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发明50年后,这款玩具卖出5亿件

Prarthana Prakash
2024-01-21

魔方正在努力跟上数字时代,以博得新生代的喜爱。

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50年前,匈牙利建筑教授埃尔诺·鲁比克发明了魔方。图片来源:DANIEL KARMANN—PICTURE ALLIANCE/GETTY IMAGES

如果你接触过魔方(Rubik’s Cube),就会知道其实玩起来并不容易。然而尽管魔方挺有挑战性,比起电子宠物和掌上游戏机等大多数同时代玩具寿命却更长久。

在游戏界,魔方不仅寿命长,而且增长迅猛,非常成功。今年是建筑教授埃尔诺·鲁比克发明魔方的50周年,而魔方累计约5亿的销量早已超出他的预期。

“有一个非常有趣的事实,而且让我跟其他人一样惊讶的是,在近几十年前所未有的技术革命中,人们一直热爱如此简单又‘低技术含量’的玩具。事实上,人们还越发喜欢魔方了。”2020年,鲁比克在《魔方的“魔力”》(Cubed)一书中写道。

魔方如何破解成功密码

1974年,这位匈牙利教授发明了彩色魔方,当年他只有29岁。魔方的基本结构是可以扭曲旋转的三维3×3网格,目标是让每一面颜色相同。

现年79岁的鲁比克一直喜欢拼图,在他制作第一个魔方的过程中,艺术和雕刻领域的学术背景发挥了很重要的作用。

“我从小就对解决问题、挑战,还有国际象棋等等很感兴趣。”鲁比克在接受《财富》杂志采访时表示。

但他也发明了感兴趣然而一个月都没有解决的小玩意。

后来他终于成功解决,也成为魔方之旅的开始——先是出现在匈牙利的商店,不久后遍布全世界。

“刚开始很重要的一点是,向自己证明有可能成功复原。所以我想,如果我能够做到,其他人就也可以做到。”鲁比克说,他认为魔方的哲学也能够反映真正的生活。

“问题在于,面对如此多的方块,如何选择下一步,如何找到方法回到最初?”

由于魔方的复杂性和矛盾性,因此不仅停留在游戏层面(2023年,一名21岁的选手以创纪录的3.13秒成功复原魔方)。

魔方的第一波销量增长在20世纪80年代,当时鲁比克带着作品参加了纽约一个博览会。接下来的三年里卖出了约1亿个魔方,鲁比克从未预料也没有见过这种狂热。

在鲁比克的描述里,魔方可以帮助他理解人类。

其他学者也较为认同,包括认知科学家道格拉斯·霍夫施塔特,1981年他在关于魔方的书里写道,“魔方是一项巧妙的机械发明,是一种消遣,是学习工具,是隐喻也是灵感的来源。”

魔方有4,300亿种解决方案,刚开始会感觉是不可能完成的任务。不过魔方让人们大伤脑筋的能力也正是多年来吸引爱好者的原因,魔方开创了自己的宇宙。

现在人们可以蒙着眼睛复原魔方,参加国际锦标赛,还能够用来展示人工智能的突破等等。

流行文化中魔方也有一席之地,从辣妹组合(Spice Girls)的音乐视频到威尔·史密斯主演的《当幸福来敲门》(The Pursuit of Happyness)电影中都曾经出现过。

种种现象都有助于人们保持对魔方的新鲜感。

多年来,魔方的成功超出了鲁比克的预期。图片来源:COURTESY OF SPIN MASTER

魔方如何跟上数字世界

凭借着千变万化,尽管几十年来一直存在其他技术支持的娱乐手段,魔方一直努力适应并开创了小众市场。

Spin Master的游戏高级总监萨姆·苏兹告诉《财富》杂志,正因为魔方持久的吸引力,所以2021年Spin Master收购时根本“无需思考”。

当然,该公司也深知迎合热爱数字技术的年轻受众的重要性。

“对品牌而言是一个挑战,毕竟魔方已经存在50年。我们尝试了很多方法重塑。”苏兹表示。“Spin Master希望一方面保持魔方原有的形式和形状,一方面引入新的游戏方式和互动方式。”

