mno2009 - mno individual assignment case
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MNO 2009 / BSP 2009
Individual Assignment MNO: Case Analysis
Instructions
Please answer the following questions (in parentheses, you find the weightage of each
question):
1. Explain in detail what theories and concepts you learned in class are helpful to
understand the case. What were crucial factors that determined success or failure?
What characteristics of the entrepreneur enabled their success? (12.5%)
2. What were problems encountered by the entrepreneur and how did the
entrepreneur deal with the problems? How did the entrepreneur overcome the
problems? Given the knowledge and skills you acquired in class, would you have
done anything differently and if yes, what? (10%)
3. According to you, what is the best way forward for Geoff: should he focus on selling
the game to a toy manufacturer, or should he form his own business to manufacture
and distribute the game himself? If you think he should choose to sell the game,
where should the manufacturer be located, and what kind of manufacturer should it
be: large or small? If you think the best way forward is to open his business, what
type of retailers should be target? Please provide good reasons for your answer.
(7.5%)
Your case analysis should not exceed five pages (Times New Roman, 12 Pt., 1 inch margins, line
spacing 1.5). Please submit your case analysis by the end of week 13 (upload softcopy to IVLE
folder Case Analyses).
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Geoff Knox (please include Sweet House and Zandiger! in your case analysis)
(adapted from Entrepreneurship Theory & Practice)
Introduction
Geoff Knox contemplated the presentation he had just made as he drove back to his office in
Hamilton, New Zealand. He was the owner of a successful small business headquartered in
Hamilton. Called The Sweet House the business owned a New Zealand distribution network of
confectionary products that were sold nationwide. Geoff started the business in his garage and
in its fourth year of operations, the company's total sales approximated NZ$4 million. Geoff's
presentation addressed a fourth-year class of entrepreneurship students at the University of
Waikato in Hamilton. The topic of the presentation was not the Sweet House but rather his
newer venture, which at the time of the presentation in August 1996, had no sales or
customers. Despite the uncertain beginnings, the first slide in Geoff's presentation made the
venture's mission clear to the students: To take 'Zandinger!' to the world! For nearly one
year, Geoff had been trying to launch a venture based on a new board game created by his
uncle, Trevor Green. Trevor was raised in a working class, low-income family. His parents never
had a car and consequently, the family spent nights and weekends together, often playing
Scrabble, cards, or working crossword puzzles. As an adult, Trevor spent two years developing
the game. It was originally called Link Words (which described the main objective of the
players) but later was changed to Zandinger! on the advice of an intellectual property
attorney. Trademarks are not allowed on phrases or names that are overly descriptive, so Link
Words could not be trademarked. Zandinger! was the name concocted by Trevor, and while
it has no special meaning, it was trademarkable because of its uniqueness.
Background
Geoff Knox was thirty-three years old at the time he began working on Zandinger! He had been
raised outside Hamilton by parents who both worked for large companies (in
telecommunications and insurance). At the same time, however, his parents leased a block of
farmland and employed Geoff and his siblings to provide the labor to work the farm. In later
years, both his parents resigned from their corporate jobs and focused their attention on
farming and ranching. Geoff graduated from high school, and rather than enrolling in college,
he got a bookkeeping and administrative job in the banking industry. Four years later he took a
sales position for an investment company in which he sold insurance and personal financial
planning to individuals. Sales experience opened more opportunities for Geoff, and he accepted
a job as the confectionary sales manager with Pro-Life Foods, a large New Zealand food
manufacturer He spent five years in that position, during which time he developed skills in
selling to companies (rather than individuals) and he learned the details of the confectionary
industry. In March 1993, he resigned from his position with Pro-Life Foods and launched his
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own business (the Sweet House) as a confectionary broker and distributor. From his experience
in the confectionary industry, Geoff recognized that candy had unusually high gross profit
margins and often was purchased on impulse by consumers in many different retail outlets. He
realized that if he could devise a way to sell candy through nontraditional outlets, he could
probably sell sufficient volumes to create a successful business. He began thinking of how he
might sell candy through retailers other than the traditional channels of supermarkets,
convenience stores, and gas stations. Because gross profit margins were typically high, he
looked for trade-offs in the value chain: he looked for ways to incur an extra expense that
would allow a broader distribution. He wondered, for instance, how he could persuade dry
cleaners, pubs, restaurants, barber shops, hardware stores, etc., to sell his candy. He realized
that most of these retailers would not agree to sell candy unless doing so could be linked to a
charitable or socially responsible cause. From that reasoning, he arranged partnerships with
several non-profit charities that would receive a portion of the proceeds from the candy sales.
