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Country Report

Toys and Games in Australia

Oct 2012

Price: US$1,100

About this Report

EXECUTIVE SUMMARY

Toys and games falls 1% in 2011

Toys and games contracted by 1% in current value terms as major video games hardware platforms continued their descent towards the end of their life cycle. This had a knock-on effect in video games software as developers became less enthusiastic in releasing new games titles. In traditional toys and games, often touted as recession proof, products targeting lower price segments fuelled growth in the category, which saw current value growth of 1% in 2011. Euromonitor International industrial data rank toys and games in decile 9 in its attractive index, further highlighting the strength of the industry. Global brands continue to dominate, with licensing heavily influenced by the biggest film releases of the year.

The Australian economy – No worries!

Whilst Australians watched from afar as the rest of the developed world battled uncontrollable government debt and collapsing financial markets, at home an unprecedented resources boom coupled with record commodity prices left Australia with its best terms of trade in 100 years. Low government debt and a solid banking system also enticed foreign investment as companies sought the highly valued Australian dollar. Whilst the memories of the global financial crisis left Australians saving more, traditional toys and games remained relatively unscathed as cashed-up consumers continued to spend across the industry and video games continued along its natural downward slope in 2011.

Consolidation and proliferation

Whilst some of the biggest players in traditional toys and games consolidated in order to increase their global presence, the high growth potential in video games continues to propagate a plethora of keen young globally-focused businesses. A mature traditional toys and games market saw the acquisition of RC2 by Takara Tomy, and with it the Japanese group bought a significant presence in the Australian market. Similarly, Mattel’s purchase of HIT Entertainment will impact some of Australia’s most loved toy brands, including Thomas and Friends. Local licence holder Haven announced it would maintain its agreement with HIT Entertainment properties in Australia. At the other end of the spectrum, digital gaming continues to ride through its growth phase and game developers continue to proliferate, offering Australian gamers seemingly endless choice across the category.

The internet continues to reshape the industry

Australian gamers remain amongst the first to adopt new technology, so it comes as no surprise that the penetration of internet retailing within video games is amongst the highest of all consumer markets. Tellingly, in 2011 one of the more vocal critics of internet retailing in Australia, Gerry Harvey, launched a video games grey importing online division of his Australian retail chain Harvey Norman Pty Ltd. Local video games software prices are notoriously high and with the valuation of the Australian dollar over the review period, gamers are now more motivated than ever to purchase overseas. Internet retailing within traditional toys and games has also grown steadily due to a highly valued Australian dollar and time-poor parents searching for wider choice and convenience.

Toys and games gears up for strong growth

As much of the growth in video games remains influenced by static video games hardware, the launch of new platforms from the major manufacturers is set to inject growth across the industry. Similarly, digital gaming growth will continue as Australians embrace casual gaming on their smartphones and online. The further integration of game downloads on new generation static video games hardware will lead strong growth in the category. In traditional toys and games, licensing acts as lifeblood for growth with a constant cycle of media properties bringing fresh demand. Whilst growth in traditional toys and games levelled off over the review period, global manufacturers are able to create growth through strong product innovation.


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Overview

Discover the latest market trends and uncover sources of future market growth for the Toys and Games industry in Australia with research from Euromonitor's team of in-country analysts.

Find hidden opportunities in the most current research data available, understand competitive threats with our detailed market analysis, and plan your corporate strategy with our expert qualitative analysis and growth projections.

If you're in the Toys and Games industry in Australia, our research will save you time and money while empowering you to make informed, profitable decisions.

The Toys and Games in Australia market research report includes:

  • Analysis of key supply-side and demand trends
  • Detailed segmentation of international and local products
  • Historic values and company shares
  • Five year forecasts of market trends and market growth  
  • Robust and transparent market research methodology, conducted in-country

Our market research reports answer questions such as:

  • What is the market size of Toys and Games in Australia?
  • What are the major companies Australia?
  • How was toys and games affected by the global recession?
  • Which product categories performed best in the last year?
  • What are the new any safety regulations affecting the industry?

Why buy this report?

  • Gain competitive intelligence about market leaders
  • Track key industry trends, opportunities and threats
  • Inform your marketing, brand, strategy and market development, sales and supply functions

This industry report originates from Passport, our Toys and Games market research database.

Table of Contents

Table of Contents

Toys and Games in Australia - Industry Overview

EXECUTIVE SUMMARY

Toys and games falls 1% in 2011

The Australian economy – No worries!

