preview

Global Game Industry Essay

Better Essays

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

Get Access