Toys And Games in Germany

Euromonitor International's Toys And Games in Germany report offers a comprehensive guide to the size and shape of the traditional toys and games and the video games market at a national level. It provides the latest retail sales data, allowing you to identify the sectors driving growth. It identifies the leading companies, the leading brands and offers strategic analysis of key factors influencing the market- be they new product developments, distribution or pricing issues. Forecasts illustrate how the market is set to change.

Tables: 35  |  Publication date: Oct 2008
Cost: 
GBP560.00

Why buy this report

  • Get insight into trends in market performance
  • Pinpoint growth sectors and identify factors driving change
  • Identify market and brand leaders and understand the competitive environment

Executive summary

Slight growth revives the market

After years of stagnation and decline, the overall market for toys and games in Germany showed growth in 2007 and remained stable in 2008. Traditional toys were the weaker sector, experiencing less growth than in 2007. Here, the subsector with the strongest growth was once more indoor games, puzzles and construction toys. The principal driver was the video games sector, where growth continues to be strongly dynamic both for hardware and software. The launch of the Wii at the end of 2006 and PlayStation 3 in 2007 particularly stimulated this sector.

Toys and games sector safe from inflation

The general economic trend in Germany has been positive since 2006, with a 1.7% growth after 2.5% in 2006. Unemployment was below four million and income rose by an average 1.2%. According to Postbank, Germany’s biggest private customer bank, Germany is now the growth engine within the EU. However, the inflation rate vacillated between 2.1% and 3% in 2007, which was a 13-year high, principally as a result of the rising prices in the energy and fuel sectors. Average prices for FMCG increased 6.8% in 2007. The danger of inflation is historically an indicator that makes German consumers anxious and dampens consumption. However, prices in the consumer electronics sector were decreasing and those of traditional toys remained stable. 2007 also proved to be something of a baby boom year, especially in the big cities. This was attributed to new legislation for parent subsidies installed in 2007. Many experts believe the demographic u-turn to be an ongoing trend.

Dynamic video games market

The driving engine in the German toys and games market continues to be video games, which has shown strong growth for the past two years. The games sector, which is clearly divided into the three consoles from manufacturers Nintendo, Sony and Microsoft, is strongly fragmented but is showing signs of consolidation. At present, demand for games on mobile phones is lagging behind other countries but, with the iPhone 3G, launched in June 2008, a new games contender is presenting itself in the mobile phone sector as a games console. “Brain training” games for adults in the video games sector are becoming a growth industry, with “edutainment software” for video game consoles being sold to children from the age of ten and games stimulating “brain jogging” growing popular.

Online sales gaining ground

The market for toys in Germany is fragmented and mature, with specialist small and medium size retailers and manufacturers playing a strong role. The influence of mixed leisure and personal goods retailers is being eroded by the growing popularity and confidence in online sales. Specialist retailers of traditional toys in Germany are mainly organised into three buying cooperations, Vedes, Spiel & Spass and Idee & Spiel, and a growing share of sales are accounted for by large chains. In the area of video games, electronic chains like Media Markt, Saturn and Euronics have the strongest share of the retail market. Almost one third of sales in this market are achieved in two months preceding Christmas, due to the demand for toys and games as presents. In 2007, retailer/customer relationships were strained by frequent recalls due to faulty toys.

Wider consumer base for future growth

The review period did not show a dynamic picture of this market but this could improve if the increasing birth rate turns into a trend rather than just a one-off. It is widely commented that future growth in the toys and games market will depend on the widening of the consumer base. Already, the over-forties are having an impact on sales of indoor and video games with a strong demand for brain training games. For video games, where the main user group is traditionally young males, the opening up of female and older target groups could determine long term growth. On the down side, the industry is expecting to have to raise prices which, in turn, could further reduce the rather weak demand.

