Dallas, Texas (PRWEB) May 02, 2014
Global Toys and Games Market 2014-2018 - the global research reports that computer games are giving traditional toys and games a run for their money, with the market only posting a CAGR of 4.17 percent from 2013-2018.
In a recently published report on the Global Toys and Games Market, analysts indicate a strong preference for computer games among children is significantly hampering market growth.
“Computer and online games are increasingly replacing traditional toys and games and there is a growing market for digital games targeted at children,” says the research.
“Consumer loyalty to traditional toys and games is low, with children increasingly switching to computer games and preferring online and computer gaming.”
This report covers the present scenario and the growth prospects of the Global Toys and Games market for the period 2014-2018. To calculate the market size, the report considers retail sales of toys and games products. The product segments considered when calculating the market size are Stuffed Toys, Infant Gaming Products, Dexterity and Activity toys, Dolls, and Puzzle Games.
The distribution channels considered when calculating the market size are specialist retailers; hypermarkets, supermarkets, and discounters; department stores; general and variety stores; and others.
On top of the strong preference for electronic gaming, even among young children, vendors in the toys and games market also experience intense competition.
Because of increased price competition, product differentiation, low brand loyalty, and the entry of new vendors, existing vendors in the Global Toys and Games Market such as Mattel Inc. are witnessing a decline in profit. The new entrants are more focused on customer requirements and are developing new designs/varieties of toys and games. Cost-conscious customers prefer to spend money on low-cost toys and games rather than premium brands, and this further reduces the sales potential and profit margins of vendors/retailers selling premium brands.
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The report points to a few factors which will help sustain some modest growth in the market over the forecast period. One such factor is the number of licensed toys and games on the market, which draw on popular children’s characters to help in sales.
“The popularity of children’s TV shows, cartoons, and movies has created a number of popular characters as well as toys and games based on these characters. For instance, the success of Dora the Explorer, and Spiderman have spurred the sales of toys and games in these product lines,” says Ghaus.
The Global Toys and Games Market 2014-2018, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the Americas and the EMEA and APAC regions; it also covers the Global Toys and Games market landscape and its growth prospects in the coming years. The report also includes a discussion of the key vendors operating in this market.
Other Prominent Vendors
To determine the scenario for these vendors in the next 3-4 years, analysts have conducted in-depth analysis of the impact of market drivers, challenges and trends featuring data on product segmentations, vendor shares, growth rate by revenue and an evaluation of the different buying criteria in the order of importance.
Key Questions Answered in this Report
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