Toys And Games in the United Kingdom
Euromonitor International's Toys And Games in the United Kingdom 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: 21 | Publication date: Sep 2006
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- Get insight into trends in market performance
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Executive summary
Video games hardware saves the day
Thanks to new technology and a very prosperous video games market, the overall toys and games market enjoyed healthy growth in 2005. Infant toys and video games hardware were the most affected by new technology in 2005. Specifically learning toys and online gaming, which gained enormous popularity in the past five years and allowed the toys and games to resist the assaults of the overall maturity of this market and increasing living costs in the UK.
New technology is revolutionising the toy market
Far from dull dolls and simple matchbox cars; it is a time when electronic components and devices are flooding the market and are making new technology indispensable to any kind of innovative items. The toys and games market is no exception. Most affected is the video games sector with novelties such as the new Little Touch LeapPad (LeapFrog), but also traditional toys and games with robot pets like Robosapien (Wpw Wee) and even less high-tech but nevertheless very popular toys such as Hasbro's original 'Bop it Extreme'. All these new technologies have consumers baffled by the choice of toys becoming available, although it will take a while for many parents to become aware of all the new possibilities.
Online gaming is more popular than ever
Online gaming is slowly forcing the video games industry to step into a new era of gaming. Improved graphics, new technology and fast network communications allowed online games to reach out to both video games fans and amateurs. It is true to say that new online technologies involve much more than just playing a card game against a virtual opponent. Whether to go on a quest along with friends, be submerged in a virtual and fictional world where your help is required to deliver the world from darkness or simply chat online with a newly made acquaintance, living at the opposite side of the planet, while playing Chess has already become part of everyday life for some consumers.
Licensing of toys on the rise
Companies no longer hesitate to license anything they can, such as celebrities, movie superheroes or even fictional characters. Licensing toys and games became extremely profitable for key players, who readily agree to pay large sums in order to acquire the license to manufacture or sell toys portraying famous or popular characters.
Decrease in unit price is a hiding more pre production costs
As much as the unit price of toys and games is decreasing due to the relocation of factories and customers related services to areas offering cheaper labour, the cost of designing a successful toy is rising, as it involves a greater range of highly skilled designers and new technologies. As a result, it is becoming increasingly difficult for small companies to compete with top players in the UK. The arrival of ten new countries in the EU is only accentuating this matter as it is now possible to relocate to closer areas.
Table of contents
TOYS AND GAMES IN THE UNITED KINGDOM : MARKET INSIGHT
EXECUTIVE SUMMARY
Video games hardware saves the day
New technology is revolutionising the toy market
Online gaming is more popular than ever
Licensing of toys on the rise
Decrease in unit price is a hiding more pre production costs
KEY TRENDS AND DEVELOPMENTS
Licensed toys: the new gold mine
Implementation of European Legislation
Competition and opportunities in a larger European Union
New technology: New connectivity for video games
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
LOCAL COMPANY PROFILES - UNITED KINGDOM
SCI ENTERTAINMENT GROUP PLC - TOYS AND GAMES - UNITED KINGDOM
STRATEGIC DIRECTION
KEY FACTS
Summary 1 SCI Entertainment Group: Key Facts
Summary 2 SCI Entertainment Group: Operational Indicators
COMPANY BACKGROUND
COMPETITIVE POSITIONING
Summary 3 SCI Entertainment Group Plc: Competitive Position 2005
TRADITIONAL TOYS AND GAMES IN THE UNITED KINGDOM
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 THE UNITED KINGDOM
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