Spin Master推出了幻影魔方,用户触摸后短暂显示方块的颜色,通过测试玩家的记忆力为魔方增加了新挑战。

苏兹说,类似的新玩法可以吸引想提高技能的魔方爱好者,也能够吸引支持给经典魔方增加新意的礼物购买者。

从强劲销售就可以看出魔方的受欢迎程度。根据2023年12月Spin Master与《财富》杂志分享的Circana数据,2022年全球售出了575万个正品魔方,同比增长14%。

经典魔方也以42%的总份额占据了益智游戏市场的最大份额。

苏兹指出,数字魔方领域也在不断发展,蓝牙技术支持的魔方新玩法中,玩家能够与全球不同地区的玩家同台竞技。

魔方也推出了自己的应用程序,供用户在个人设备上挑战。

Spin Master加强了各方合作,保持品牌价值和需求。举例来说,最近公司推出了特别定制魔方纪念迪士尼(Disney’s)100周年。

2024年公司将推出新产品,包括与漫威(Marvel)和Hello Kitty合作,也将成为魔方品牌50周年的里程碑。

“我们正在开展各种独特的合作,有望吸引儿童和收藏家的关注。”苏兹说。

刚刚迎来黄金时代的魔方品牌向新时代转型的同时,仍然年轻且充满活力,也忠于初心。这也许是其创始人谈论起魔方不喜欢用过去时的原因。

“我认为讨论魔方不要用过去时。魔方是现在时。”鲁比克说。(财富中文网)

译者:梁宇

审校:夏林

如果你接触过魔方(Rubik’s Cube),就会知道其实玩起来并不容易。然而尽管魔方挺有挑战性,比起电子宠物和掌上游戏机等大多数同时代玩具寿命却更长久。

在游戏界,魔方不仅寿命长,而且增长迅猛,非常成功。今年是建筑教授埃尔诺·鲁比克发明魔方的50周年,而魔方累计约5亿的销量早已超出他的预期。

“有一个非常有趣的事实,而且让我跟其他人一样惊讶的是,在近几十年前所未有的技术革命中,人们一直热爱如此简单又‘低技术含量’的玩具。事实上,人们还越发喜欢魔方了。”2020年,鲁比克在《魔方的“魔力”》(Cubed)一书中写道。

魔方如何破解成功密码

1974年,这位匈牙利教授发明了彩色魔方,当年他只有29岁。魔方的基本结构是可以扭曲旋转的三维3×3网格,目标是让每一面颜色相同。

现年79岁的鲁比克一直喜欢拼图,在他制作第一个魔方的过程中,艺术和雕刻领域的学术背景发挥了很重要的作用。

“我从小就对解决问题、挑战,还有国际象棋等等很感兴趣。”鲁比克在接受《财富》杂志采访时表示。

但他也发明了感兴趣然而一个月都没有解决的小玩意。

后来他终于成功解决,也成为魔方之旅的开始——先是出现在匈牙利的商店,不久后遍布全世界。

“刚开始很重要的一点是,向自己证明有可能成功复原。所以我想,如果我能够做到,其他人就也可以做到。”鲁比克说,他认为魔方的哲学也能够反映真正的生活。

“问题在于,面对如此多的方块,如何选择下一步,如何找到方法回到最初?”

