The origin of toys is prehistoric; dolls representing infants, animals, and soldiers, as well as representations of tools used by adults are readily found at archaeological sites. The origin of the word "toy" is unknown, but it is believed that it was first used in the 14th century. Toys are mainly made for children.[1] The oldest known doll toy is thought to be 4,000 years old.[2]
The STEM store features top rated learning and educational toys for all ages in science, technology, engineering and math genres. By filtering by ages from 2 – 4, 5 – 7, 8 – 13 and 14 & up, you can ensure your kid gets a toy that’s neither too challenging nor boring. These games will prepare and introduce your children to core subjects that give kids skills for future success in fields like robotics, computer science and natural sciences. If you’d like a new STEM toy delivered every month, visit our STEM Club subscription page where we’ll deliver STEM products monthly from brands like Osmo, Nintendo Labo, Learning Resources, and Fisher-Price.
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A significant fraction of gifts are unwanted, or the giver pays more for the item than the recipient values it, resulting in a misallocation of economic resources known as a deadweight loss. Unwanted gifts are often regifted, donated to charity, or thrown away.[3] A gift that actually imposes a burden on the recipient, either due to maintenance or storage or disposal costs, is known as a white elephant.
Promotional gifts vary from the normal gifts. The recipients of the gifts may be either employee of a company or the clients. Promotional gifts are mainly used for advertising purposes. They are used to promote the brand name and increase its awareness among the people. In promotional gifting procedures, the quality and presentation of the gifts hold more value than the gifts itself since it will act as a gateway to acquire new clients or associates.

It is not unusual for some animals to play with toys. An example of this is a dolphin being trained to nudge a ball through a hoop. Young chimpanzees use sticks as dolls – the social aspect is seen by the fact that young females more often use a stick this way than young male chimpanzees.[56][57] They carry their chosen stick and put it in their nest. Such behaviour is also seen in some adult female chimpanzees, but never after they have become mothers.


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For toy safety, every country has its own regulations. But since the globalization and opening of markets, most of them try to harmonize their regulations. The most common action for younger children is to put toys in their mouths. This is why it is of utmost importance to regulate chemicals which are contained in the paintings and other materials children's products are made of. Countries or trade zones such as the European Union regularly publish lists to regulate the quantities or ban chemicals from toys and juvenile products.
This stereotypical attribution of sex-typical toys for girls and boys is gradually changing, with toys companies creating more gender neutral toys, as the benefits associated with allowing children to play with toys that appeal to them far outweighs controlling their individual preferences.[38] For example, many stores are beginning to change their gender labels on children's play items. Target removed all identification related to gender from their toy aisles and Disney did the same for their costumes.[26] The Disney store is an especially prevalent example of gender in play because they are a global identity in the toy world. A study done regarding their website found that though they have removed gender labels from their costumes, the toys online reflect more stereotypical gender identities. For example, males were associated with physicality and females were associated with beauty, housing, and caring.[39] Too, though they promote their toys as being for both genders, there is no section for boys and girls combined on their website. Those which are generally deemed for both genders more closely resemble what many would label "boy toys," as they relate closer to the stereotype of masculinity within play.[39]
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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.
3D Magic Activision Air Hogs Alex American Girl Animal Alley Animal Planet Anki Overdrive Awesome Little Green Men Baby Alive Baby Annabell Bandai Barbie Batman Battlebots Battleclaw Bendy and the Ink Machine Borgfeldt Canadawide Sports Cars Cars 3 Chicco City Crayola DC Comics Despicable Me Dinotrux Disguise Disney Disney Princess Dream Dazzlers DreamWorks Drone Dropmix Echo Brand Management Edu-Science
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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
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The STEM store features top rated learning and educational toys for all ages in science, technology, engineering and math genres. By filtering by ages from 2 – 4, 5 – 7, 8 – 13 and 14 & up, you can ensure your kid gets a toy that’s neither too challenging nor boring. These games will prepare and introduce your children to core subjects that give kids skills for future success in fields like robotics, computer science and natural sciences. If you’d like a new STEM toy delivered every month, visit our STEM Club subscription page where we’ll deliver STEM products monthly from brands like Osmo, Nintendo Labo, Learning Resources, and Fisher-Price.
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