"Age compression" is a toy industry term that describes the modern trend of children moving through play stages faster than they did in the past. Children have a desire to progress to more complex toys at a faster pace, girls in particular. Barbie dolls, for example, were once marketed to girls around 8 years old but have been found to be more popular in recent years with girls around 3 years old.[23] The packaging for the dolls labels them appropriate for ages 3 and up. Boys, in contrast, apparently enjoy toys and games over a longer timespan, gravitating towards toys that meet their interest in assembling and disassembling mechanical toys, and toys that "move fast and things that fight". An industry executive points out that girls have entered the "tween" phase by the time they are 8 years old and want non-traditional toys, whereas boys have been maintaining an interest in traditional toys until they are 12 years old, meaning the traditional toy industry holds onto their boy customers for 50% longer than their girl customers.[23]
Kamigami Kess Kid Trax Kurio LEGO LeapFrog Little Charmers Little Live Pets Little Miss Matched Little People Little Tikes Littlest Pet Shop MGA Entertainment Make It Real Marvel Mattel McFarlane Toys Meccano Mega Bloks Mega Construx Mickey Mouse Micro Mosaics Microsoft Xbox One Millside Minecraft Minions Monster High Monster Jam My Little Pony NBA NHL Nerf Nickelodeon Ninjago Nintendo
HEMA uses cookies and similar technologies in order to offer you an optimal visitor experience, to provide you with relevant advertisements and to measure your surfing behaviour. With these cookies HEMA, and third parties working with HEMA, can track your internet behaviour within, and possibly also outside, this website and collect relevant information about you. This enables HEMA and third parties to match advertisements to your interests and allows you to share information on social media. By clicking on ‘OK’ or continuing to use this website you are agreeing to this. Further information about cookies and the use of your data by HEMA can be found in our cookie statement and privacy statement

Girls gravitate towards "music, clothes, make-up, television talent shows and celebrities". As young children are more exposed to and drawn to music intended for older children and teens, companies are having to rethink how they develop and market their products.[24] Girls also demonstrate a longer loyalty to characters in toys and games marketed towards them.[25] A variety of global toy companies have marketed themselves to this aspect of girls' development, for example, the Hello Kitty brand, and the Disney Princess franchise. Boys have shown an interest in computer games at an ever-younger age in recent years.


Digital toys are toys that incorporate some form of interactive digital technology.[49] Examples of digital toys include virtual pets and handheld electronic games. Among the earliest digital toys are Mattel Auto Race and the Little Professor, both released in 1976. The concept of using technology in a way that bridges the digital with the physical world, providing unique interactive experiences for the user has also been referred to as "Phygital."[50]
Life is full of occasions that call for gifts, and Bed Bath & Beyond is the best destination for gift-givers. With an unparalleled selection of housewares, décor, baby items and much more, Bed Bath & Beyond is the gifts store for wedding and baby gifts, gifts for her, gifts for him, personalized gifts and housewarming gifts. The recent grad will thank you for a dorm room necessity, a new mover will appreciate something special for the new place, the hostess will be delighted with a thoughtful “thank you” present, and you will find a gift that perfectly suits the recipient at Bed Bath & Beyond. For newborns to newlyweds, Bed Bath & Beyond has the right gift, and when you need a great gift right now, you’ll never go wrong with a Bed Bath & Beyond gift card.
give, present, donate, bestow, confer, afford mean to convey to another as a possession. give, the general term, is applicable to any passing over of anything by any means. give alms gave her a ride on a pony give my love to your mother present carries a note of formality and ceremony. present an award donate is likely to imply a publicized giving (as to charity). donate a piano to the orphanage bestow implies the conveying of something as a gift and may suggest condescension on the part of the giver. bestow unwanted advice confer implies a gracious giving (as of a favor or honor). confer an honorary degree afford implies a giving or bestowing usually as a natural or legitimate consequence of the character of the giver. the trees afford shade a development that affords us some hope
DigiMuse Presents unveils the awarded projects from the inaugural DigiMuse Open Call that bring to life the possibilities of blending history, art and technology. Visitors can discover hidden stories and learn more about the fascinating artefacts at the National Museum of Singapore through a wide range of prototype projects. These include new experiences in immersive reality, dynamic conversations enabled by artificial intelligence, and many more!