The retailer and customer would be supporting a good cause while Geoff would sell enough
candy to absorb the cost of the charitable contributions. Geoff became the first person in New
Zealand to employ the honesty box as a business model for distribution. These cardboard
boxes were filled with a variety of candy and placed conspicuously in the store (e.g., near the
cash register or customer service desk). Shoppers could drop coins in a slot and take a few
pieces of candy. The shopper and the retailer were supporting a good cause, and Geoff's
business model became successful at opening a new channel for distributing candy. Financing
for the Sweet House came from a $10,000 loan (at a 20% interest rate!) from Geoff's father.
With the money, Geoff provided working capital and bought candy and 1,000 honesty boxes.
He began cold-calling on businesses in Hamilton and within six weeks had placed all of the
boxes. The garage in his home was the original warehouse, and he traded his small car for a
pick-up truck from which he made deliveries of candy to refill the boxes. Throughout 1993 and
1994, the Sweet House continued to grow. Geoff repaid the loan from his father, rented a
warehouse, and then a second and third warehouse as he required larger inventories. He
concentrated on building relationships with charities and on establishing new retail locations.
He hired employees to manage the deliveries. By 1995, the Sweet House had expanded to
many of the small towns around Hamilton. Geoff was ready to expand nationally and decided
to sell franchises in the Sweet House. The franchise fee was $25,000 to $40,000 depending on
the size of the region surrounding the prospective franchise. The franchisee received rights to
run the business model franchise, training, a uniform, and inventory to serve the region for one
sales cycle. By August of 1996, the Sweet House was composed of 16 franchises throughout
New Zealand, its honesty boxes were placed in approximately 5,000 retail locations, and total
sales were almost NZ$4 million.
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The Game of Zandinger!
During an interview with the case writer, Geoff Knox explained: Personally, I was never much
of a game player. When my uncle first showed me this game, I didn't like it much. It was too
long, complex, and a bit ho-hum. Some of my uncle's friends said the same thing. He made
major modifications to the game and now it's really fun. I like the game and I really believe in
Zandinger! as a product. Geoff Knox described Zandinger! as a cross between crossword,
Scrabble, and chess. It is a word game designed for 2 to 8 players, individually or in teams. The
length of the game can be regulated to last less than an hour, or allowed to continue for several
hours. The playing board is divided into an Inner Zone and an Outer. Accompanying the game
board is a set of plastic letter pieces similar to those used in Scrabble. Play begins by each
player writing four letters (the letters must be organizable into a word) on his or her Game
Sheet. This is an important aspect of the game that differentiates it from most existing word
games. Rather than letters being chosen randomly (as in Scrabble) or being dependent on a
dice roll, players choose four letters from the alphabet to begin their turn. According to Geoff,
allowing players to choose their starting letters adds an element of strategy not found in other
word games. The first player spells a word in the Inner Zone using plastic letter pieces. In turn,
the other players add new words, starting with the Inner Zone and building toward the Outer
Zone.
Current Status of Zandinger!
Geoff Knox had done some informal market research. There were currently six or seven word
games available in the New Zealand market. For the most part, these potential competitors
employed lettered game pieces and used dice to allocate letters randomly to each player. In
Hamilton, Geoff determined the average retail prices of several competitors: Scrabble was
NZ$35, Upwords was NZS34, Balderdash was NZ$60, and Rummikub was NZ$45. While
Monopoly was not a word game, it was a popular game title that retailed for about NZ$50.
