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| Entertainment |
| 翻譯訂China Post 輕鬆讀 Guide Post 網路價 半年只要 2,700 !! 訂閱 《星際大戰》與《哈利波特》如何幫助樂高轉型 樂高積木除了樂高積木之外還是樂高積木。除非它是全套樂高星際大戰睡衣、樂高印第安那瓊斯電玩遊戲,從蝙蝠俠到鋼鐵人等形形色色的超級英雄,或是任何與迪士尼家族或哈利波特等大有賺頭的主題合作的商品;而這種商品現在已成了這間知名玩具公司的商業骨幹了。
樂高公司執行長喬丹維格納斯托普表示:「我們認為,和樂高結合之後,我們為《星際大戰》與《哈利波特》的世界帶來了新的活力、創意與想像力。」 樂高擁有《星際大戰》、《神鬼奇航》和《玩具總動員》等構築式玩具的智慧財產權。由於競爭對手做的是比較缺乏教育性的洋娃娃、移動式公仔與車子等領域的生意,這使樂高得以用來創造一些以書籍和電影中最受歡迎的角色為主題的益智玩具。 納斯托普表示:「我們會集結樂高與《星際大戰》的優點,創造出更棒的東西。超人氣的樂高星際大戰電玩遊戲便是絕佳的例子。有許多家長認為電玩遊戲沒什麼創意可言,而且對他們的子女不太好。不過,如果是樂高電玩遊戲,家長就會說:『好,我覺得安心多了,因為這結合了樂高和《星際大戰》。』它集合了兩者的優點,價值突然倍增。」 這種組合顯然奏效了。樂高公司於二○一一年的淨利成長了一成二,來到七億五千萬美元(約新台幣兩百廿二億元),而大受歡迎的積木銷售量在去年則成長了一成七。該公司在全球玩具市場的市佔率也連續第八年有所成長。 但在之前,樂高的前景並非如此一帆風順。這個經典、經營作風溫和的丹麥玩具製造商在銷售量連續成長超過五十年後,在千禧年前後一段時間裡,曾一度迷失方向。 樂高公司或許成功地讓全球每個家庭中平均有五塊塑膠積木,可是該公司卻想盡辦法滿足所有人的所有願望,因此脫離了立起自家名聲的那些最具創意與想像力的玩法。 一九九八年,樂高公司首次出現虧損。與好萊塢電影合作讓生意好轉了幾年,可是當另一波虧損在二○○四年出現時,就暗示生意更加萎靡不振,而且該是開始整頓公司的時候了。 (明日《雙語郵報》待續) | |||
| How 'Star Wars' and 'Harry Potter' helped to transform Lego | |||||
| ALego brick is a Lego brick is a Lego brick. Except when it's a Lego Star Wars pajama set, a Lego Indiana Jones video game, a range of superheroes from Batman to Iron Man, or indeed any number of the other lucrative tie-ins from Disney to Harry Potter that now form the backbone of the famous toy maker's business.
"We believe we have brought new energy, creativity and imagination to the worlds of 'Star Wars' and 'Harry Potter' by combining them with Lego," said Lego CEO Jørgen Vig Knudstorp. Lego controls the construction-toy rights to intellectual properties such as "Star Wars," "Pirates of the Caribbean" and "Toy Story." As its rivals operate in the less educational sphere of dolls, action figures and vehicles, this has allowed Lego to create instructive toys featuring some of the most popular characters in books and film. "We take the virtues of Lego and the virtues of 'Star Wars' and create something better. A great example is the Lego Star Wars video games, which have been very popular. Many parents believe that video games are not really creative and not very good for their children. When it is a Lego video game, however, parents say 'OK, now I feel comfortable, since it's Lego plus 'Star Wars'.' It has the benefits of both worlds. Two plus two suddenly becomes five." The recipe is clearly working. Lego's net profit rose 12 percent to US$750 million (approximately NT$22.2 billion) in 2011 while sales of its popular building blocks rose 17 percent last year. It also increased its global share of the toy market for the eighth year running. But the future wasn't always so bright. There was a period around the millennium when, after more than 50 years of unbroken sales growth, this iconic, mild-mannered Danish toy firm had lost its way. It may have succeeded in putting, on average, five plastic bricks into the homes of each and every one of us on the planet, but it was also trying to be all things to all people by moving away from products that exemplified the creative, imaginative play on which it made its name. In 1998, the firm lost money for the first time. Movie tie-ins with Hollywood boosted the business for a few years, but when another loss in 2004 signaled a more sustained slump, it was time to start rearranging the bricks. (To be continued in tomorrow's Guide Post) | |||||
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