Toys
Toys and Games

Toys And Games in the United Kingdom

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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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

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