Toy in the context of Paizo Publishing


Toy in the context of Paizo Publishing

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⭐ Core Definition: Toy

A toy or plaything is an object that is used primarily to provide entertainment. Simple examples include toy blocks, board games, and dolls. Toys are often designed for use by children, although many are designed specifically for adults and pets. Toys can provide utilitarian benefits, including physical exercise, cultural awareness, or academic education. Additionally, utilitarian objects, especially those which are no longer needed for their original purpose, can be used as toys. Examples include children building a fort with empty cereal boxes and tissue paper spools, or a toddler playing with a broken TV remote. The term "toy" can also be used to refer to utilitarian objects purchased for enjoyment rather than need, or for expensive necessities for which a large fraction of the cost represents its ability to provide enjoyment to the owner, such as luxury cars, high-end motorcycles, gaming computers, and flagship smartphones.

Playing with toys can be an enjoyable way of training young children for life experiences. Various materials, such as wood, clay, paper, and plastic, are used to make toys. Newer forms of toys include interactive digital entertainment and smart toys. Some toys are produced primarily as collector's items and are intended for display only.

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Toy in the context of Bicycle

A bicycle, also called a pedal cycle, bike, push-bike or cycle, is a human-powered or motor-assisted, pedal-driven, single-track vehicle, with two wheels attached to a frame, one behind the other. A bicycle rider is called a cyclist, or bicyclist.

The bicycle was introduced in the 19th century in Europe. By the early 21st century, there were more than 1 billion bicycles. Bicycles are the principal means of transport in many regions. They also provide a popular form of recreation, and have been adapted for use as children's toys. Bicycles are used for fitness, military and police applications, courier services, bicycle racing, and artistic cycling.

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Toy in the context of Doll

A doll is a model typically of a human or humanoid character, often used as a toy for children. Dolls have also been used in traditional religious rituals throughout the world. Traditional dolls made of materials such as clay and wood are found in the Americas, Asia, Africa and Europe. The earliest documented dolls go back to the ancient civilizations of Egypt, Greece, and Rome. They have been made as crude, rudimentary playthings as well as elaborate art. Modern doll manufacturing has its roots in Germany, from the 15th century. With industrialization and new materials such as porcelain and plastic, dolls were increasingly mass-produced. During the 20th century, dolls became increasingly popular as collectibles.

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Toy in the context of Action figure

An action figure is a poseable character model figure made most commonly of plastic, and often based upon characters from a film, comic book, military, video game, television program, or sport; fictional or historical. These figures are usually marketed toward boys and adult collectors. The term was coined by Hasbro in 1964 to market G.I. Joe to boys (while competitors called similar offerings boy's dolls).

According to a 2005 study in Sweden, action figures which display traditional masculine traits primarily target boys. While most commonly marketed as a child's toy, the action figure has gained widespread acceptance as collector item for adults. In such a case, the item may be produced and designed on the assumption it will be bought solely for display as a collectible and not played with like a child's toy.

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Toy in the context of Mainspring

A mainspring is a spiral torsion spring of metal ribbon—commonly spring steel—used as a power source in mechanical watches, some clocks, and other clockwork mechanisms. Winding the timepiece, by turning a knob or key, stores energy in the mainspring by twisting the spiral tighter. The force of the mainspring then turns the clock's wheels as it unwinds, until the next winding is needed. The adjectives wind-up and spring-powered refer to mechanisms powered by mainsprings, which also include kitchen timers, metronomes, music boxes, wind-up toys and clockwork radios.


Mainsprings appeared in the first spring-powered clocks, in 15th-century Europe. The mainspring replaced the weight hanging from a cord wrapped around a pulley, which was the power source used in all previous mechanical clocks.

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Toy in the context of National Toy Hall of Fame

The National Toy Hall of Fame is a U.S. hall of fame that recognizes the contributions of toys and games that have sustained their popularity for many years. Criteria for induction include: icon status (the toy is widely recognized, respected, and remembered); longevity (more than a passing fad); discovery (fosters learning, creativity, or discovery); and innovation (profoundly changed play or toy design). Established in 1998 under the direction of Ed Sobey, it was originally housed at A. C. Gilbert's Discovery Village in Salem, Oregon, United States, but was moved to the Strong National Museum of Play (now The Strong) in Rochester, New York, in 2002 after it outgrew its original home.

As of 2025, 91 toys have been enshrined in the National Toy Hall of Fame:

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Toy in the context of Donation

A donation is a gift for charity, humanitarian aid, or to benefit a cause. A donation may take various forms, including money, alms, services, or goods such as clothing, toys, food, or vehicles. A donation may satisfy medical needs such as blood or organs for transplant.

