Global Toys & Games Industry The global toys and games industry is expected to hit the $100 billion mark by 2015, according to research from Global Industry Analysts. In recent years the market has been influenced by changing consumer tastes, with children opting for more sophisticated video games and electronic toys. Children are also becoming increasingly accustomed to changing toys more frequently. This means toy and game manufacturers are obliged to introduce new products on a regular basis, and focus on innovation and technological advancements. Market growth is being fuelled by video, console and computer games, with the industry also benefiting from a growing adult consumer base as this group takes a greater interest in …show more content…
MarketLine estimates specialist store sales accounted for 60% of overall industry revenues at almost $1.5 billion. Market growth is expected to remain at almost 9% through 2016 bringing the market to over $3.6 billion. The Indian toy industry is characterized by fragmentation, with growth slowed by the small scale of domestic producers lacking in innovation and less resources to invest in equipment, technology and advertising. Smart Research Insights predicts growth will become stronger due to urbanization, an expanding consumer base and rising income levels. Top players in the Indian toy industry include Hamleys, Funskool India, Hanung Toys & Textiles, Mattel Toys and Ok Play India. * China’s toys and games market recorded 10% year-on-year growth in 2011 reaching around $11 billion, reportsGlobal Sources. Market growth is hampered by low overseas sales due to slow recovery from the debt crisis. Key factors for the industry moving forward include identifying new sources of demand and adhering to increasingly strict safety standards.
Market Outlook Demand for intelligent and interactive toys is expected to continue growing and fuelling the global toys and games market, reports Global Industry Analysts. This development has pushed non-toy companies, including Microsoft and Intel, to add their offerings to the market. While traditional toys and games are losing some degree of popularity in the face of competition from interactive
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.
Toys R Us is the world's largest children's specialty retailer. The company operates toy stores throughout the world and is publicly traded on the New York Stock Exchange. In this paper I will give a brief company history, cite where the competitive environment is coming from, strategies that were attempted, and where they stand today.
The customer base for this kind of industry is gradually expanding year after year as the gaming community now increasingly comprises those in the middle ages.
I will approach the process of exploring more technologically advanced and interactive toys within the American Girl core brand by pulling a team of people to complete the strategic planning process (Ferrell & Hartline, 2014). A strategic plan is a roadmap to grow your business (Lavinsky, 2013). The roadmap will detail what it will take the implement the new technology and interactive product (Ferrell & Hartline, 2014). The team will explore the new technologies and understand the current status of interactive toys that the Mattel has had success with and the pain points. This will help the team understand what works and what has not worked. Research and analysis will be performed to understand the new technologically that is available
Team 2 has researched and completed a comparative analysis of Mattel’s supply chain design and related costs with that of its major competitor Hasbro and the toy industry. What follows, is a brief background of Mattel’s traditional (non-electronic game) sector, its key competitors and Mattel’s use of supply chain management concepts in addressing the competitive landscape to gain a competitive advantage. The global toy and game market grew by 7.2% in 2007 with a value of $106.1 billion and by 2012, is forecasted to have a value of $126.2 billion, an increase of 18.9% over 2007. The toy market is divided into three primary sectors, namely game consoles, game software and traditional toys and games. Traditional toys and
Mattel needs to develop strategies and solutions for the increasingly popular digital delivery of entertainment. Children are spending more and more time online and playing videogames. The major growth in electronic games is console gaming (Xbox, Playstation, Wii) and, so far, Mattel has not made progress in the right direction in this field.
Future growth expectations for the Video Games industry have been significantly moderated, as the picture of the market for gaming on mobile platforms becomes clearer. Since mobile games are sold at much lower prices compared to traditional console and PC games, their rise may foretell a slowdown of the video game market in the United States. While the recent launch of the next generation video game consoles is expected to rekindle interest in the more expensive console gaming market, the rise of low-cost, low-margin mobile gaming market may weigh on the overall gaming market. Consequently, this is expected to pull revenue downward as consumers pay less per hour for gaming entertainment. Revenue is expected to reach $47.4 billion in 2019 as a result of the expanding population and an increased percentage of Americans
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
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.
Mr. Brandon, CEO of Toys R Us, Inc. stated “There is simply no reason to go somewhere else-our focus is kids and families every day of the year-unlike some of our competitors who only play (pun-intended) a few weeks a year” Toys “R” Us Inc.,2017, Oct 24). Another innovative way the company has gained competitive advantage recently is by introducing Play Labs nationwide. Play Labs are a free reality application which includes AR games and play experiences that children can play on their smartphone or tablet devices while they are in the stores shopping. Toys R Us is now more than just a place to shop, they have created experiences which bring their stores to life with their interactive games that the kids highly enjoy playing (Toys “R” Us Inc, 2017).
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.
toy or children's entertainment market Lego remains the brand of choice in the field of construction toys despite
That would be 15% lower than 2011. Meanwhile, two of the biggest movements in games—the rise of social and mobile gaming—were pioneered not by the establishment but by outsiders like Apple, Facebook, and Zynga. (WARREN, J. (2012). Based on research, timing is critical for a new entry into the video game console industry. A console start-up must wait for current console giants: Microsoft and Sony gaming consoles to age to the point where interest drops. This drop in interest can be an “opening” a start-up needs to jump-in prior to Microsoft and Sony releasing new consoles. So, the statement of the problem would be when to enter the video game console industry.
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.