Because Zandinger! was less reliant on luck than several other word games, Geoff believed that
Zandinger! offered an attractive variation on the typical word game. He had conducted a name
search to demonstrate that Zandinger! was not already in use. Next, he applied for a New
Zealand patent, at a cost of NZ$4,000. A patent attorney estimated that a worldwide patent
could be established for about NZ$30,000. Next, Geoff applied for a grant from the New
Zealand Development Board, and was approved for $4,000. However, the grant would not
cover expenses already incurred. At that stage, Geoff began to seek evaluations from game
experts. Trevor Green made a full-color, fully functional prototype of Zandinger! Geoff
approached both Milton Bradley (NZ) and Holdworth & Sons (the major game maker and
distributor headquartered in New Zealand), but at that stage, neither company was willing to
buy rights to the game. The product manager for Holdworth & Sons told Geoff that Zandinger!
was unique, complete, playable, and there is definitely a market for it. Unfortunately,
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Holdworth & Sons was the exclusive distributor of Scrabble in New Zealand and could not
manufacture or distribute Zandinger! due to contract arrangements with Milton Bradley (the
game division of U.S. toy maker Hasbro). Geoff also mailed the game to the U.S. and paid
US$300 to have it evaluated by a toy broker (a person who helps inventors find manufacturers
and vice versa). The summary of the broker's appraisal was that Zandinger! was a clever game
concept, but there were three weaknesses. Namely, it lacked a hook to entice shoppers to
choose it over other word games, a Wow! factor (a combination of novelty and the ability to
induce intrigue and curiosity), and a feature that could be leveraged into effective TV
advertising. Geoff then contacted Hasbro, Inc. in the U.S. and learned the following: Hasbro
distributed 70% of all the games in New Zealand, made all its product decisions in the U.S.,
required that a new launch in New Zealand sell 30,000 units in its first three years (or 500.000
units in the first year in the U.S.), and paid a 5% royalty fee in return for manufacturing rights to
the games it wanted to buy from inventors. Regarding Zandinger!, the Hasbro contact said the
game was a little too complicated, needed a TV hook, and was targeted toward adults in the
strategy/word game niche, which was a notoriously difficult portion of the game market.
The Toy Industry
Worldwide, the toy industry (Standard Industrial Classification Code #3944: games, toys, and
children's vehicles) was dominated by two U.S. manufacturers, Mattel and Hasbro. Worldwide
sales were estimated at US$60 billion in 1996. In late 1996, Mattel bought the third-largest
toymaker, Tyco Toys Inc., which had 1996 revenue of US$715 million. By year end 1997, Mattel
recorded total sales of US$4.8 billion (21.2% share) while Hasbro maintained its position as the
.second largest toy manufacturer with sales of US$3.2 billion (14.2% share). The size of the U.S.
retail market was US$22.6 billion in 1997 (excluding video games), which represented an
increase of 7.8% over the 1996 figure. The U.S. market was the largest in the world, and
represented approximately 36% of total worldwide revenue. Other regions shares were as
follows: Western Europe 28%, Asia 13%, and Japan 10% (TMA Factbook97). The toy industry
worldwide is under strong pressure from many sides. It is being compressed as children mature
earlier, as families get smaller, and as other manufacturers target children particularly the
clothing and sporting goods industries. The huge development of video and home computers
has also helped pressurized the market (Peddie, 1997). Sales in the toy industry have been
notoriously seasonal. Traditionally, fourth-quarter sales have comprised about two-thirds of
annual sales. However, two trends were working to reduce this seasonal concentration. More
aggressive marketing by manufacturers and retailers have encouraged consumers to buy toys
throughout the year rather than waiting until the pre-Christmas rush. In the U.S., retail
competition had intensified in recent years, with one notable trend being the aggressive entry
by discount retailers (Wal-Mart, Kmart, and Target) into a full line of toy sales. Discounters
often carried toys as loss-leaders, with the result that traditional toy stores experienced lower
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profit margins and gradually lost market share to the discounters. From 1991 to 1996, the
market share of toy stores decreased from 33 percent to 28 percent while that of discount
stores increased from 36 percent to 40 percent. In 1996 Toys R Us still led the U.S. market with
a 19.1% share while Wal-Mart followed with a 15.2% share, up from 14.1% in 1994. The same
trend was evident in the Australian toy market, with specialty retailers accounting for about
37% of toy sales and discounters accounting for 50% (lead by KMart with a market share of 20%
in 1995). The other reason for the declining seasonality of sales was the increasing reliance on
licensing agreements between toy manufacturers and entertainment studios (TV and film). The
Toy Manufacturers Association (TMA) estimated that licensed products now accounted for 60
percent of all toys sold, generating worldwide retail sales of $7 billion. This trend had an impact
throughout the industry: of the thousands of new toy products that the manufacturers
considered launching each year, only those with potential for licensing and catchy television
advertising were selected. The net effect of these trends was that by 1996, fourth quarter sales
in the U.S. and United Kingdom represented only about 55% of total sales for the year. Another
unique characteristic of the toy industry was the unpredictability of sales volumes for new toys.