Table of contents

TOYS AND GAMES IN GERMANY : MARKET INSIGHT

EXECUTIVE SUMMARY

Slight growth revives the market

Toys and games sector safe from inflation

Dynamic video games market

Online sales gaining ground

Wider consumer base for future growth

KEY TRENDS AND DEVELOPMENTS

Economic growth feels fragile

More urgency for safe play

The social impact of the growing video games market

New consumer groups revive toys and games

Marketing to children as consumers

MARKET DATA

Table 1 Sales of Toys and Games by Sector: Value 2003-2008

Table 2 Sales of Toys and Games by Sector: % Value Growth 2003-2008

Table 3 Sales of Toys and Games by Distribution Format: % Analysis 2003-2008

Table 4 Toys and Games Company Shares by Value 2004-2007

Table 5 Forecast Sales of Toys and Games by Sector: Value 2008-2013

Table 6 Forecast Sales of Toys and Games by Sector: % Value Growth 2008-2013

DEFINITIONS

Summary 1 Research Sources

LOCAL COMPANY PROFILES - GERMANY

FISCHER GROUP - TOYS AND GAMES - GERMANY

STRATEGIC DIRECTION

KEY FACTS

Summary 2 Fischer Group: Key Facts

Summary 3 Fischer Group*: Operational Indicators

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

Summary 4 Fischer Group: Competitive Position 2007*

GEOBRA BRANDSTäTTER GMBH & CO KG - TOYS AND GAMES - GERMANY

STRATEGIC DIRECTION

KEY FACTS

Summary 5 Geobra Brandstätter GmbH & Co KG: Key Facts

Summary 6 Geobra Brandstätter GmbH & Co KG: Operational Indicators

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

Summary 7 Geobra Brandstätter GmbH & Co KG: Competitive Position 2005

MäRKLIN HOLDING GMBH - TOYS AND GAMES - GERMANY

MÄRKLIN HOLDING GMBH

STRATEGIC DIRECTION

KEY FACTS

Summary 8 Märklin Holding GmbH: Key Facts

Summary 9 Märklin Holding GmbH: Operational Indicators

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

Summary 10 Märklin Holding GmbH: Competitive Position 2005

RAVENSBURGER AG - TOYS AND GAMES - GERMANY

STRATEGIC DIRECTION

KEY FACTS

Summary 11 Ravensburger AG: Key Facts

Summary 12 Ravensburger AG: Operational Indicators*

COMPANY BACKGROUND

PRODUCTION

Summary 13 Ravensburger AG: Production Statistics 2006

COMPETITIVE POSITIONING

Summary 14 Ravensburger AG: Competitive Position 2005

ZAPF CREATION AG - TOYS AND GAMES - GERMANY

STRATEGIC DIRECTION

KEY FACTS

Summary 15 Zapf Creation AG: Key Facts

Summary 16 Zapf Creation AG: Operational Indicators

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

Summary 17 Zapf Creation AG: Competitive Position 2007

TRADITIONAL TOYS AND GAMES IN GERMANY

HEADLINES

TRENDS

COMPETITIVE LANDSCAPE

PROSPECTS

SECTOR DATA

Table 7 Sales of Traditional Toys and Games by Subsector: Value 2003-2008

Table 8 Sales of Traditional Toys and Games by Subsector: % Value Growth 2003-2008

Table 9 Sales of Traditional Toys and Games by Distribution Format: % Analysis 2003-2008

Table 10 Traditional Toys and Games Company Shares by Value 2004-2007

Table 11 Forecast Sales of Traditional Toys and Games by Subsector: Value 2008-2013

Table 12 Forecast Sales of Traditional Toys and Games by Subsector: % Value Growth 2008-2013

VIDEO GAMES IN GERMANY

HEADLINES

TRENDS

COMPETITIVE LANDSCAPE

PROSPECTS

SECTOR DATA

Table 13 Sales of Video Games by Subsector: Value 2003-2008

Table 14 Sales of Video Games by Subsector: % Value Growth 2003-2008

Table 15 Sales of Video Games by Distribution Format: % Analysis 2003-2008

Table 16 Video Games Company Shares by Value 2004-2007

Table 17 Forecast Sales of Video Games by Subsector: Value 2008-2013

Table 18 Forecast Sales of Video Games by Subsector: % Value Growth 2008-2013