Toys and Games: A Global Strategic Business Report
San Jose, California (PRWEB) March 06, 2013
The toys and games market is highly volatile, mainly as a result of the growing awareness and exposure to media and marketing. Toy manufacturers are constantly faced with the challenge of continuously developing toys that grab and sustain the attention of children. The global toys and games market, at the retail and to a large extent at the wholesale level, is marked by fluctuations, which are seasonal and trend-driven by nature. The seasonality of the market is reflected by the fact that over two-thirds of toy sales occur during Christmas time in most of the Western countries, including the US and Europe.
Demographics are highly important for the toy industry. Developed markets, such as Australia, Western Europe, Japan, and North America lead in terms of per-kid spending on toys. Toys and games aimed at infants and preschoolers in the age bracket of 0-4 years are considered to be a promising market segment, and is slated to grow at a faster pace compared to toys and games aimed at older children, in the age group of 5-14 years. By virtue of its rapid growth, the ‘0-4 years’ category offers significant opportunities for toy manufacturers. The ever-changing fashion trends also influence toy demand. Popular television, cartoon shows, and films have led to a media craze among children. Children now demand toys and games, fashioned after their favorite TV and movie characters.
Among the traditional toys and games, the segment of activity and construction toys shows immense promise. Entertainment, as well as educational values the sets deliver, resulted in increased sales over the past many years. Not just for the US toy market, but the segment of Activity and Construction Toys emerged as one of the growth engines for the global toys industry in the past few years. In the US, the segment witnessed the entry of new three-dimensional construction sets which give kids a higher challenge, while the arts and crafts segment continues to stimulate the creative side of the children. The Lego Group clearly dominates the construction toys market, followed by Mega Brands and K’Nex.
One of the most significant developments in the global toy industry has been the growth and popularity of interactive and intelligent toys. An amazing fact about these intelligent toys is that their popularity is not just limited to the new generation of computer savvy youngsters, but in several cases extends to adults too. The global toy industry is beginning to have a clear focus on educational and developmental toys. Toys offering ‘edutainment’ represent one of the fastest growing segments of the global toy industry. Well-versed and up-to-date with latest technologies, young children in the current digital world demand technologically advanced toys. Tracing the trend, several digital electronic companies are making rapid inroads into this lucrative market, devising innovative products to suit the needs and tastes of younger generation.
The online games segment in the video games market is reporting rapid growth rates across world markets. Nations with large populations report a relatively faster growth in the market for online games. China accounts for a major share of the worldwide online games market and the region is forecast to expand further over the coming years amid the increasing liking for online games among the Chinese. Unlike the dynamic markets of Asia-Pacific, the presence of online games is weak in the developed European and North American markets where consoles continue to be strong.
Europe represents the largest market for Toys and Games, as stated by the new market research report on Toys and Games. Asia Pacific leads in terms of growth, exhibiting the fastest CAGR. Asia-Pacific market, led mainly by China, is also expected to surpass the European market for Toys and Games by 2018.
Major players profiled in the report include Activision Blizzard Inc., Dream International Limited, Electronic Arts Inc., Hasbro Inc., Integrity Toys Inc., JAKKS Pacific Inc., Kid Brand Inc., K'NEX Brands L.P, Konami Corporation, LeapFrog Enterprises Inc., LEGO Group, Mattel Inc., Fisher-Price Inc., MEGA Brands Inc., MGA Entertainment Inc., Microsoft Corporation, NAMCO BANDAI Holdings Inc., Nintendo Co., Ltd., Playmates Toys Inc., Ravensburger AG, Sanrio Company Ltd., Sega Corporation, Sony Computer Entertainment Inc., Take Two Interactive Software Inc., Tarata Toys Ltd., TOMY Company Ltd., Toy Quest and VTech Holdings Limited.
The research report titled “Toys and Games: A Global Strategic Business Report” announced by Global Industry Analysts, Inc., provides a comprehensive review of the global toys and games market, impact of the economic recession, current market trends and issues and segment-wise trends in the global and regional markets and a detailed product overview. The report also profiles key players operating in the global toys and games market, and encapsulates recent product introductions and major corporate developments. The report analyzes market data and analytics in terms of US$ for the period 2010 through 2018 for major geographic regions including the US, Canada, Japan, Europe, Asia-Pacific, Latin-America and Middle East with a breakdown for major product segments, namely Traditional Games (Games and Puzzles, Infant and Preschool Toys, Activity and Construction Toys, Dolls and Action Figures, Vehicle Toys and Ride Ons, Soft/Plush Toys and Other Toys & Games) and Video Games. Also, a six-year (2004-2009) historic analysis is provided for additional perspective.
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Global Industry Analysts, Inc., (GIA) is a leading publisher of off-the-shelf market research. Founded in 1987, the company currently employs over 800 people worldwide. Annually, GIA publishes more than 1300 full-scale research reports and analyzes 40,000+ market and technology trends while monitoring more than 126,000 Companies worldwide. Serving over 9500 clients in 27 countries, GIA is recognized today, as one of the world's largest and reputed market research firms.
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