Toys
Toys and Games

Toys And Games in Hong Kong, China

Hong Kong, China

Euromonitor International's Toys And Games in Hong Kong, China 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.

Chapters: 6  |  Tables: 18  |  Publication date: Sep 2004
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

Video games drive overall performance

Toys and games overall registered a growth rate of more than 3% in current value terms to reach HK$1.3 billion in 2003 in Hong Kong, a growth primarily driven by video games. In 2003, video games sales approached HK$280 million, representing a current value gain of nearly 9%. Though impressive, this still marked the lowest one-year gain of the review period. Part of 2003’s diminished value growth for video games stemmed from the fact that the current video game cycle began way back in the spring of 2000 (in Japan) with the introduction of the next generation of Sony's PlayStation platform, the PlayStation 2 (PS2) video game console. Since its introduction in Hong Kong in 2000, followed by Nintendo's GameCube (at the end of 2001), and Microsoft’s XBOX (2002). Moreover, competition between console manufacturers has led to manufacturer led price cuts for these video game consoles. Between 2002 and 2003, the prices of both the Sony PS2 and Microsoft Xbox decreased from HK$2,399 to about HK$1,499, whilst the price of the Nintendo GameCube fell from HK$1,550 to HK$799.

Lack of blockbuster products in traditional toys and games

Worth over HK$1 billion, traditional toys and games in Hong Kong in 2003 stood at a crossroads, as overall growth slowed to a modest current value growth rate of 1.6%. Traditional toys and games has essentially matured, and economic conditions have softened. Although recognized for its inherent creativity, this area has lacked a sense of innovation in recent years, added to the fact that the primary target audience –children under 15 years of age – has been shrinking at an annual rate of 1.2% over the review period. With the advent of video games, the performance of traditional toys and games has slowed, reflecting changes in consumer demands.

Shorter shelf-life concerns

With keen competition from the Chinese mainland and increasing pressure from buyers around the world for new and innovative products, external pressures are high. Product shelf-lives are getting shorter and consumers more demanding. The major companies have been struggling to come up with new products.

Video games, 2004 and beyond

Video games goes through a cycle every six years or so, as one generation of consoles succeeds the previous one. As new hardware emerges, it takes a year or two for software developers to hit their stride; then a boom ensues. The biggest current challenge in video games is the shift towards network gaming, which offers the prospect of solid, reliable service revenues to balance the volatility of games sales. As mentioned above, the current cycle began in 2000 with the launch of Sony PlayStation 2 (PS2). The changes expected in the next video game cycle will include enhanced speed and game play, more detailed graphics, and increased online functionality. At this time there is no indication of a material change in terms of a single or multi-functional hardware devices.

Table of contents

1. INTRODUCTION

2. EXECUTIVE SUMMARY

Video games drive overall performance

Lack of blockbuster products in traditional toys and games

Shorter shelf-life concerns

Video games, 2004 and beyond

3. MARKET PERFORMANCE

Performance driven by video games

New products and old favourites for Christmas 2003

Intellectual property piracy is rife

2003, midpoint of the current video game cycle

Hong Kong, the largest toys and games exporter in the world

Table 1 Retail Sales of Toys and Games: Value 1998-2003

Table 2 Retail Sales of Toys and Games: % Value Growth 1998-2003

Table 3 Toys and Games Company Shares 2002-2003

4. TRADITIONAL TOYS AND GAMES

4.1 SECTOR PERFORMANCE

Lack of blockbuster products, threatened by video games

Biggest share goes to multinationals

Disney toys licensed to Playmates Holdings Limited (HK)

Pre-school toys grow strongly

Educational/scientific toys bolstered sales of activity/construction toys

Model vehicles, to play with or to collect

Limited home space restricted indoor games growth, but helped outdoor games

Dolls/figures struggling

Soft/plush toys not only for kids

Infant toys influenced by low birth rate

Hong Kong toymakers bank on technological edge over rivals from mainland China

Table 4 Retail Sales of Traditional Toys and Games: Value 1998-2003

Table 5 Retail Sales of Traditional Toys and Games: % Value Growth 1998-2003

Table 6 Traditional Toys and Games Company Shares 2002-2003

4.2 NEW PRODUCT DEVELOPMENTS

Summary 1 Traditional Toys and Games New Product Developments 2002-2003

4.3 RETAIL DISTRIBUTION

Toys specialists and department stores dominate

Hong Kong Toys R Us—franchised by Li & Fung (HK)

Table 7 Retail Sales of Traditional Toys and Games by Distribution Format: % Analysis 1998/2003

5. VIDEO GAMES

5.1 SECTOR PERFORMANCE

Video games cycle – every 6 years

Hardware competiton focuses on price war & online gaming

Game oriented software

Summary 2 Number of Software Titles per Hardware Console (as of December, 2003)

Established franchises

Besides software innovation, sales growth also depends on ageing of game players

Growth also depends on the installed console base

SWOT analysis for video games

Significant differences between the three video game consoles

Summary 3 Significant Differences Among the 3 Video Game Consoles

Three players dominate

Sony hit the shelf with white console and new software in Chinese

Summary 4 New PlayStation 2 Software Title in Chinese

Online games show small share of PC game software in 2003

Online gaming strategies – Microsoft is the most aggressive

Electronic Arts Inc the major software player in video games

Soft-World Hong Kong Ltd, leader in PC games

Software piracy –45% of software sold in Hong Kong is pirated

Nintendo wins case against Hong Kong copying device distributor

Table 8 Retail Sales of Video Games: Value 1998-2003

Table 9 Retail Sales of Video Games: % Value Growth 1998-2003

Table 10 Video Games Company Shares 2002-2003

5.2 NEW PRODUCT DEVELOPMENTS

Sony release PSX - a new PlayStation device

Additional information for Sony PSX specification

Plans to launch Sony PSP to compete with Game Boy Advance in 2004

Microsoft unveils much-anticipated action role-playing game

Software development depends on movies and television

Konami selling mobile phone games in Hong Kong

Summary 5 Video Games New Product Developments 2003-2004

5.3 RETAIL DISTRIBUTION

Table 11 Retail Sales of Video Games by Distribution Format: % Analysis 1998/2003

6. FORECAST MARKET PERFORMANCE

Growth to be driven by video games

Industry trends for traditional toys and games

Further price cuts expected in video games

The next video games cycle –Sony PS3 & Xbox 2 in 2006?

If so, the up-down-up growth rate for video games

Table 12 Forecast Retail Sales of Toys and Games: Value 2003-2008

Table 13 Forecast Retail Sales of Toys and Games: % Value Growth 2003-2008

Change currency displayed
all prices excluding P&P
request more information

Available formats

  • Instant online access
  • Download PDF
  • Download Word document
research methodology

Get Acrobat Reader

click here to download Adobe Acrobat Reader 7.0

© Euromonitor International 2009