Complete the contact form below and click submit.  Once we receive your message & payment, one of our customer service specialists will create your certificate and send it to the address indicated.  Your gift certificate can be mailed to the recipient address or emailed to yourself, whatever you prefer. Gift certificate can usually be emailed within 24 hours. If ordering on a weekend or holiday, you can expect to receive it on the next business day.
One example of the dramatic ways that toys can influence child development involves clay sculpting toys such as Play-Doh and Silly Putty and their home-made counterparts. Mary Ucci, Educational Director of the Child Study Center of Wellesley College, has demonstrated how such toys positively impact the physical development, cognitive development, emotional development, and social development of children.[21]
During the Second World War, some new types of toys were created through accidental innovation. After trying to create a replacement for synthetic rubber, the American Earl L. Warrick inadvertently invented "nutty putty" during World War II. Later, Peter Hodgson recognized the potential as a childhood plaything and packaged it as Silly Putty. Similarly, Play-Doh was originally created as a wallpaper cleaner.[14] In 1943 Richard James was experimenting with springs as part of his military research when he saw one come loose and fall to the floor. He was intrigued by the way it flopped around on the floor. He spent two years fine-tuning the design to find the best gauge of steel and coil; the result was the Slinky, which went on to sell in stores throughout the United States.
Life is full of occasions that call for gifts, and Bed Bath & Beyond is the best destination for gift-givers. With an unparalleled selection of housewares, décor, baby items and much more, Bed Bath & Beyond is the gifts store for wedding and baby gifts, gifts for her, gifts for him, personalized gifts and housewarming gifts. The recent grad will thank you for a dorm room necessity, a new mover will appreciate something special for the new place, the hostess will be delighted with a thoughtful “thank you” present, and you will find a gift that perfectly suits the recipient at Bed Bath & Beyond. For newborns to newlyweds, Bed Bath & Beyond has the right gift, and when you need a great gift right now, you’ll never go wrong with a Bed Bath & Beyond gift card.
1. See give. 5. See introduce. 17. Present, gift, donation, bonus refer to something freely given. Present and gift are both used of something given as an expression of affection, friendship, interest, or respect. Present is the less formal; gift is generally used of something conferred (especially with ceremony) on an individual, a group, or an institution: a birthday present; a gift to a bride. Donation applies to an important gift, most often of money and usually of considerable size, though the term is often used to avoid the suggestion of charity in speaking of small gifts to or for the needy: a donation to an endowment fund, to the Red Cross. Bonus applies to something, again usually money, given in addition to what is due, especially to employees who have worked for a long time or particularly well: a bonus at the end of the year.
AccessoriesEyewear,Handbags,Hats & Hair Accessories,Ladi...107 ClothesActivewear,Dresses,Jumpers & Cardigans,Leggin...235 LingerieBras,Knickers,Lingerie,Lounge & Nightwear,Sha...149 Maternity ClothingBottoms,Dresses,Maternity Sportswear,Outerwea...14 Plus Size ClothingLingerie,Outerwear & Suiting3 ShoesBoat Shoes,Brogues,Evening Shoes,Fashion Snea...222
Research on the repercussions of gender in toys suggests that play should be encouraged to be more gender neutral in order to work towards a desegregation of the genders.[32] Too, researcher Carol Auster and Claire Mansbach promote that allowing children to play with toys which more closely fit their talents would help them to better develop their skills.[39] In terms of parental influence, a study found that parents who demonstrated some androgynous behavior have higher scores in support, warmth, and self-worth in regards to the treatment of their children.[34] Even as this debate is evolving and children are becoming more inclined to cross barriers in terms of gender with their toys, girls are typically more encouraged to do so than boys because of the societal value of masculinity.[26]
Nintendo Switch Nintendo Wii U Nintendo amiibo Northbridge Trading Num Noms Octonauts Of Dragons One Punch Man Ooshies PAW Patrol Peg Perego Peppa Pig Play-Doh Playmobil Playskool PlushCraft Pokemon Pokémon Pom Pom Wow Power Rangers Powerpuff Girls Princess Project Mc2 Razor Red Planet Rick & Morty Road Warrior Rubies Costumes Scientific Explorer Shimmer & Shine Shimmer and Shine Shopkins Singing Machine Skylanders Smiley

