Toys
Toys and Games

Toys And Games in Sweden

Sweden

Euromonitor International's Toys And Games in Sweden 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: 34  |  Publication date: Oct 2008
Cost: 
GBP560.00

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Executive summary

Another all-time-high

Over the 2003-2008 period the Swedish market for toys and games grew 42.1% with a CAGR of 7.3% in value terms. The sales value of all sub segments of the market, except dolls and figures, increased over the review period. This shows a positive trend over the review period when the all-time-high has been repeatedly exceeded. This trend is expected to continue over the forecast period.

A growing market under structural transformation

Since 1999 the annual birth rate has been growing in Sweden resulting in a better performance of the Swedish market for toys and games. The market has also been positively affected by an increasing number of affluent grandparents who spend more money on their grandchildren than previous generations. At the same time the toys and games market is undergoing an important structural transformation. Digital technology pervades in every aspects of life, which has resulted in new habits. One consequence of this trend is that children stop playing with traditional toys at an increasingly lower age and replace traditional toys with modern consumer electronics like mobile phones and video games. In addition, digital technology, in the form of video games, has opened up the toys and games market to new demographics such as adults and the elderly.

It ought to be digital

The structural transformation of the market towards digital technology has made video games software the strongest growing sector of the Swedish market for toys and games during the review period. This segment grew 93.8% with a CAGR of 14.1% in value terms, which was more than twice as strong as the average. The decreasing playing age and the replacing of traditional toys with digital devises, has meant that toys such as dolls and figures, which are directed to older girls and do not include digital technology, did not perform well. This sub segment was the only declining segment of the market in the review period.

A few strong players dominate

Top-Toy dominates the Swedish market for traditional toys with its own chain of toy speciality shops, BR-Leksaker, and its franchise agreement with Toys “R” Us. The market is highly fragmented; store managers complain that they may have as many as 40-60 suppliers, many who only supply one or a few products. On the other hand, the Swedish market for video games software is concentrated with a few strong international players including Electronic Arts and Vivendi Games. There are three players in the video games hardware market, which are Sony, Microsoft and Nintendo.

Saturation expects to dampen the growth rates

The Swedish toys and games market is expected to continue to perform well in the forecast period thanks to increasing annual birth rates and generous grandparents. The video games market is expected to continue to lead both due to the current focus on digital technology and the recent release of the seventh generation of video game consoles. However, the market growth is not expected to be as strong as in the review period because it is expected that it will become increasingly saturated. The value growth for some product categories like video games hardware and outdoor toys are expected to peak in the forecast period and then to decline.

Table of contents

TOYS AND GAMES IN SWEDEN : MARKET INSIGHT

EXECUTIVE SUMMARY

Another all-time-high

A growing market under structural transformation

It ought to be digital

A few strong players dominate

Saturation expects to dampen the growth rates

KEY TRENDS AND DEVELOPMENTS

Increasing annual birth rates boost sales of traditional toys

Digital technology restricts the growth of traditional toys

Video games a doorway to play for adults

Affluent grandparents are a stronger group of consumers

Time constraints result in new purchasing behaviours

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 - SWEDEN

BERGSALA AB - TOYS AND GAMES - SWEDEN

STRATEGIC DIRECTION

KEY FACTS

Summary 2 Bergsala AB: Key Facts

Summary 3 Bergsala AB: Operational Indicators

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

Summary 4 Bergsala AB: Competitive Position 2007

BRIO AB - TOYS AND GAMES - SWEDEN

STRATEGIC DIRECTION

KEY FACTS

Summary 5 BRIO Group: Key Facts

Summary 6 BRIO Group: Operational Indicators

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

Summary 7 BRIO AB: Competitive Position 2007

EGMONT GROUP - TOYS AND GAMES - SWEDEN

STRATEGIC DIRECTION

KEY FACTS

Summary 8 The Egmont Group: Key Facts

Summary 9 The Egmont Group: Operational Indicators

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

Summary 10 Egmont International Holding A/S: Competitive Position 2007

LEKSAM AB - TOYS AND GAMES - SWEDEN

STRATEGIC DIRECTION

KEY FACTS

Summary 11 Leksam AB: Key Facts

Summary 12 Leksam AB: Operational Indicators

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

Summary 13 Leksam AB: Competitive Position 2007

TOP TOY AS - TOYS AND GAMES - SWEDEN

STRATEGIC DIRECTION

KEY FACTS

Summary 14 Top-Toy A/S: Key Facts

Summary 15 Top-Toy A/S: Operational Indicators

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

Summary 16 Top-Toy A/S: Competitive Position 2007

TRADITIONAL TOYS AND GAMES IN SWEDEN

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 SWEDEN

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

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