Consolidation and proliferation

The internet continues to reshape the industry

Toys and games gears up for strong growth

KEY TRENDS AND DEVELOPMENTS

Australia online

Game on for Australia

Private label extends its appeal

Licensing brings fresh growth

  • Summary 1 Top Toy Licences Ranked by Value in 2011

MARKET DATA

  • Table 1 Sales of Toys and Games by Category: Value 2006-2011
  • Table 2 Sales of Toys and Games by Category: % Value Growth 2006-2011
  • Table 3 Toys and Games Company Shares by Value 2008-2011
  • Table 4 Toys and Games Brand Shares by Value 2008-2011
  • Table 5 Sales of Toys and Games by Distribution Format: % Analysis 2006-2011
  • Table 6 Forecast Sales of Toys and Games by Category: Value 2011-2016
  • Table 7 Forecast Sales of Toys and Games by Category: % Value Growth 2011-2016

SOURCES

  • Summary 2 Research Sources

Toys and Games in Australia - Company Profiles

Funtastic Ltd in Toys and Games (Australia)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 5 Funtastic Ltd: Competitive Position 2011

Hunter Products Ltd in Toys and Games (Australia)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

COMPETITIVE POSITIONING

  • Summary 8 Hunter Products: Competitive Position 2011

Mega Brands Australia in Toys and Games (Australia)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 10 Mega Brands Australia: Competitive Position 2011

Moose Enterprise Pty Ltd in Toys and Games (Australia)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

COMPETITIVE POSITIONING

Toys "R" Us (Australia) Pty Ltd in Toys and Games (Australia)

STRATEGIC DIRECTION

KEY FACTS

INTERNET STRATEGY

COMPANY BACKGROUND

PRIVATE LABEL

  • Summary 15 Toys “R” Us Australia Ltd: Private Label Portfolio

COMPETITIVE POSITIONING

  • Summary 16 Toys “R” Us Australia Ltd: Competitive Position 2011

Traditional Toys and Games in Australia - Category Analysis

HEADLINES

TRENDS

  • Low consumer confidence translated into muted retail sales throughout 2011, with retailers unable to recover towards the traditionally strong end-of-year Christmas season. Whilst the Australian economy remained strong throughout 2011, consumers continued to save more, experience-seeking rather than consuming and spending overseas due to a highly valued Australian dollar. Growth in traditional toys and games was fuelled by lower price points, as manufacturers targeted high-frequency convenience and pocket money purchases. Higher-price-point purchases remained centred around retailers’ mid-year toy sales and end-of-year Christmas shopping.

COMPETITIVE LANDSCAPE

  • Due to the extensive marketing budgets of multinational players, the most important product launches in 2011 came from global brands such as Lego, Fisher-Price, Disney and Star Wars. One of the highest-profile launches in 2011 was that of Hasbro’s KRE-O construction toys range to coincide with the Transformers film. Interest surrounding the film ensured that the launch was one of the most successful of 2011, and this was reflected in the performance of construction toys, which saw current value growth of 19% in 2011.

PROSPECTS

  • Traditional toys and games is set to continue on a solid trajectory with a forecast constant value CAGR of 2%. The positive growth will be fuelled by constant product innovation from major manufacturers as well as key licensing deals of key media properties. Manufacturers will continue to look for ways to add value such as through adding electronic components to traditional toys and games and offering cross-media experiences with online game tie-ins.

CATEGORY DATA

  • Table 8 Sales of Traditional Toys and Games by Category: Value 2006-2011
  • Table 9 Sales of Traditional Toys and Games by Category: % Value Growth 2006-2011
  • Table 10 Traditional Toys and Games by Type: % Value Breakdown 2006-2011
  • Table 11 Traditional Toys and Games Company Shares by Value 2008-2011
  • Table 12 Traditional Toys and Games Brand Shares by Value 2008-2011
  • Table 13 Sales of Traditional Toys and Games by Distribution Format: % Analysis 2006-2011
  • Table 14 Forecast Sales of Traditional Toys and Games by Category: Value 2011-2016
  • Table 15 Forecast Sales of Traditional Toys and Games by Category: % Value Growth 2011-2016

Video Games in Australia - Category Analysis

HEADLINES

TRENDS

  • Video games growth continues to slow down as the current generation of consoles reach the end of their life cycles. Official reports suggest that Australians are avid consumers of digital media, with casual gaming continuing to introduce video games into the lives of Australians. According to the Australian Telecommunications Industry Ombudsman (TIO), Australia now has the second highest smartphone penetration in the world and this has helped mobile games become the fastest-growing category in video games, growing at 20% in current value in 2011

COMPETITIVE LANDSCAPE

  • Nintendo Australia Ltd remained the leader in video games in Australia in 2011, due to its successful portfolio of video games hardware, accessories and software. The company held value share of 18% of video games in Australia. Nintendo released its hand-held video game console 3DS in 2011 but was unable to replicate the success of previous models. Its highly successful static video game console Wii continued its decline as it reaches the end of its life cycle. The Nintendo Wii remains the most popular static video game console currently available in Australia with an installed base of over two million.

PROSPECTS

  • Video games is forecast to grow at a constant value CAGR of 8% over the forecast period, fuelled by the release of next-generation static video games hardware from major manufacturers and the unprecedented demand in digital gaming. The cyclical nature of the video games industry is likely to continue to decline as more value share is diverted to digital gaming from hardware-dependent gaming.

