No Experience Necessary: Why Betting on Yourself in Your Twenties Is the Best Decision You’ll Ever Make by Ronnen Harary   No Experience Necessary: Why Betting on Yourself in Your Twenties Is the Best Decision You’ll Ever Make is Spin Master co-founder Ronnen Harary’s testament to the importance of believing in yourself when you’re young. It’s a walk through the life of his company—how it started, how he found success, and how all of it was possible because he was just 23 years old when it all began. It’s a call to action for the young people of this generation to trust the feeling inside of them that’s telling them to take a chance.   The book is broken down into three parts: Start, Build, and Reward. In each section, Harary shares stories about how he and his co-founders built Spin Master, stories that very clearly prove his thesis: starting young is the key to success.   For one, you have the most energy you’ll ever have. You’ll never be as healthy—mentally or physically—and it’s during a period of life where you’re still absorbing information every day. It takes a lot of energy to start a business, even more to run a business. Tap into that energy when you’re young, Harary suggests.   For another, you’re in touch with cultural zeitgeists. In fact, you’re part of the group that’s creating and driving these cultural zeitgeists. As Harary explains, it’s important to be able to identify zeitgeists just as they’re emerging—he compares it to surfing. You have to catch a wave at the perfect moment to ride the success, and you’re most able to see these zeitgeists when you’re young.   Harary also discusses instinct. Not the instinct of young people, but rather older people. It is instinct for the older generation to want to pass down their wisdom to the next generation. People will want to take a chance on you when you’re young.   And of course, you don’t have as much to lose. You probably don’t have a family to feed or a mortgage to pay or any of the responsibilities that come with being a grown adult. You can afford to take a risk and if it doesn’t go your way, you can survive the consequences.   The final reason is one that many people—myself included—use as a reason not to start out when you’re young: inexperience. While it’s widely accepted in society that you should wait until you have good experience before starting a business venture, Harary argues otherwise. Your inexperience means you’ll look at something that perhaps an older generation says is impossible, but because you have no experience to call on that would lead you to that conclusion, you go for it. And more often than not, the impossible becomes possible, with great success.   Harary talks through the details of how Spin Master’s greatest toys came to be, starting with their very first products – Earth Buddy and Devil Sticks – through their skyrocket to world notoriety – Air Hogs and Bakugan – to their most recent and largest success yet – PAW Patrol. Through each success story, he points out how each one is interconnected, how the lessons he learned from past experiences influenced the choices he made, and of course, how it all became possible because they started out so young.   He also shares the stories of his failures, talking through the flops of Key Charm Cuties, Don’t Free Freddy, and Tickle Secrets Baby. Whether it was a bad idea or bad execution, Harary explains how each failure only propelled him and his company forward.   His ability to reframe a lot of the learned beliefs you may have about business is eye opening. He talks through alternate definitions of success, failure, risk, doubt, luck, and chance. He essentially explains the mental framework you must adopt in order to find success in business. Much of his book is like this. Harary isn’t writing a how-to book on how to co-found one of the biggest toy companies in the world. He’s telling you how to reframe what you once believed into an attitude and determination that lends itself to success. He’s telling you what he thinks was critical to his success and shows you as much through his own lived experience. He shows you what kind of lifestyle it both costs and affords, and prompts you to look inward and imagine if that could be truly you.   But if you are looking for a how-to guide, Harary does sprinkle in some of his tried and true tips. For one, he never cancels a meeting. “This meeting could’ve been an email” is not in his vocabulary. “If you don’t go, you don’t get,” is, though. Business, at its heart, is all about relationships, and what better way to cultivate relationships than through an in-person connection.   No Experience Necessary is a great read for any young person considering starting out on their own, or for anyone needing a sign to trust their instinct, despite potentially being inexperienced. At its core, No Experience Necessary is a reminder that sometimes the very things you may think disqualify you from success—age, inexperience, uncertainty—are the very things that make taking the chance worthwhile.
