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Toycathon 2021

  • 25 Jun 2021
  • 3 min read

Why in News

Recently, the Prime Minister of India urged people to be “vocal for local toys”, while interacting with the participants at the Toycathon 2021.

Key Points

  • Ministry:
  • Aim:
    • To conceptualize innovative toys based on the Indian value system which will inculcate positive behaviour and good value among the children.
    • To promote India as a global toy manufacturing hub (Atmanirbhar Bharat).
  • Features:
    • Based on: Indian culture and ethos, local folklore and heroes, and Indian value systems.
    • Themes: Nine themes, including fitness and sport and rediscovering traditional Indian toys.
    • Participants: Students, teachers, start-ups and toy experts.
    • Prize: Participants can get prizes upto Rs. 50 lakhs.
  • Significance:
    • Toys can play a big role in highlighting India’s capabilities, art and culture and society to the world.
    • Toycathon can prove to be effective in making India a Production Hub of Toys and hence can be the creation of ‘Toyoconomy’.
    • Toys can be an excellent medium to further the spirit of ‘Ek Bharat, Shreshtha Bharat’.
    • It will help reduce imports.
  • Status of Toy Market:
    • Global toy market is worth nearly $100 billion.
    • Of which, India contributes only around $1.5 billion.
    • India imports around 80% of toys from abroad. Which means crores of rupees of the country are going abroad on them.

Way Forward

  • Toy industry has its own small-scale industry, artisans comprising rural population, dalits, poor people and tribal population. In order to take the benefits to these segments, we need to be vocal for local toys.
  • There is a need for new ideas to be incubated, new start-ups promoted, taking new technology to traditional toy makers and creating new market demand.
  • The 75th anniversary of India’s Independence is a huge opportunity for the innovators and creators of the toy industry. Many incidents, stories of our freedom fighters and their valour and leadership can be created into gaming concepts.
  • There is a need to create interesting and interactive games that ‘engage, entertain and educate’.

Source: IE

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