REVISED: 11/05/10
O NL IN E SI MU LA TIO N F OR EG R OU ND R E A D IN G
Finance: Capital Budgeting
Company and Industry Overview
The New Heritage Doll Company, based in Sacramento, California, was a privately held company with 450 employees and approximately $245 million in fiscal 2009 revenues. This represented approximately 8% of the $3.1 billion U.S. doll industry, which was projected to grow by 2% annually to $3.4 billion in retail sales by 2013. In turn, the doll industry represented a 7.4% share of the total
$42 billion U.S. market for toys and games, which was dominated by global enterprises that enjoyed economies of scale in design, production, and distribution. Revenues were highly seasonal; the
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Online Simulation Foreground Reading—Finance Simulation: Capital Budgeting
to $150 range) for the “tween” (ages 8 to 12) demographic. Doll accessories, which made up 15% of the division’s total revenue, included doll clothing and “doll gear” to mimic real‐life situations in which the doll “character” might find herself (camping gear, sports gear, etc.).
Similar to other U.S. toy manufacturers, a large portion of New Heritage’s assembly and packaging was done overseas, in China and Taiwan, using components manufactured by third‐party vendors. However, manufacturing activities that required precise tolerances or proprietary processes, along with all the creative functions (concept testing, product design, and product‐ prototype development) were handled in‐house at the company’s headquarters facilities in
Sacramento.
New Heritage’s Retail Division
The second division of New Heritage Doll Company was the retail division, which generated $190 million of New Heritage’s revenue and $4.8 million in operating profit. The retail division managed the sale of the dolls and accessories that the production division designed, assembled and packaged.
The retail division sold its merchandise through three channels: a website (42%), a mail‐order paper
catalog
Revisit the selling price of specialty branded doll #106 based on the customization requirements by the customers.
The problem surrounding Mattel Inc. is their mismanagement of international subcontractors and vendors and the production of certain toys (the manufacturing process), as well as their inability to adapt their marketing strategy or product to the constantly changing “demographic and socioeconomic trends.” This is supported by Mattel’s legal battle with Carter Bryant and MGA, their forced recall of certain toys that were manufactured overseas, and the increasing rate at which traditional toys are becoming less appealing to today’s young audience. Essentially, Mattel’s mismanagement and oversight lead to violations in terms of ethical and social responsibilities and safety standards.
On the morning of January 17, 1993, before the annual buying trip to Germany for the 1993 Christmas season, the toy buyer for the chain of Hightower Department Stores named Julia Brown was reviewing the performance of some models of stuffed animals tested for sales during 1992. Every time Julia’s on the trip, she would buy some stuffed animals for testing. Fifty was the minimum amount the manufacturers require. Based on Julia’s years of buying experience, the tested result would give Julia a clear estimation about how many new stuffed animals she needed to order. Figure 1 in below shows the timeline of how Julia buys the toys for the company:
Today, I can walk into almost any toy store in America and expect to get bombarded by plastic figures with extreme bodies. But if I were to play this same scenario out in previous time periods, I would find it difficult to encounter the same types of products. This is because children’s toy trends have shifted in America throughout the 20th century. I recently came across an article from TIME magazine that reflects this idea. In it, author Allie Townsend, managing editor of Facebook, ranks 100 of the most influential American toys since the 1920’s.25 I moved through the list from the beginning, and rarely did I come across a toy resembling a doll or action figure until decades later. The toys that populated the store shelves during the first
had captured 20% of the U.S. toy market, with sales surpassing the $4 billion mark.6 Sourcing
By conducting a value chain analysis for Walt Disney Company, I will be able to accurately show the “parts of its operations that create value, and those that don’t” (Hitt, Ireland, and Hoskisson, 87). The value chain is segmented into two categories: support functions and value chain activities. Support functions include finance, human resources, and management information systems which “support the work being done to produce, sell, distribute, and service the products [Walt Disney] is creating” (Hitt, Ireland, and Hoskisson, 87). Value chain activities include supply chain management, operations, distribution, marketing, and follow-up services, which Walt Disney
Based on Talbots filing of the 10-K, net sales in FY 2005 were $1,808,606 compared to $1,697,843 in FY 2004, an increase of 6.5%. Operating income was $152,148 in FY 2005, compared to $142,115 in FY 2004, an increase of 7.1%. Cash flow from operations was 12% of sales, or $211,438 for FY 2005, compared to $155,223 for FY 2004. Total revenues for the year rose 7% to approximately $1.8 billion. Comparable store sales also grew at a modest 2.6%. Comparable store sales were positive in each of the first seven months of FY 2005, driven by a healthy sales performance across the U.S..
New Heritage Doll Company is a U.S based children toy manufacturer with a well-known national
Production was New Heritage's largest division as measured by total assets, and easily its most asset-intensive. Approximately 75% of the division's sales were made to the company's retailing division, with the remaining 25% comprising private label goods manufactured for other firms. Table 1 summarizes the division's various sources of revenue and operating income.
Through studying the entire retail toy industry, we have been able to understand the complexity of the industry in which Toys "R" Us operates. Upon completion of the analysis, we realized that the industry is growing stably,
LEGO, like most companies in the toy industry are fighting to stay profitable in this
Walt Disney Company for eighty years has captured the attentions of millions of people around the world, offering family entertainment at theme parks, resorts, recreations, movies, TV shows, radio programming, and memorabilia (David, 2009). Today, Walt Disney possesses four main business segments: Disney Consumer products, Studio Entertainment, Parks and Resorts, and Media Networks. Each of Disney's business units increased profits apart from its interactive division, which was recently restructured (Garrahan, 2011). By combining Disney's long history with the commitment to quality, Disney Consumer Products has had a large and steady presence in the toy marketplace (Anonymous, 2010). Studio entertainment has been somewhat of
In the past, the toy business was just an annex of the publishing industry. Little effort was invested in toys which were not even mentioned strategic plans. Now the toy industry is the second-highest profit maker in Marvel, generating over $20 billion in sales in 2003. The toy business is very promising in the future. However its percentage in revenue will still remain stable or slightly decrease, just as publishing will do, because licensing has such a strong possibility for growth. In addition, while the toy industry competition is too fierce to permit further achievements.
There are different ways how Toys “R” Us can reach profitability by obtaining customers year-round. The company should appeal to its established historic customer base that will respond to its stores because of their loyalty to the company. The company can do this by opening new product lines. They can focus on obtaining products that are high in demand by their competitors. They can use their already established company popularity to obtain strong supplier relationships for the additional products. These will supply the company with an additional source of income and the
The total market for children's entertainment is estimated to be $35 billion annually. Toys account for about $20 billion in annual spending. Summer camps are estimated to generate $6 billion annually. This is followed by children's videos and video games at $4 billion each. Children's software sales currently generate about $1 billion per year in revenues, and industry sales are expected to grow at a 30 percent annual rate over the next several years.