由于魔方的复杂性和矛盾性,因此不仅停留在游戏层面(2023年,一名21岁的选手以创纪录的3.13秒成功复原魔方)。

魔方的第一波销量增长在20世纪80年代,当时鲁比克带着作品参加了纽约一个博览会。接下来的三年里卖出了约1亿个魔方,鲁比克从未预料也没有见过这种狂热。

在鲁比克的描述里,魔方可以帮助他理解人类。

其他学者也较为认同,包括认知科学家道格拉斯·霍夫施塔特,1981年他在关于魔方的书里写道,“魔方是一项巧妙的机械发明,是一种消遣,是学习工具,是隐喻也是灵感的来源。”

魔方有4,300亿种解决方案,刚开始会感觉是不可能完成的任务。不过魔方让人们大伤脑筋的能力也正是多年来吸引爱好者的原因,魔方开创了自己的宇宙。

现在人们可以蒙着眼睛复原魔方,参加国际锦标赛,还能够用来展示人工智能的突破等等。

流行文化中魔方也有一席之地,从辣妹组合(Spice Girls)的音乐视频到威尔·史密斯主演的《当幸福来敲门》(The Pursuit of Happyness)电影中都曾经出现过。

种种现象都有助于人们保持对魔方的新鲜感。

魔方如何跟上数字世界

凭借着千变万化,尽管几十年来一直存在其他技术支持的娱乐手段,魔方一直努力适应并开创了小众市场。

Spin Master的游戏高级总监萨姆·苏兹告诉《财富》杂志,正因为魔方持久的吸引力,所以2021年Spin Master收购时根本“无需思考”。

当然,该公司也深知迎合热爱数字技术的年轻受众的重要性。

“对品牌而言是一个挑战,毕竟魔方已经存在50年。我们尝试了很多方法重塑。”苏兹表示。“Spin Master希望一方面保持魔方原有的形式和形状,一方面引入新的游戏方式和互动方式。”

Spin Master推出了幻影魔方,用户触摸后短暂显示方块的颜色,通过测试玩家的记忆力为魔方增加了新挑战。

苏兹说,类似的新玩法可以吸引想提高技能的魔方爱好者,也能够吸引支持给经典魔方增加新意的礼物购买者。

从强劲销售就可以看出魔方的受欢迎程度。根据2023年12月Spin Master与《财富》杂志分享的Circana数据,2022年全球售出了575万个正品魔方,同比增长14%。

经典魔方也以42%的总份额占据了益智游戏市场的最大份额。

苏兹指出,数字魔方领域也在不断发展,蓝牙技术支持的魔方新玩法中,玩家能够与全球不同地区的玩家同台竞技。

魔方也推出了自己的应用程序,供用户在个人设备上挑战。

Spin Master加强了各方合作,保持品牌价值和需求。举例来说,最近公司推出了特别定制魔方纪念迪士尼(Disney’s)100周年。

2024年公司将推出新产品,包括与漫威(Marvel)和Hello Kitty合作,也将成为魔方品牌50周年的里程碑。

“我们正在开展各种独特的合作,有望吸引儿童和收藏家的关注。”苏兹说。

刚刚迎来黄金时代的魔方品牌向新时代转型的同时,仍然年轻且充满活力,也忠于初心。这也许是其创始人谈论起魔方不喜欢用过去时的原因。

“我认为讨论魔方不要用过去时。魔方是现在时。”鲁比克说。(财富中文网)

译者:梁宇

审校:夏林

If you’ve ever dabbled with a Rubik’s Cube, you know it isn’t the easiest puzzle to crack. But despite the challenging nature of the game, it’s endured longer than most other toys of its generation—think Tamagotchis and Game Boys.

The Cube has seen enormous growth and success in its relatively long lifespan in the world of games, selling roughly 500 million units as it celebrates its 50th anniversary this year since architecture professor Erno Rubik discovered it—something he says has defied his expectations.

“It is a curious fact—one that surprises me as much as anyone—that for so many decades, during a time of an unprecedented technology revolution, fascination with such a simple, ‘low-tech’ object has survived. And, in fact, this fascination has evolved,” Rubik wrote in his book Cubed, published in 2020.

How Rubik’s Cube cracked the code for success

The Hungarian professor founded the colorful Cube—whose basic configuration involves a three-dimensional 3×3 grid that’s twisted and turned so each of its surfaces has the same color—in 1974, when he was just 29.

Rubik, now 79 years old, always had a proclivity for puzzles, and his academic background in art and sculpting became helpful instruments in creating the first prototype of the Cube we know today.