As a percentage, very few new toys ever survived for more than six months, and even fewer
became mega-hits (toys that generate at least US$100 million in a year). Toys that seemed to
be fun and well-designed (from the perspective of inventors and industry executives) could flop
at the retail level, while children may prefer oddities like Teenage Mutant Ninja Turtles,
Cabbage Patch Dolls, and Chia Pets. According to David Miller, president of the TMA, The
ultimate determiner is the will of the child to play with a toy constructively. And furthermore,
will they play with it more than once? (Kelleher, 1996) Children's idiosyncratic tastes actually
made the toy business more attractive to inventors. Head Toys 'R' Us buyer Jill Hall says she
gets an average of 40 calls per day from hopeful toy makers (La Franco, 1996). Each call had a
similar theme: an inventor claimed to have designed the next mega-hit and wanted Toys R Us
to carry it. Because so many amateurs attempted to invent toys, the TMA published the Guide
for Toy Makers and. The guide was intended to advise novice toy makers as they considered the
best way to enter the toy industry. Periodically, mega-hit toys did originate from individual
inventors rather than one of the large multinational toy makers. What keeps people in this
business is: one of those ideas can be a boom and you can never tell which one it's going to be
(Kelleher, 1996). Trivial Pursuit and Cabbage Patch Kids are notable examples of toys that either
were passed over by the large toy makers or were brought straight to market by their
independent creators. The beauty of the toy industry is that there is the potential for someone
with a uniquely creative or novel idea to become an instant millionaire (Kokmen, 1996). In
1982, the major toy makers all refused to buy the rights to ugly dolls dressed in secondhand
clothes. A small company named Coleco was willing to take the gamble and turned the decision
into sales of about US$75 million the very next year when Cabbage Patch Kids took the U.S. by
storm. Hasbro currently held the license, and to date, more than 73 million Cabbage Patch Kids
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had been sold. Similarly, Trivial Pursuit flopped at the 1982 Toy Fair but went on to sell 20
million copies in 1984 alone. During the mid-1990s, the game was being produced in 13
languages and sold 1.5 million units annually. The allure for inventors to create the next Mighty
Morphin' Power Rangers or Barbie kept competition intense. In the U.S. alone, about 6.000 new
toys (excluding video games) were introduced each year, but only about four percent lasted for
more than one year. This is an industry that is extremely advertising-driven. It's next-to-
impossible for a toy inventor to get the attention of merchandising buyers or shelf space
without an elaborate promotional program (Deogun, 1995). The major manufacturers created
most of their new products in-house, and had their own professional design staff. It was usually
more cost effective to employ designers than to pay a royalty fee to outside inventors (TMA,
1997). Furthermore, because television advertising is so important to success, the major
manufacturer's main buying criterion was whether a new toy could be made the subject of
catchy advertising. Occasionally, however, small and medium-sized toy makers considered
buying the rights to toys and games invented by outsiders.
The Australia/New Zealand Toy Industry
Both Australia and New Zealand had been British colonies and were still members of the
Commonwealth. While British influence was still evident, the influence of American business,
media, and entertainment also was obvious. In Australia and New Zealand, per capita spending
on toys was traditionally about one-half of that in the U.S. and Western Europe. The toy
industry's retail category killers emerged in the Australian market in 1994. Toys R Us (based in
the U.S.) and World 4 Kids (based in Sydney, Australia) did not increase the size of the AZ$1.2
billion market as much as expected, but instead introduced tremendous price competition.
