Toys and Games: A Global Strategic Business Report
San Jose, California (PRWEB) November 12, 2008
World toys and games market has been positively impacted by growing consumer awareness and exposure to media and marketing. The toy industry is marked by fluctuations, which are seasonal and trend-driven. Factors impacting the business climate in the marketplace include - economic conditions, levels of disposable incomes, and consumer demographics. The ongoing economic slowdown is expected to temporarily take the wind out of the market's sails, with consumers curtailing expenditure on leisure goods such as video games, and consoles.
Market for traditional toys and games in developed countries is witnessing lethargic growth patterns largely due to the declining birth rates, and growing disenchantment of children towards conventional toys. As a result young children are no longer the prime or in many case the sole attractive targets of the manufacturers and retailers. Youngsters, teenagers and adults are presently the prime targets. Increase in disposable incomes of the younger population is leading manufacturers to focus on this demographic cluster as a lucrative target. Continuous innovation has, over the years, resulted in the availability of numerous genres of video games. Earlier, boys were the principal audience for video games. Today the sheer variety of games available is attracting the attention of new sections of the population, who are evincing interest for these games. Women, for instance, have entered the spotlight as significant revenue generating audiences for online games, such as, puzzles, word, and trivia.
Seasonality of sales, impact of changing fashion and technological trends, influence of movies and cartoons on toys, advent of corporate advertising in the gaming world, growing popularity of mobile gaming, are some of the major factors influencing the toys and games market. Product markets likely to witness the maximum gains include - intelligent toys, licensed toys, and mobile/wireless games. Changing perception of video game console from being a standalone gaming device to a complete home entertainment system is expected to benefit the video games market in the upcoming years.
As stated in a recent report published by Global Industry Analysts Inc., United States and Europe collectively account for over 70% of the world toys and games market estimated in 2008. The European market for games/puzzles is projected to clock sales worth US$3.4 billion by the year 2015. Traditional toys and games represents a large but mature market, which is constantly frustrated by the overshadowing popularity of the relatively faster growing video games market. Increase in disposable incomes, and growth of the mobile communications industry in the developing countries are expected to offer ample opportunities for future growth. As a result, Asia-Pacific and Latin America are expected to spearhead global growth, especially in the video games market, which is forecast to wax at projected CAGRs of 10.7% and 8.4% respectively over the period 2011 through 2015. Frequent launches of new video game consoles, and lucrative opportunities in online gaming and mobile entertainment are primary factors forecast to drive sales in these markets.
Major players in the marketplace include Activision Inc, Electronic Arts Inc, Hasbro Inc, JAKKS Pacific Inc, Konami Corporation, Konami Digital Entertainment Co Ltd, LEGO Group, Motorsports Authentics, Mattel Inc, Nintendo Co Ltd, NAMCO BANDAI Holdings Inc, Nokia Corporation, Playmates Toys Inc, Ravensburger AG, Russ Berrie and Company Inc, Sanrio Company Ltd, Sega Corporation, THQ Inc, Toy Quest, and VTech Holdings Ltd, among others.
"Toys and Games: A Global Strategic Business Report", published by Global Industry Analysts, Inc., provides a comprehensive review of market trends, product profile, recent developments, mergers, acquisitions, profiles of major players and other strategic industry activities. Analysis is presented for major geographic markets such as US, Canada, Japan, France, Germany, Italy, the UK, Spain, Asia-Pacific, Latin America and rest of world. Analytics for the period 1991 through 2015 are provided in terms of product segments including traditional toys (games/puzzles, infant/preschool, activity/construction toys, dolls/action figures, vehicles/ride ons, soft/plush toys, other toys and games), and video games.
For more details about this research report, please visit http://www.strategyr.com/Toys_and_Games_Market_Report.asp
About Global Industry Analysts, Inc.
Global Industry Analysts, Inc., (GIA) is a reputed publisher of off-the-shelf market research. Founded in 1987, the company is globally recognized as one of the world's largest market research publishers. The company employs over 700 people worldwide and publishes more than 880 full-scale research reports each year. Additionally, the company also offers a range of over 60,000 smaller research products including company reports, market trend reports, and industry reports encompassing all major industries worldwide.
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