MarketLine Industry Profile Toys & Games in Brazil January 2012 Reference Code: 0076-0778 Publication Date: January 2012 WWW.MARKETLINEINFO.COM MARKETLINE. THIS PROFILE IS A LICENSED PRODUCT AND IS NOT TO BE PHOTOCOPIED Brazil - Toys & Games © MARKETLINE THIS PROFILE IS A LICENSED PRODUCT AND IS NOT TO BE PHOTOCOPIED 0076 - 0778 - 2011 Page | 1 EXECUTIVE SUMMARY Market value The Brazilian toys & games market grew by 16.4% in 2011 to reach a value of $3,538.8 million. Market value forecast In 2016, the Brazilian toys & games market is forecast to have a value of $6,237.1 million, an increase of 76.2% since 2011. Category segmentation Plush is the largest segment of the toys & games market in Brazil, …show more content…
29 Industry associations ................................................................................................................................................ 30 Related Datamonitor research ................................................................................................................................. 30 Brazil - Toys & Games © MARKETLINE THIS PROFILE IS A LICENSED PRODUCT AND IS NOT TO BE PHOTOCOPIED 0076 - 0778 - 2011 Page | 3 LIST OF TABLES Table 1: Brazil toys & games market value: $ million, 2007–11(e) ................................................................................. 7 Table 2: Brazil toys & games market category segmentation : $million, by value, 2011(e) ........................................... 8 Table 3: Brazil toys & games market geography segmentation : $million, by value, 2011(e) ........................................ 9 Table 4: Brazil toys & games market distribution: % share, by value, 2011(e) ............................................................. 10 Table 5: Brazil toys & games market value forecast: $ million, 2011 –16 ..................................................................... 11 Table 6: Lojas Americanas SA: key facts
The economy of Brazil is in the top ten largest economies along with the United States. It is the biggest in Latin America. Actually it is the seventh largest in the world. Brazil has used its newly found economic mechanism to syndicate its outcome in South America and show more of a role in the Global Businesses. The Obama Administration’s National Security Strategy recognizes Brazil as a developing center of effect, and greets the management of the country’s joint and global issues. The United States and Brazil associations mostly have been good in the recent years. But Brazil has other strengthening relations with neighboring countries and expanding ties with nontraditional partners in the South that’s developing.
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.
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.
Toys play quite an important role in children’s lives, along with their socialization. Kids spend a vast amount of time playing with toys, alone and with their peers or parents. In todays age when it comes time to buying gifts for children everything is color coded. There are many boundaries that separate
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.
Brazil with a population around 201,032,714, is the largest South America’s country. Brazil’s most important components of its GDP are service revenues, wide industry sector and its successful agriculture.
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.
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.
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,
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.
The video game console industry is a very competitive segment. This segment requires a keen eye on product development as well as strategic product marketing and a rather large logistics arm to ensure rapid distribution to targeted areas. Video game industry in the US, which is hugely driven by retail sales of software and hardware, registered revenues of USD ~ million in CY'2012. Even so with the advent of new video game players in the industry, the revenues decreased by 11.7% compared to
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.