The falling price of toys has resulted in an increase in the volume of sales, but the retail value
of the industry is, at best, static (McKenzie, 1996). World 4 Toys, a division of Coles-Meyer
(Australia's largest retailer), made losses exceeding AZ$20 million in both 1994 and 1995. Many
industry experts suspected that the chain would go into receivership rather than continue to
face declining margins and a stagnant market share. Another large competitor, Toy World, was
Australia's largest buying and marketing co-operative of independent toy stores and had more
than 200 members throughout that country. Together, this collection of independently-owned
stores had earned a 10% market share, despite each store being about one-fourth the size of
the category killers. Membership in the network enabled a store to purchase and advertise in
large volume, while maintaining its own identity and local niche. Toys R Us had 23 stores in
Australia and planned to continue expanding. In New Zealand, Toy World was the only national
chain of toy stores, and was organized as a co-operative of 60 stores. As in Australia and the
U.S., the toy market in New Zealand was not experiencing rapid growth but was tracking just
above the annual inflation rate. The market was estimated at NZ$140 million in 1996 by Dixon
McMillan, general manager of Toy World New Zealand. The move by discount retailers into the
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toy business (as practiced in Australia and the U.S.) was also evident in New Zealand. The
Warehouse, a chain of discount retail stores similar to Wal-Mart, had a noticeable impact on
the toy industry beginning in the mid 1990s when it began carrying a larger line of toys. Toy
World positioned ourselves deliberately to not compete with The Warehouse (McMillan,
1998). Toy World (and other smaller toy stores) had resorted to selling more New Zealand-
made toys, since The Warehouse traditionally sold imported goods.
Board Games
Products in the toys and games industry were categorized into ten groups. As with the toy
market, the industry for games attracted many amateurs. There are pretty low barriers to
entry. It can cost $30,000 to start a business and have a finished product. But the biggest
companies in the industry have convinced the largest retailers that the only way to sell games is
through television advertising. Now all of a .sudden you need $30,000 plus $1.5 million for TV
ads (Elson, 1996). However, many of the mega-hit games have originated from individual
inventors or small game makers. Trivial Pursuit, Pictionary, Scruples, and Jenga were invented
by individuals. Eventually, the titles were sold to major game makers and their inventors
became millionaires. The prospects for board games were very cloudy. Some experts predicted
that the virtual reality (VR) market would increase 50-lold to US$6 billion by 1999. Also,
Microsoft Corporation promoted Windows 95 and Windows NT as being especially game-
friendly for game players and for programmers. In early 1996, Microsoft released its Windows
95 Game Software Developers' Kit that was intended to help programmers write computer
game programs more quickly, easily, and with enhanced animation and performance. As PCs
became more powerful, games became more sophisticated and required more and more
practice before users become skilled. Typical buyers of word games (like Scrabble) were
educated adults aged 35 and above. Based on his discussions with industry experts, Geoff
learned that younger game players were more interested in games that were either
computerized or action-oriented. According to board game advocates, however, computer
games could never overcome their fundamental limitation: they encourage human-to-
computer interaction but not human-to-human interaction. The common sentiment among
board game players was summarized as I like the old-fashioned game that gets people
together and interacting (Hequet, 1995). Since computers could not duplicate the complexity
and richness of competing and co-operating with other humans, board games seem likely to
maintain this inimitable feature.
Consumer and Financial Markets in New Zealand
New Zealand was a small country in the South Pacific Ocean, located approximately 1,300 miles
south southeast of Sydney, Australia, and 6,500 miles southwest of Los Angeles. Its population
in 1996 was about 3.6 million people with roughly one-third of the total living in Auckland. New
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Zealand's economy was roughly 1% the size the U.S. economy, and the per capita GDP was
much lower as well. In 1984, the New Zealand economy was one of the most regulated in the
industrialized world. In that year, the government began to deregulate and privatize many of
the state-owned enterprises that dominated the national economy. In a sense, the country was
still learning capitalism, and as such, the country's financial markets were smaller and less
developed. In fact, in New Zealand, a formal venture capital industry does not exist (Gautier,
1996 p. 42).
The Future of Zandinger!
