior vice president and general merchandising manager at Toys “R” Us. So doesn’t that make for a pretty expensive toy?īecause of the pass-back factor, the new Kid Tough Apptivity Case - similar to the Laugh & Learn product, but designed for older children - is made to fit all generations of the gadgets, Ms. The monkey is big enough and soft enough so that the iPhone can sustain even major tumbles, Fisher-Price asserts. An iPhone can be placed inside, and a child can play apps on it, either by pressing on the iPhone directly or on the monkey’s paws, which interact with an array of alphabet and singing apps. The Apptivity Monkey would pass for just another stuffed animal if it didn’t have a thick, plastic iPhone case attached to its belly the front of the case is made of see-through plastic. Weber said, “We see 6-month-olds batting at the screen, 9-month-olds swiping, and 12-month-olds pointing out objects to see.” Observations like these are passed along to toy producers and industrial designers, resulting in products like the iPad case and the Laugh & Learn Apptivity Monkey, which comes out in August.
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“Now we have a generation of newborns who are going to be weaned on touch devices.”Īt Fisher-Price, Ms. “We used to talk about kids being the first generation of digital natives,” said Jason Root, chief content officer at the Ruckus Media Group, which has partnered with companies like Hasbro to create storybook apps. “Two years ago, it was harder to find kids who had used an iPhone or an iPad at home,” said Alissa McLean, a senior researcher in LeapFrog’s user experience group, which examines how children interact with online content and computers.