Bella Sara Has Online Component
Ben Preiss — November 14, 2007 — Lifestyle
References: hiddencitygames & nytimes
Peter D. Adkison, the guy responsible for the Magic, The Gathering and the Pokémon card crazes, is betting on the Bella Sara card game to become the next tween sensation. The first two were targeted at boys, and nobody has ever scored a hit selling cards targeted just at girls.
The Bella Sara card feature mostly horses and unicorns and don't have a cartoon or video game to back them up (not yet anyway).
Sounds like a losing proposal, right? Not so fast. The cards have a code that unlocks the horses stable on a website, where they can groom their horse. The card also contain positive messages that moms love. Bottom line, 30 million sold worldwide 10 million in the US with Toys “R†Us, Target and Wal-Mart now taking them nationally.
The Bella Sara card feature mostly horses and unicorns and don't have a cartoon or video game to back them up (not yet anyway).
Sounds like a losing proposal, right? Not so fast. The cards have a code that unlocks the horses stable on a website, where they can groom their horse. The card also contain positive messages that moms love. Bottom line, 30 million sold worldwide 10 million in the US with Toys “R†Us, Target and Wal-Mart now taking them nationally.
Trend Themes
1. Virtual-enhancement Cards - Opportunity for card games to incorporate digital elements and interactive experiences through online components.
2. Gender-targeted Card Games - Potential for success in creating card games specifically designed for girls, tapping into an untapped market.
3. Positive Messaging Cards - Rise of card games that promote positivity and offer educational value to engage parents and children alike.
Industry Implications
1. Card Game Industry - Development of innovative card games that integrate technology and offer unique interactive experiences.
2. Toy Retail Industry - Opportunity for toy retailers to expand their product offerings by selling gender-specific card games and capitalize on the growing trend.
3. Education Entertainment Industry - Creation of educational and interactive card games that combine play and learning to engage children in a positive and meaningful way.
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