Click to article
Hi Chris! Thanks for taking the time to speak with us! First things first — how DO you cremate a parakeet? 😊 And when did you realize that particular childhood adventure had to become the title of the book? Well, it should probably have been called How to NOT Cremate a Parakeet, since we failed. We ended up burying what was left of poor Squeaky the parakeet after our best efforts. However, he (We only presumed it was a “he.” Got the full liturgy as compensation.)   I think the title came from one of the underlying themes of the book, which is trying to express how children grow in understanding of the world as they experience it—and as their brains develop. We were very enmeshed in our church, and as a kid of Irish heritage we had been going to funerals as long as I could remember.   So, the title is an oblique reference to one of the key milestones in a child’s life—understanding mortality—but in a way that makes sense to a child.   You describe your generation as the “children of benign neglect.” What did kids gain from having hours when adults simply weren't paying attention? We had our own culture. We had to solve our own problems, resolve our own disputes, deal with our triumphs and hurt feelings and a full range of experience in the context of our understanding.   Parents—or adults—were always around in an emergency, but we took a lot of pride in being “big” in creating our own world and our own fun. It’s doubtful that half the things we came up with any adult would ever imagine.   Think of it this way: How often have toy designers been surprised about the ways in which a child used a specific toy? We were in control of the experience, and it made its own kind fo sense to us.   The book is a love letter to mischief. What's the difference between the kind of mischief you think is good for kids and behavior that crosses the line? This is a critical distinction. We had hard-and-fast rules about behavior, what was right and wrong, and we really adhered to those. We also kept our peers in line. In that way we were self-policing. For instance, we would play hide-and-seek in the graveyard, a game we called “Graveyard Creeps,” but when some kids actually knocked over some of the stones, that as a scandal.   I credit our parents and all the adults in our lives with giving us a strong moral compass. We internalized that, and our freedom was also a privilege and one we wanted to hold onto. When an adult said, “I trust you,” that was huge for us.   You write about kids having room “to invent, to fail, to figure things out — no adult required, no permission asked.” After spending your career in the world of toys and play, do you think that freedom helped shape the Toy Guy you eventually became? We had no governors on our imaginations. To quote a Sondheim lyric, “everything was possible, and nothing made sense.” When I look at toys today, I look at the possibility, the play experience and the way a child’s imagination completes the toy and gives it purpose. The child should always be the center of the play experience.   If you could give today's kids one thing from your childhood that you think they're missing, what would it be? It was okay to fail. Some of our harebrained ideas failed miserably, and other kids made fun of us. We didn’t care. We moved on to the next thing, if something wasn’t working. We didn’t have to worry about an outcome when we played. There was a lot of freedom to ask “what if?” instead of saying “Oh, I better not.”   We didn’t have adult experts telling us how to play. I think giving kids the chance to resolve their own minor issues builds confidence and independence.   I think that’s all summer up in my mother’s comment when we finally told her some of these stories, “I’m so glad I didn’t know that at the time.”   And the reverse: Is there anything about childhood today that you think is actually better than when we were growing up? Oh, I think the access to information today is incredible. When we got interested in a topic (My older brother and I spent the summer after my fourth-grade year completely obsessed with The Reign of Terror, down to stabbing each other in the bathrub with rubber daggers) we had limited resources, our local library or our encyclopedia was about it. Today, kids who are interested in something have so many ways to find out more about it—from sharks to dinosaurs to space.   Adults sometimes forget how kids can really get into a topic—and that knowledge is a kind of currency for kids.   Parents today are under enormous pressure to supervise, schedule and protect their children. How can parents give kids more independence and room for mischief without feeling like they're being irresponsible? The media has scared parents into thinking that kids are much more vulnerable than they are. The work of Lenore Skenazy and the foundation Let Grow is full of great ideas to give kids more leeway and freedom, not to mention statistics about how safe kids really are.   