Toys
Toys and Games

Toys And Games in Ireland

Ireland

Euromonitor International's Toys And Games in Ireland 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: 18  |  Publication date: Sep 2006
Cost: 
GBP450.00

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

Sharp decline for a mature sector

In Ireland, the market for toys and games declined by 2% in current value terms in 2005. Even though fertility rates remain high in Ireland, the economic situation was slow and did not have the necessary conditions for this mature market to improve in any way. Traditional toys, such as dolls/figurines and model vehicles are close to saturation and slowed this sector down substantially in 2005, while video games sales suffered as people await the new generations of games to be launched shortly.

Key players find it hard to sustain sales

As children are increasingly attracted by high-tech gadgets and are shifting their likes to video games at an earlier age; key players such as Hasbro, Mattel and Vivid Imagination are trying to revive demand for traditional toys and games by introducing technology in their products. However, these recent moves were not sufficient to sustain sales in the sector for traditional toys and games in 2005.

Parents choose variety and education first

Parents are becoming increasingly aware of the importance of early childhood development and the strong influence that video games have upon their children. In an effort to give their children the right start, parents are looking for more traditional games to compete with video games. As a result, construction/activity, outdoor and pre-school toys and games continued to enjoy healthy growth in 2005.

End of a cycle for video games

Games developers focused their efforts on creating games for the next generation of consoles, which will be launched by the end of 2006, or at the beginning of 2007 by Sony and Nintendo. As both retailers and consumers prefer to reserve their investment for the next generation of consoles, this sector saw a further fall in sales, although the situation is likely to improve in 2006 with the launch of Sony's portable games console (PSP).

Government funding does not match the fast improvement of software

Previously only used by a minority of Irish consumers, gaming became a form of mass entertainment. Video games acquired more of a film aspect, involving complex plotlines, photorealistic images and even famous actors, thus attracting a wider range of consumers. However, skilled labour in games development is insufficient in Ireland to satisfy the demand of game development companies. Video games software developers are accusing the government not to contribute and encourage enough the development of the video game industry in Ireland. This trend has further contributed to the drowning of the video games software subsector since 2004.

Table of contents

TOYS AND GAMES IN IRELAND : MARKET INSIGHT

EXECUTIVE SUMMARY

Sharp decline for a mature sector

Key players find it hard to sustain sales

Parents choose variety and education first

End of a cycle for video games

Government funding does not match the fast improvement of software

KEY TRENDS AND DEVELOPMENTS

Key players introduce more high tech toys

Video games development: lack of skills and infrastructure

Video games evolution: consumer trends and manufacturer focus

MARKET DATA

Table 1 Retail Sales of Toys and Games by Sector: Value 2001-2006

Table 2 Retail Sales of Toys and Games by Sector: % Value Growth 2001-2006

Table 3 Retail Sales of Toys and Games by Distribution Format: % Analysis 2001-2006

Table 4 Toys and Games Company Shares by Value 2002-2005

Table 5 Forecast Retail Sales of Toys and Games by Sector: Value 2006-2011

Table 6 Forecast Retail Sales of Toys and Games by Sector: % Value Growth 2006-2011

DEFINITIONS

Toys and games

TRADITIONAL TOYS AND GAMES IN IRELAND

HEADLINES

TRENDS

COMPETITIVE LANDSCAPE

PROSPECTS

SECTOR DATA

Table 7 Retail Sales of Traditional Toys and Games by Subsector: Value 2001-2006

Table 8 Retail Sales of Traditional Toys and Games by Subsector: % Value Growth 2001-2006

Table 9 Retail Sales of Traditional Toys and Games by Distribution Format: % Analysis 2001-2006

Table 10 Traditional Toys and Games Company Shares by Value 2002-2005

Table 11 Forecast Retail Sales of Traditional Toys and Games by Subsector: Value 2006-2011

Table 12 Forecast Retail Sales of Traditional Toys and Games by Subsector: % Value Growth 2006-2011

VIDEO GAMES IN IRELAND

HEADLINES

TRENDS

COMPETITIVE LANDSCAPE

PROSPECTS

SECTOR DATA

Table 13 Retail Sales of Video Games by Subsector: Value 2001-2006

Table 14 Retail Sales of Video Games by Subsector: % Value Growth 2001-2006

Table 15 Retail Sales of Video Games by Distribution Format: % Analysis 2001-2006

Table 16 Video Games Company Shares by Value 2002-2005

Table 17 Forecast Retail Sales of Video Games by Subsector: Value 2006-2011

Table 18 Forecast Retail Sales of Video Games by Subsector: % Value Growth 2006-2011

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 2008