“I got an interest from [a] young age about problem-solving, challenges, chess problems and so on,” Rubik told Fortune in an interview.

Although he had created something that intrigued him, he couldn’t solve it for a month.

But once he did, it marked the beginning of the Cube’s journey—first, to shops in Hungary and soon after, the rest of the world.

“At first, it was important to prove to myself that it’s possible to solve. So, I thought well, if I can do it, somebody else can,” Rubik said, referring to the Cube philosophically as a reflection of life itself.

“The question is, how do you find your way between so many possible positions and how can you find your way back?”

The complexity and paradoxical nature of the Cube makes it more than just a game (that was solved by a 21-year-old in a record time of 3.13 seconds last year).

The Cube’s earliest boost in sales came in the 1980s, when Rubik took his creation to a fair in New York—in the three years that followed, roughly 100 million Cubes were sold, creating a frenzy that Rubik had never expected or seen before.

Rubik describes the Cube as a tool that’s helped him understand people.

Other academics also regarded it as such, including cognitive scientist Douglas Hofstadter, who wrote of the Cube in 1981 that “it is an ingenious mechanical invention, a pastime, a learning tool, a source of metaphors, an inspiration.”

With 43 quintillion solutions for the Cube, it can initially feel like an impossible task to tackle. But the Cube’s ability to confound people is also what’s drawn enthusiasts over the years, creating an entire universe of its own.

People have now solved the Cube blindfolded, competed in international championships for it, used it to demonstrate AI breakthroughs and much more.

It’s also earned a spot in pop culture, from featuring in a Spice Girls music video to appearing in Will Smith’s The Pursuit of Happyness.

All that has helped keep the Rubik’s Cube fresh in people’s minds.

How Rubik’s Cube is staying relevant in a digital world

The Rubik’s Cube, in tune with its shape-shifting ability, has managed through the decades to adapt and create a niche for itself despite other tech-driven forms of entertainment.

It’s this everlasting quality of the Rubik’s Cube that made its acquisition in 2021 a “no brainer” for Spin Master, the company’s senior director of games Sam Susz told Fortune.

However, the company also realizes the importance of catering to the digitally-savvy younger audience.

“It’s a challenge for the brand because it’s been around for 50 years. There’s been so many ways it’s been tried to be reinvented,” Susz said. “They [Spin Master] were trying to find ways to keep the iconic form and shape, but introduce new ways of play and new ways to interact with the Cube.”

Spin Master launched the Rubik’s Phantom Cube, which reacts to the user’s touch to temporarily reveal the color of a tile, adding a new challenge to the Cube by testing the player’s memory.

This variation, Susz said, appeals to cubers who want to up their skills, and to gift-givers who recognize the brainteaser in its original form with the added novelty.

The popularity of the Cube is reflected in its strong sales—in 2022, 5.75 million units of the official Rubik’s Cube were sold globally and that figure was up 14% year-to-date, according to figures from data firm Circana shared with Fortune by Spin Master in December.

The iconic Cube also occupied the lion’s share of the brain-teaser games market, with a total of 42%.

The realm of digital cubing is also growing, Susz pointed out, with new advancements in Bluetooth-enabled cubing allowing players to compete against one another from different parts of the world.

The Cube also has its own app for those wanting to solve it on their personal devices.

Spin Master has leveraged collaborations to keep the brand relevant and in demand—for instance, it recently launched a special line of Rubik’s Cubes in honor of Disney’s 100th anniversary.

The company has new launches through 2024 to make the 50th-year milestone for the Rubik’s brand, including partnerships with Marvel and Hello Kitty.

“We’re doing all sorts of unique collaborations that we think will appeal to kids and adult collectors,” Susz said.

As a brand that just hit its golden jubilee, it still feels young, vibrant and alive as it transforms to new times, while staying true to its roots. That’s perhaps why its founder doesn’t like talking about the Cube in the past tense.

“I think we can speak about the Cube not in the past. The Cube is in the present,” Rubik said.

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