Provide an overview of the toys industry. The global toy market was estimated to be $71 billion business in 2007. About 36 percent of the global market was concentrated in North America(about $24 billion), but annual sales in this region were growing at a slower pace. However, the asia market had grew at 12 percent in 2006, and were expected to grow by 25 percent , especially in China and India.There are about 880 companies in the toys industry. The main key players such as Mattel, Hasbro, RC2, JAAKS Pacific, Marvel, and Lego. This industry were lead by Mattel and Hasbro. Big retailers like Wal-Mart and Target had become major players in the U.S. toy market. They also sold product to other toy companies, such as Mattel, Hasbro, and …show more content…
However, video games is remarkably growing compared to the traditional toy industry. In addition, about 60% of the toys sold in the world are made from China.
· Global Toy Market to be $71 Billion Business in 2007 ( Increase about 6% over the previous year)
· U.S – North America is one of the biggest consumer ( consisting about 36% of the Toy Global Market)
· Dominated by few Key Players- Mattel, Hasbro, RC2, JAAKS Pacific, Marvel and Lego ( Leaders- Mattel and Hasbro)
· Emerging of Retailers such as Wal-Mart and Target have become major players in the U.S Toy Market – They also sourced toys (under their own brand name) directly from China.
· Categorize into Multiple Segements such as Action Figures & Accessories,Arts & Crafts, Building Sets, Dolls, Games /Puzzles, Infant/Preschool Toys, Youth Electronics, Outdoor & Sports Toys, and Plush Vehicles
· (Kids Getting Older Younger)- youth electronics showed a noticeable growth,
· Production of Toys were concentrated primarily in China ( 60% of the Toys sold in the world were made in China) which includes 10,500 toy makers operated in China. Global toy market was estimated to be a $71
This paper will summarize the ERR articles from the bulleted topics and issues. This paper will also include summaries on toys that may encourage violence and aggression, toys that may promote pro-social behavior, gender stereotyping in toy selection, and cultural stereotyping or, lack of cultural awareness in toys.
had captured 20% of the U.S. toy market, with sales surpassing the $4 billion mark.6 Sourcing
ToyWorld, Inc. was founded in 1973 by David Dunton. Before that, he had been employed as production manager by a large manufacturer of plastic toys. Mr. Dunton and his former assistant, Jack McClintock, established Toy World, Inc. with their savings in 1973. Originally a partnership, the firm was incorporated in1974, with Mr. Dunton taking 75% of the capital stock and Mr. McClintock taking 25%. The latter served as production manager, and Mr. Dunton, as president, was responsible for overall direction of the company’s affairs. After a series of illnesses, Mr. Dunton’s health deteriorated, and he was forced
So, they turned to making toys, and Mattel became the world’s largest toy company, with a revenue of $5.8 billion and a net income of $684 million in 2010.
Hasbro Inc. owns the very successful brand, G.I. Joe that is an icon in the toy industry. G.I. Joe has been a dominate factor in the market for toys since its launch in 1964. The brand has been able to stand the test of time and its creators have successfully preserved the brand throughout the years. Hasbro’s challenge is to market the G.I. Joe brand in such a way, so that it can become a mega brand like its competitor Mattel with its mega brand Barbie. The toy market has volatile sales depending upon trends created by consumer demand. The market is also very seasonal in which sales are typically best during the Christmas shopping season. The target customer for Hasbro Inc. is a shrinking market due to
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,
just building blocks. Due to the different segments that make up the toy industry, buyer power is
The competitive rivalry in the toy industry is intense. Organizations try to sell through their own retailers and online instead of solely through other retailers. Flexibility and responsiveness to the market are
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.
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.
Hasbro conducts business within the Toy, Game and Doll Manufacturing industry. They have strong, brand portfolio that they utilize in a wide variety of entertainment mediums. Hasbro categorizes their brands into four categories which they call their brand architecture: franchise, partner, gaming mega, and challenger brands. Their franchise brands are owned by them and they currently make most of their revenue from these brands. However, their partner brands are quickly becoming more important to their business as a majority the company’s growth recently has come from new ones. In addition to the brand architecture, they report the financial performance of their brands by grouping them into four different categories: boys, girls, games, and preschool. Boys and games has been a majority of their business mostly, but that is beginning to change recently as their girl brands are beginning to grow. (10K and Hasbro quarterly reports).Hasbro is a global company that has sales around the world. They report their sales in four segments: US/ Canada, International, Entertainment and Licensing, and Global Operations. The International segment is further segmented into Europe, Latin America, and Asia/Pacific, where they directly operate (10K). Within these segments and brands, it is difficult to identify which toys and games are their core items because they have almost 2,700 individual products that they currently sell in addition to their non-toy items, digital games,
To achieve this about 65 percent of its toy manufacturing was moved to Asia where its products could be produced cheaper. In doing so Mattel now has to work within the culture of its manufacturing facilities to ensure healthy and safe operations to its employees. This means that wage, possible child labor, and other ethical issues could arise, thus as stated before the Global Manufacturing Principles were created and implemented.
Woolworths was the biggest toys and games retail in UK, after the collapse of Woolworths in 2008, Toys R Us, Argos, Disney and other online retail such as Ebay and Amazon became the major players in toys and games industry. In 2009, Argos has 24% market share which are top one in UK toys and games market. Toys R Us has 17% market share and Disney only has 3% market share (MINTEL 2010). Figure 4 shows the outlet, sales, positioning and evaluation of those major players in toys and games industry in 2010.
This report is about the situational analysis of the Toy R US Company. This company is currently facing some drop in sales, possible reasons and potential solutions are provided in this report. All the detailed analysis are given here. Report has suggested that company lost its main perspective which it famous at the first point. This is main outcome of the report. There are many other reasons as well which are causing the decline of the company. There is a lot of room for improvement which can be tackled, implementation plan is also given in this report along with the possible and potential full recommendations. So lets’ start with the report.
Conclusion: The entry of Toys “R” Us would shake the traditional Japanese toy business, however the cracks appearing in the retail structure points towards the need for transformation in the Japanese market. Hence Toys “R” Us potentially is a good prospect for the Japanese markets.