Charitable donations of goods or services are also called gifts in kind.

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Toy in the context of Silly Putty

Silly Putty is a toy containing silicone polymers that has unusual physical properties. It can flow like a liquid, bounce and can be stretched or broken depending on the amount of physical stress to which it is subjected. It contains viscoelastic liquid silicones, a type of non-Newtonian fluid, which makes it act as a viscous liquid over a long period of time but as an elastic solid over a short time period. It was originally created during research into a potential rubber substitute for use by the United States in World War II.

The name Silly Putty is a trademark of Crayola LLC. Other names are used to market similar substances from other manufacturers.

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Toy in the context of G.I. Joe

G.I. Joe is an American media franchise and a line of action figures owned and produced by the toy company Hasbro. The initial product offering represented four of the branches of the U.S. armed forces with the Action Soldier (U.S. Army), Action Sailor (U.S. Navy), Action Pilot (U.S. Air Force), Action Marine (U.S. Marine Corps), Action lifeline (U.S. Coast Guard) and later on, the Action Nurse. The name is derived from the usage of "G.I. Joe" for the generic U.S. soldier, itself derived from the more general term "G.I.". The development of G.I. Joe led to the coining of the term "action figure". G.I. Joe's appeal to children has made it an American icon among toys.

The G.I. Joe trademark has been used by Hasbro for several different toy lines, although only two have been successful. The original 12-inch (30 cm) line introduced on February 1, 1964, centered on realistic action figures. In the United Kingdom, this line was licensed to Palitoy and known as Action Force. In 1982 the line was relaunched in a 3.75-inch (9.5 cm) scale complete with vehicles, playsets, and a complex background story involving an ongoing struggle between the G.I. Joe Team and the evil Cobra organization which seeks to take over the Free World through terrorism. As the American line evolved into the Real American Hero series, Action Man also changed, by using the same molds and being renamed as Action Force. Although the members of the G.I. Joe team are not superheroes, they all had expertise in areas such as martial arts, weapons, and explosives.

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Toy in the context of Toy soldier

A toy soldier is a miniature figurine that represents a soldier. The term applies to depictions of uniformed military personnel from all eras, and includes knights, cowboys, American Indians, pirates, samurai, and other subjects that involve combat-related themes. Toy soldiers vary from simple playthings to highly realistic and detailed models. The latter are of more recent development and are sometimes called model figures to distinguish them from traditional toy soldiers. Larger scale toys such as dolls and action figures may come in military uniforms, but they are not generally considered toy soldiers.

Toy soldiers are made from all types of material, but the most common mass-produced varieties are metal and plastic. There are many different kinds of toy soldiers, including tin soldiers or flats, hollow-cast metal figures, composition figures, and plastic army men. Metal toy soldiers were traditionally sold in sets; plastic figures were sold in toy shops individually in Britain and Europe and in large boxed sets in the U.S. Modern, collectable figures are often sold individually.

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Toy in the context of Puzzle

A puzzle is a game, problem, or toy that tests a person's ingenuity or knowledge. In a puzzle, the solver is expected to put pieces together (or take them apart) in a logical way, in order to find the solution of the puzzle. There are different genres of puzzles, such as crossword puzzles, word-search puzzles, number puzzles, relational puzzles, and logic puzzles. The academic study of puzzles is called enigmatology.

Puzzles are often created to be a form of entertainment but they can also arise from serious mathematical or logical problems. In such cases, their solution may be a significant contribution to mathematical research.

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Toy in the context of Hula hoop

A hula hoop is a toy hoop that is twirled around the waist, limbs or neck.

Joan (Constance Manning) Anderson named the Hula-Hoop.

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Toy in the context of Wooly Willy

Wooly Willy is a toy in which metal filings are moved about with a magnetic wand to add features to a cartoon face. The toy was originally manufactured in Smethport, Pennsylvania and was launched on the toy market in 1955. It remains in production as of 2025.

Similar toys were made, some by the same company like the larger version, "Dapper Dan The Magnetic Man," which sold for three times as much.

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Toy in the context of Bouncy ball

A bouncy ball or rubber ball is a spherical toy ball, usually fairly small, made of elastic material which allows it to bounce against hard surfaces. When thrown against a hard surface, bouncy balls retain their momentum and much of their kinetic energy (or, if dropped, convert much of their potential energy to kinetic energy). They can thus rebound with an appreciable fraction of their original force. Natural rubber originated in the Americas, and rubber balls were made before European contact, including for use in the Mesoamerican ballgame. Bouncy balls are a very common object of play. Christopher Columbus witnessed Haitians playing with a rubber ball in 1495.