Our parents came from the perspective that if we were fed, clothed, educated, had a safe place to sleep and had clear boundaries and modeling of appropriate behavior, that when we were off in “kid world,” (no adults allowed), we would be okay.   There’s one story in particular in the book that might be upsetting to people—more so than it was for me. Of course, we want kids safe, but we also need to understand that kids are pretty resilient and allow them to process experience in their own way.   Has writing this book changed the way you think about toys? Are there toys or kinds of play that naturally encourage the independence, imagination, risk-taking and problem-solving you remember from childhood? Whenever the child is at the center of the play experience, development is naturally encouraged. It can be entertaining or curricular, but the engagement of the child’s mind and imagination is everything. We grew up with a balanced toy box—games, Matchbox Cars, sports equipment (I was terrible.), bikes, arts and crafts, and so much more. Plus, we read voraciously.   It hasn’t changed how I think about toys so much as it’s made me think that the best play is kid-centric and kid-directed and however that kids wants to express themselves at any given time. Let’s see what happens when…   You’ve spent decades watching children play and watching the toy industry evolve. Do you think we sometimes design too much of the play for kids today instead of giving them the tools to invent the play themselves? I think it’s a balance. I’m not opposed to “watch me” toys when they’re hot and one part of a total play experience, for instance. We’ve done a lot of play sessions over the years where we just sit back and let kids follow their own interests. And, no surprise, it can vary by the day, the kid, the toy, so many factors.   The one thing I know is that the market will always tell you if you’ve succeeded or failed.   What surprised you most while writing the book — was there a childhood memory that you understood completely differently looking back at it as an adult? It wasn’t so much when I was writing the book as when I was telling some of these stories. I was surprised to hear that kids from all over had the same ideas at the same time—with no Internet—it just happened.   The case in point is that we thought we were so smart that we thought if we could figure out how to break the streetlight on our corner, we would have a plausible excuse for not coming in when it went on. I was amazed to discover how many kids from all over the country had all had the same idea. That’s how kids think!     BONUS: If 10-year-old Chris Byrne were dropped into 2026 for one completely unsupervised Saturday afternoon — no phone, no adults and no schedule — what trouble would he get into? 😊 Well, folks who know me know I was always partial to blowing things up. But say that’s not possible, I would want to gather whatever friends I could and see what we wanted to come up with together. When I reflect back on it, the fun always came from being connected to other kids and being in our own, independent world.
Click to article
Inventors to Gain Direct Access to Industry Experts, Pitch Opportunities, & One-on-One Mentorship   CHICAGO, IL | September 29, 2026 – People of Play™, a division of The Toy Association™, has revealed the speaker lineup and agenda for the 2026 Global Inventor Pitch & Innovation Conference, the largest and longest running pitch event globally. Taking place November 5 to 7 at the Embassy Suites in Rosemont, Illinois, the event unites inventors, students, designers, and industry leaders for three days of educational sessions, networking, and pitch opportunities.   Product acquisition executives from around the world attend the conference in search of new ideas to license. This year, more than 80 industry executives representing 60 companies are expected to attend, including Mattel, Hasbro, Goliath, Asmodee, Abacus, Moose Toys, Gray Matter Games, Jumbo Group, Thames & Kosmos, Basic Fun!, The Op, TOMY, Jazwares, Amigo, Ravensburger, and many more.   