In many cultures gifts are traditionally packaged in some way. For example, in Western cultures, gifts are often wrapped in wrapping paper and accompanied by a gift note which may note the occasion, the recipient's name and the giver's name. In Chinese culture, red wrapping connotes luck. Although inexpensive gifts are common among colleagues, associates and acquaintances, expensive or amorous gifts are considered more appropriate among close friends, romantic interests or relatives.[1]
A gift or a present is an item given to someone without the expectation of payment or return. An item is not a gift if that item is already owned by the one to whom it is given. Although gift-giving might involve an expectation of reciprocity, a gift is meant to be free. In many countries, the act of mutually exchanging money, goods, etc. may sustain social relations and contribute to social cohesion. Economists have elaborated the economics of gift-giving into the notion of a gift economy. By extension the term gift can refer to any item or act of service that makes the other happier or less sad, especially as a favor, including forgiveness and kindness. Gifts are also first and foremost presented on occasions such as birthdays and holidays.
More complex mechanical and optics-based toys were also invented. Carpenter and Westley began to mass-produce the kaleidoscope, invented by Sir David Brewster in 1817, and had sold over 200,000 items within three months in London and Paris. The company was also able to mass-produce magic lanterns for use in phantasmagoria and galanty shows, by developing a method of mass production using a copper plate printing process. Popular imagery on the lanterns included royalty, flora and fauna, and geographical/man-made structures from around the world.[10] The modern zoetrope was invented in 1833 by British mathematician William George Horner and was popularized in the 1860s.[11] Wood and porcelain dolls in miniature doll houses were popular with middle class girls, while boys played with marbles and toy trains.
It has been noted by researchers that, "Children as young as 18 months display sex-stereotyped toy choices".[29] When eye movement is tracked in young infants, infant girls show a visual preference for a doll over a toy truck (d > 1.0). Boys showed no preference for the truck over the doll. However, they did fixate on the truck more than the girls (d = .78).[30] This small study suggests that even before any self-awareness of gender identity has emerged, children already prefer sex-typical toys. These differences in toy choice are well established within the child by the age of three.[31]
The earliest toys are made from materials found in nature, such as rocks, sticks, and clay. Thousands of years ago, Egyptian children played with dolls that had wigs and movable limbs which were made from stone, pottery, and wood.[4] In Ancient Greece and Ancient Rome, children played with dolls made of wax or terracotta, sticks, bows and arrows, and yo-yos. When Greek children, especially girls, came of age it was customary for them to sacrifice the toys of their childhood to the gods. On the eve of their wedding, young girls around fourteen would offer their dolls in a temple as a rite of passage into adulthood.[5][6]
Digital toys are toys that incorporate some form of interactive digital technology.[49] Examples of digital toys include virtual pets and handheld electronic games. Among the earliest digital toys are Mattel Auto Race and the Little Professor, both released in 1976. The concept of using technology in a way that bridges the digital with the physical world, providing unique interactive experiences for the user has also been referred to as "Phygital."[50]

More complex mechanical and optics-based toys were also invented. Carpenter and Westley began to mass-produce the kaleidoscope, invented by Sir David Brewster in 1817, and had sold over 200,000 items within three months in London and Paris. The company was also able to mass-produce magic lanterns for use in phantasmagoria and galanty shows, by developing a method of mass production using a copper plate printing process. Popular imagery on the lanterns included royalty, flora and fauna, and geographical/man-made structures from around the world.[10] The modern zoetrope was invented in 1833 by British mathematician William George Horner and was popularized in the 1860s.[11] Wood and porcelain dolls in miniature doll houses were popular with middle class girls, while boys played with marbles and toy trains.
Blowing bubbles from leftover washing up soap became a popular pastime, as shown in the painting The Soap Bubble (1739) by Jean-Baptiste-Siméon Chardin. Other popular toys included hoops, toy wagons, kites, spinning wheels and puppets. The first board games were produced by John Jefferys in the 1750s, including A Journey Through Europe.[8] The game was very similar to modern board games; players moved along a track with the throw of a dice (a teetotum was actually used) and landing on different spaces would either help or hinder the player.[9]
And they do say," the Chancellor went on sheepishly--looking much more like a convicted thief than an Officer of State, "that a change of Government, by the abolition of the Sub-Warden I mean," he hastily added, on seeing the Warden's look of astonishment, "the abolition of the office of Sub-Warden, and giving the present holder the right to act as Vice-Warden whenever the Warden is absent --would appease all this seedling discontent I mean," he added, glancing at a paper he held in his hand, "all this seething discontent
Pretend play is an essential part of a well-rounded childhood, helping kids develop intellectually, physically, socially and emotionally. By the age of three, your children will naturally begin to engage in pretend play, and you can ensure this activity is safe and rewarding by providing them with a good selection of age-appropriate toys. Make-believe must-haves include toy kitchens and play workshops, costumes, musical instruments and active toys like blasters and water guns. As your kids spend more time and energy in pretend worlds, their understanding of the real world will grow, and the skills they acquire will benefit them for a lifetime.
×