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Toy in the context of Spinning tops

A spinning top, or simply a top, is a toy with a squat body and a sharp point at the bottom, designed to be spun on its vertical axis, balancing on the tip due to the gyroscopic effect.

Once set in motion, a top will usually wobble for a few seconds, spin upright for a while, then start to wobble again with increasing amplitude as it loses energy, and finally tip over and roll on its side.

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Toy in the context of Akabeko

Akabeko (赤べこ, Akabeko; red cow) is a legendary cow from the Aizu region of Japan who inspired a traditional toy. In legend, Akabeko was present at the building of the Enzō-ji temple of Yanaizu in the ninth century and became a permanent fixture there, with some stories saying the animal was turned to stone.

The Akabeko toy is made of two pieces of papier-mâché-covered wood, shaped and painted to look like a red cow or ox. One piece represents the cow's head and neck and the other its body. The head and neck hangs from a string and fits into the hollow body. When the toy is moved, the head bobs up and down and side to side. The earliest akabeko toys were created in the late 16th or early 17th century. Over time, people came to believe that the toys could ward off smallpox and other illnesses.

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Toy in the context of Live steam

Live steam is steam under pressure, obtained by heating water in a boiler. The steam may be used to operate stationary or moving equipment.

A live steam machine or device is one powered by steam, but the term is usually reserved for those that are replicas, scale models, toys, or otherwise used for heritage, museum, entertainment, or recreational purposes, to distinguish them from similar devices powered by electricity, internal combustion, or some other more convenient method but designed to look as if they are steam-powered. Revenue-earning steam-powered machines such as mainline and narrow gauge steam locomotives, full-sized steamships, and the worldwide electric power-generating industry steam turbines are not normally referred to as "live steam".

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Toy in the context of Christmas stocking

A Christmas stocking is an empty sock or sock-shaped bag that is hung on Saint Nicholas Day or Christmas Eve so that Saint Nicholas (or the related figures of Santa Claus and Father Christmas) can fill it with small toys, candy, fruit, coins or other small gifts when he arrives. These small items are often referred to as stocking stuffers or stocking fillers. The tradition of the Christmas stocking is thought to originate from the life of Saint Nicholas. In some Christmas stories, the contents of the Christmas stocking are the only toys the child receives at Christmas from Santa Claus; in other stories (and in tradition), some presents are also wrapped up in wrapping paper and placed under the Christmas tree. Tradition in Western culture threatens that a child who behaves badly during the year will receive only a piece or pile of coal. Some people even put their Christmas stocking by their bedposts so Santa Claus can fill it by the bed while they sleep.

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Toy in the context of Prize (marketing)

Prizes are promotional items—small toys, games, trading cards, collectables, and other small items of nominal value—found in packages of brand-name retail products (or available from the retailer at the time of purchase) that are included in the price of the product (at no extra cost) with the intent to boost sales, similar to toys in kid's meals. Collectable prizes produced (and sometimes numbered) in series are used extensively—as a loyalty marketing program—in food, drink, and other retail products to increase sales through repeat purchases from collectors.

Prizes have been distributed through bread, candy, cereal, cheese, chips, crackers, laundry detergent, margarine, popcorn, and soft drinks. The types of prizes have included comics, fortunes, jokes, key rings, magic tricks, models (made of paper or plastic), pin-back buttons, plastic mini-spoons, puzzles, riddles, stickers, temporary tattoos, tazos, trade cards, trading cards, and small toys (made from injection molded plastic, paper, cardboard, tin litho, ceramics, or pot metal).

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Toy in the context of Smart toy

A smart toy is an interactive artificially intelligent toy which effectively has its own intelligence by virtue of on-board electronics. These enable it to learn, behave according to preset patterns, and alter its actions depending upon environmental stimuli and user input. Typically, it can adjust to the abilities of the player. A modern smart toy has electronics consisting of one or more microprocessors or microcontrollers, volatile and/or non-volatile memory, storage devices, and various forms of input–output devices. It may be networked together with other smart toys or a personal computer in order to enhance its play value or educational features. Generally, the smart toy may be controlled by software which is embedded in firmware or else loaded from an input device such as a USB flash drive, Memory Stick or CD-ROM. Smart toys frequently have extensive multimedia capabilities, and these can be utilized to produce a realistic, animated, simulated personality for the toy. Some commercial examples of smart toys are Amazing Amanda, Furby and iDog. The first smart-toy was the Mego Corporation's 2-XL robot (2XL), invented in the 1970s

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