Attendees will also benefit from programming featuring sessions on artificial intelligence, legal and intellectual property insights, marketing strategies, and influencer collaboration. Conference highlights include:   Keynote Address: Chris Gollaher, director of product design and development at Disney Consumer Products, along with representatives from Lucasfilm and Hasbro (to be announced), will present the keynote address, “From Galaxy to Toy Aisle: How Disney & Hasbro Bring Star Wars Toys to Life!” Attendees will get a behind-the-scenes look at how designers from Disney and Hasbro collaborate throughout the creative process to bring Star Wars toys from idea to shelf. Speed Pitching: New inventors will have exhibit tables during the popular “Speed Meeting/Pitch” sessions, offering direct access to dozens of companies for feedback and potential licensing deals. Expert Panels: Hear from leading voices in toy innovation, marketing, and design, including Azhelle Wade (The Toy Coach & conference emcee), Yanira Wells (Duracell), Arta Alagheband (Jazwares), Elana Woldenberg Ruffman (hand2mind & Learning Resources), Michael Gray (Nixon Peabody), Matt Nuccio (Design Edge), Amy Friedland (Carve Communications), Rachel Griffin (Playwise Partners), Tracy Dudkiewicz (TAP Marketing), Steve Rad (Abacus/Radical Games), and Jackie Brooks (Loudr Agency). Mentoring Opportunities: Attendees can book one-on-one meetings for guidance in manufacturing, design, legal, retail, PR, social media, and more. This year’s mentors include Amy Friedland (Carve Communications), Rachel Griffin (Playwise Partners), Peggy Brown (Brown Creative), Robert Coleman (professional inventor), Tracy Dudkiewicz (TAP Marketing), Lisa Wuennemann (marketing professional), Robert Yusim (Product Counsel), Steve Rad (Abacus Brands/Radical Games), Donna Moore (Toys of Our Lives), Brian Turtle (Goliath Group), Martin Horstman (BitOGenius), Mark Rappaport (Marky Sparky), Victoria Hanson (Irwin IP), Reid Huefner (Irwin IP), and Michael Gray (Nixon Peabody). Networking Receptions: Evening receptions provide relaxed, social settings to connect with toy and game executives and dealmakers. Complimentary Access: Conference registration includes admission to the Toy & Game International Innovation Excellence Awards (TAGIEs) on November 6 at Joe’s Live Concert Venue and the Chicago Toy & Game Fair from November 7 to 8 at the Donald E. Stephens Convention Center.   Click here to register today and explore the full conference agenda.   “Inventing can often feel like a solitary pursuit, but this conference reminds creators that they are part of an incredibly supportive and collaborative global community,” said Mary Couzin, senior vice president and founder/leader of People of Play at The Toy Association. “For three days, inventors at every stage of their careers can share ideas, learn from one another, meet the people who can help move their concepts forward, and make connections that can last well beyond the conference.”   Founded in 2006, the Inventor Pitch & Innovation Conference is the largest gathering in the world of new, professional, and student inventors and product acquisition executives. Each year, attendees come around the world gather at the conference to pitch ideas, network, learn, and celebrate the toy and game inventor community.   This year’s conference is sponsored by Duracell, Longstore Limited, Backdrop.com, Eastar Game Manufacturing, Nextoy, Kid Group, and Brown Creative.   About People of Play™ peopleofplay.com People of Play (POP), a division of The Toy Association™, leads the global toy and game industry in promoting innovation, creativity, and connectivity. A one-stop source of community for industry professionals, aspiring inventors, and people of all ages who love to play, People of Play hosts a play platform packed with resources and connection points as well as a wide range of events including the Chicago Toy & Game (CHITAG) Fair, the Toy & Game International Excellence (TAGIEs) Awards, the Young Inventor Challenge, the Toy & Game Inventor Pitch and Innovation Conference, Thought Leaders Summit, Toy Takedown and more.   About The Toy Association™ toyassociation.org / toyfoundation.org / peopleofplay.com / thegeniusofplay.org / playsafe.orgFounded in 1916, The Toy Association™, Inc. is the business trade association representing all businesses involved in creating and delivering toys and youth entertainment products for kids of all ages. The Toy Association leads the health and growth of the U.S. toy industry, which has an annual U.S. economic impact of $155.7 billion, and its roughly 900 members drive the annual $42 billion U.S. domestic toy market. The Toy Association serves as the industry's voice on the developmental benefits of play and promotes play's positive impact on childhood development. The organization has a long history of leadership in toy safety, having helped develop the first comprehensive toy safety standard more than 40 years ago, and remains committed to working with medical experts, governments, consumers, and the industry on ongoing programs to ensure safe and fun play.    