toys
& entertainment
Play is defined as "any freely chosen activity to which children or adults devote themselves, individually or in groups, with no immediate purpose other than recreation and entertainment, developing and exercising physical, manual and intellectual skills at the same time" or " any activity that adults or children engage in for leisure purposes, and also to exercise the body or mind "
All definitions converge on the idea of ​​play as an activity primarily focused on leisure or recreation. Through this activity, through the stimulation of body and mind, it is possible to learn something new. After all, the game is also this: not only learning, but also understanding something that was previously obscure. In short, the game as something dynamic, which leads the person to be always and in any case in continuous movement, with the body, with the mind, or with both. And that, essentially, distracts us and makes us disconnect from the daily routine.
The game is playful, to and from all parties involved. Consequently, the game must be perceived as such by all members who are involved in it at that time. The "one-way" game is difficult to accept as a definition of game and we are clearly faced with something else, something difficult to define.
The game, what we are trying to glimpse, starts from a "parity" of conditions. There is no doubt that those who have more experience in a discipline will exploit it during a match, as it should be, but the initial conditions must be recognized as equal by all, since all players must feel that they have equal opportunities to achieve the ultimate goal. If this awareness is not perceived, the game will never, under any circumstances, perform its fundamental task, and will never, under any circumstances, shape that component of leisure and recreation so dear to the definitions of our dictionaries.
​
Without parity, therefore, there can be no game. And, conversely, it is the game itself that, in its preparation, creates equality. It is the game that pushes the actors to feel at first all the same. The painting, the scene that creates the game gives people the opportunity to put their experiences into practice, to measure themselves against others and their worlds. The game creates the conditions for everyone, without distinction, to be actors and protagonists of something, it gives us the keys to create a reality, ours, within which others will have to adapt. But at the same time this feeling can be disintegrated in an instant, because the game must be able to be stopped at any time. There is no compulsion in the game, there is no obligation of any kind, except to seek some form of healthy well-being within it. The game is free, and it is above all a choice: I choose to play because I want to play, not because I am forced to play in order to have advantages in the future. In the game I go in and out whenever I want, and I know that if I interrupt it I can then start over without any consequences. If I interrupt a game, I have interrupted a free and almost spontaneous activity.
PROPOSAL
if you want to be our partner, contact us.
Based on these ideas, FCO, a symbol of trust and security, wants to cooperate with interested Licensees for the development of Toys & Entertainment projects in co-branding with one of the brands in the portfolio.
The licensing process is the basis for achieving this new venture and FCO is ready to evaluate suitable contributions to achieve a common goal.
Write us if you are interested.
Thanks for your attention
THE PROJECT ORIGIN
"In the American temperament there is a quality, called resiliency, which embraces the concepts of elasticity, rebound, resource and good humor. A girl loses her patrimony, without being commensurate, she will start washing dishes and making hats. A student will not feel debased by working a few hours in a garage or a café. I saw America at the end of the Hoover presidency, in one of the most tragic hours in its history, when all the banks had shut down and economic life was at a standstill. Anguish gripped hearts, but happiness and confidence shone in everyone's faces. Listening to the phrases they exchanged one would have said that it was all a huge joke. And if some financier threw itself out the window, I can't help believing it did so in the deceptive hope of bouncing back ”- Paul Claudel.
The book aims to describe the concept of resilience, a concept that indicates the ability to deal positively with difficult events, to positively reorganize one's life in the face of difficulties, to rebuild oneself while remaining sensitive to the positive opportunities that life offers, without alienating one's own identity. The story tells about a boy who will find himself managing a reality that he could not expect or predict, thanks to the resilience he has shown in various complex and difficult life situations.