Armed with the prototype of the game, his experience in successfully creating the Sweet House,
and his optimism for turning Zandinger! into his second successful venture, Geoff set out to
make Zandinger! the world's favorite word game for the twenty-first century. He knew that
launching a successful board game would be much different from selling confectionary
products through honesty boxes. He knew quite a bit about the industry and its rules of the
game but was not sure whether his game could become commercially viable. To pursue this
venture would require weighty decisions and the investment of much more time and money.
After his classroom presentation and the short drive through Hamilton, Geoff pulled into his
parking space wondering what decisions needed to be made, what contacts should be
established, and how to prioritize his activities. He had a good product with a strong
endorsement from an industry expert. It seemed like a good start, but he wondered what
sequence of events needed to happen next.
Appendix
Guide for Toy Makers and Designers
This appendix summarizes the decision on whether toy inventors should seek to manufacture
and distribute a toy themselves, or sell the rights to a toy making company. The information
contained represents a portion of the Guide for Toy Makers and Designers published on the
Web site of The Toy Manufacturers of America, Inc. (http://www.toy-tma.com/). The
information is used by permission of the Toy Manufacturers of America, Inc.
Selling Your Invention
Your best chances may lie with contacting small- and medium-sized manufacturers directly.
These companies are more likely to have smaller budgets for product research and
development, thus increasing the chances of their interest in purchasing outside ideas. Keep in
mind that many ideas from in-house designers get rejected, too. Be certain the manufacturer
you contact and your product are compatible; dont make the mistake of approaching a doll
manufacturer with your board game idea! You can determine a companys product line through
your toy store research, or obtain a list of toy manufacturers which includes a product line
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description. Next determine if your targeted list of companies accepts outside ideas; call the
manufacturers directly to ask if they do and if so, to whom and where you may address
correspondence if you cannot speak directly to the correct party. Although expensive, you will
save time and money in the long run, as you can quickly eliminate those companies which do
not review outside ideas. Before a manufacturer asks to see your invention, you will probably
be asked to sign what is referred to as a disclosure, or idea submission, form or agreement.
These forms will vary in content; their primary purpose is to protect both you and the
manufacturers, as they establish exactly what you have revealed to them, and at the same time
release them from certain liabilities regarding what has been disclosed. If a manufacturer wants
to buy your invention, a royalty payment agreement is usually made between both parties, and
a confidential agreement. Royalty payments usually range from 210% of the gross sales, with
5% the average. If your idea has been sold through a third party, you will have to pay that party
a percentage of the royalty you receive.
Check the toy industry trade magazines for classified ads placed by manufacturers or design
firms who are looking for new product ideas. You also might want to place your own classified
ad offering your invention for sale. Example: For Saleunique strategy board game combining
elements of backgammon, checkers, and chess. For ages 12 and up. Patents and trademarks
applied for. Professionally test-marketed. Reply to PO Box 12.
Manufacturing and Distributing Your Invention
Although this path is more time-consuming and costly, as well as requiring general business
skills, it may lead to success in one of two ways: the personal satisfaction of establishing a
thriving business of your own; or having a toy company purchase your idea after you have
made it successful. Toy companies are more willing to purchase an idea that has demonstrated
consumer appeal. Another advantage to this method is that it is relatively easy to enter the toy
industry as a start-upa much less expensive proposition as compared to other industries.
Many large toy manufacturing enterprises began as small, entrepreneurial businesses.
If you decide to form your own business to manufacture and distribute your invention yourself,
you must be able to raise capital; contract for production services at an affordable cost; obtain
orders from toy retailers and ensure timely delivery; and continue promotional activities to
increase consumer interest and sales. You will face competition for retail shelf space, especially
from major toy manufacturers who are well known for their competitiveness.
Some other areas of consideration are legal matterspatent and/or trademark protection is
only one; safetythere are Federal government regulations covering over one hundred areas,
including small parts, sharp points and edges, flammability, toxicity, electrical hazards, proper
labelling, etc. for many toy items, especially those intended for children under age three;
product life cycle and stability of demand; new competition; and distributionmaking sure that
as many retailers nationwide who sell toys are carrying your product.