As a global leader, The Toy Association produces the world-renowned Toy Fair™ in New York City; hosts marketplace activities at The Toy Building in Los Angeles; engages in state, federal, and international advocacy on behalf of its members; supports the inventor and design community through People of Play™ and its numerous assets and events, including the consumer-facing Chicago Toy & Game Fair; sustains the Canadian Toy Association; acts as secretariat for the International Council of Toy Industries and International Toy Industry CEO Roundtable; and chairs the committee that reviews and revises America's widely emulated ASTM F963 toy safety standard. The Toy Association's philanthropic arm is The Toy Foundation™, a 501 (c)(3) children's charity that acts as the uniting force for the collective philanthropy of the toy industry. To date, The Toy Foundation has delivered the joy of play to 33 million children in need worldwide.   FOR IMMEDIATE RELEASE Contact: People of Play PRMadelyn Jones919.923.3259madelyn@carvecomms.com
Click to article
Smack N Cheese   Gameplay Smack N Cheese is a fast-paced card game all about mac and cheese! Players compete the complete their Smack N Cheese set by collecting cards with all the necessary tools and ingredients to build the perfect mac and cheese meal.   The game comes with a deck of cards and two Smack-A-Roni noodles, which are giant elbow macaroni noodles that squeak when you smack them. The deck of cards consists of four different categories of items: a vessel—either a plate or a bowl, a utensil—either a fork or a spoon, a cheese—yellow or orange, and a noodle shape—elbow macaroni or shell pasta. Each card may also have one of three toppings on it: blue cheese, green onions, and bacon bits.   To begin, divide the deck evenly among players and place the Smack-A-Roni noodles in the center of play. If there are only two players, just one Smack-A-Roni noodle is necessary. Players then take turns playing cards face up into a central pile. If a match comes up, players race to smack the mac! Whoever smacks first earns one of the two matching cards.   What constitutes a match? If the same item appears on two cards in a row, it’s a match. Alternatively, if the same topping appears on two cards in a row, regardless of what item it accompanies, it’s a match. Note: if someone smacks the mac and there is not a valid match, they must give back one of the cards they’ve collected from winning.   Play continues until one player collects the full Smack N Cheese set, which consists of at least one vessel, utensil, cheese type, and noodle type. First to complete the set wins!     History Gummy Grab was invented by Jordan Goddard and is published by Vango Toys. Vango Toys is an award-winning toys and games company based in Oregon. They are dedicated to sparking creativity and eliminating boredom through engaging, interactive play. They pride themselves on enlisting the target audience to test and experiment their toy products before they are released—children!   Reception & Awards Smack N Cheese is currently a finalist for the 2026 People of Play TAGIE Award in the Game Innovator of the Year category.
Click to article
Book Review: No Experience Necessary: Why Betting on Yourself in Your Twenties Is the Best Decision You’ll Ever Make by Ronnen Harary
Chris Byrne Chats About His New Book "How To Cremate A Parakeet"
The Toy Association & UIA’s Toy Hub Bring Toy & Game Inventors Together in LA
“CARVE-X” MAKES LANDMARK MOVE TO THE JAVITS CENTER FOR TOY FAIR 2027
People of Play™ Announces Speaker Lineup for 2026 Global Inventor Pitch & Innovation Conference
Book Review: No Experience Necessary: Why Betting on Yourself in Your Twenties Is the Best Decision You’ll Ever Make by Ronnen Harary
Chris Byrne Chats About His New Book "How To Cremate A Parakeet"
The Toy Association & UIA’s Toy Hub Bring Toy & Game Inventors Together in LA
“CARVE-X” MAKES LANDMARK MOVE TO THE JAVITS CENTER FOR TOY FAIR 2027
People of Play™ Announces Speaker Lineup for 2026 Global Inventor Pitch & Innovation Conference
Randy Klimpert Shares his Ukulele Collection
Steve Casino Peanut Art
Everyone's Talking about POP!
Princess Etch - a Multi-Talented Etch A Sketch Artist
Joseph Herscher of Joseph' s Machines.
Brent Bushnell talks Two Bit Circus, VR, & STEAM (Part 1)
Tim Walsh Celebrates the 30th Anniversary of Blurt!
Connie Vogelmann designed Apiary & Wyrmspan!
Bob Fuhrer... Is THE Crocodile Dentist!
Tom Dusenberry... Bought Atari, Wizards of the Coast, and Avalon Hill!
POPDuo: Richard Dickson, Mattel’s President & COO, and Kedar Narayan, Young Inventor Challenge AMB
POPDuo: Will Shortz and Josh Wardle
POP Duo: Elan Lee, Co-Founder, Exploding Kittens.and Jeff Probst, Host and Exec Producer, Survivor
POP Duo: David Fuhrer, MNG Director, Blue Sq Innovations & Shawn Green, past Dodgers & Mets MLB Star
POP Duo: Bob Fuhrer, Founder, Nextoy and Tom Fazio, Golf Course Designer
Creative Toys are toys that allow for the player to use their own creativity and imagination.
Submitted by People Of Play