CATEGORY DATA

  • Table 16 Sales of Video Games by Category: Value 2006-2011
  • Table 17 Sales of Video Games by Category: % Value Growth 2006-2011
  • Table 18 Video Games Software by Type: % Value Breakdown 2006-2011
  • Table 19 Video Games Company Shares by Value 2008-2011
  • Table 20 Video Games Brand Shares by Value 2008-2011
  • Table 21 Video Games Hardware Company Shares by Value 2008-2011
  • Table 22 Video Games Hardware Brand Shares by Value 2008-2011
  • Table 23 Video Games Software Company Shares by Value 2008-2011
  • Table 24 Video Games Software Brand Shares by Value 2008-2011
  • Table 25 Digital Gaming Company Shares by Value 2008-2011
  • Table 26 Digital Gaming Brand Shares by Value 2008-2011
  • Table 27 Sales of Video Games by Distribution Format: % Analysis 2006-2011
  • Table 28 Sales of Video Games Hardware by Distribution Format: % Analysis 2006-2011
  • Table 29 Sales of Video Games Software by Distribution Format: % Analysis 2006-2011
  • Table 30 Forecast Sales of Video Games by Category: Value 2011-2016
  • Table 31 Forecast Sales of Video Games by Category: % Value Growth 2011-2016

Segmentation

Segmentation

This market research report includes the following:

  • Toys and Games
    • Traditional Toys and Games
      • Baby (0-18 months)
      • Infant (19-36 Months)
      • Pre-School (3-4 Year Old)
      • Action Figures and Accessories
      • Arts and Crafts
      • Construction Toys
      • Dolls and Accessories
      • Dressing-Up and Role Play
      • Games and Puzzles
      • Model Vehicles
      • Outdoor and Sports Toys
      • Plush Toys
      • Radio/Remote Control Toys
      • Ride-On Vehicles
      • Scientific/Educational Toys
      • Other Traditional Toys and Games
    • Video Games
      • Video Games Hardware
        • Hand-Held Video Game Consoles
        • Static Video Game Consoles
        • Video Games Hardware Accessories
      • Video Games Software
        • Games for Hand-Held Video Game Consoles
        • Games for PCs/MACs
        • Games for Static Video Game Consoles
      • Digital Gaming
        • PC and Console Game Downloads
        • Online Games
        • Mobile Games

Statistics Included

Statistics Included

For each category and subcategory you will receive the following data in Excel format:

From Passport

  • Market sizes
  • Company shares
  • Brand shares
  • Distribution
  • % of video gaming population
  • Analysis by demographic
  • Analysis by licencing
  • Analysis by price
  • Analysis by type
  • Pricing
  • Video gaming population

Market size details:

  • Retail value retail selling price % growth
  • Retail value retail selling price local currency, USD, EUR, GBP, CHF, JPY
  • Retail value retail selling price per capita local currency, USD, EUR, GBP, CHF, JPY

Methodology

Methodology

Global insight and local knowledge

With 40 years’ experience of developed and emerging markets, Euromonitor International’s research method is built on a unique combination of specialist industry knowledge and in-country research expertise.

This approach is what enables us to achieve our goal of building a market consensus view of size, shape and trends across the full distribution universe of each category. We factor in whichever channels are relevant, from large-scale grocery to direct sellers, from discount stores to local mom-and-pop outlets.

Industry specialists

Each industry we cover is managed by an Industry Manager and team of Industry Analysts who research and report on their specialist categories all year round.

Our collaborative approach to research means that these industry teams are in constant dialogue with industry players and opinion formers. The planning of our research programmes reflects latest market trends and industry events. In completing each update project, this provides invaluable input to the testing, review and finalisation of our data.

The specialist in-house teams bring together findings from all stages of the annual research process. They work closely with in-country analysts, assess and challenge data and exercise final editorial control over the publication of new data and analysis.

Country and regional analysts

Our in-country analyst network is managed by country and regional analysts in our offices around the world. Working closely with each in-country team, the regional research management team ensures that all country researchers are well schooled in best practices, from the information collected in store checks, to the dialogue we build in trade surveys. Our country analysts ensure that national reports explain the data trends and provide clear insights into the local market’s dynamics.

In-country research network

To deliver fresh insights every year in countries all around the world, we believe the strongest approach is to use analysts on the ground. They bring fluency in local language, physical proximity to the best sources, an ability to engage directly with local industry contacts, and an awareness of how the products and services we study are advertised, sold and consumed. These are essential parts of our ability to report incisively on these markets.

Research Methodology

Our research methods

Each Euromonitor International industry report is based on a core set of research techniques:

Desk research

With industry events, corporate activity, trends and new product introductions tracked year round by our industry team, desk research provides a starting point for the in-country research programme. Our in-country researchers will access the following sources:

  • National statistics offices governmental and official sources
  • National and international trade press
  • National and international trade associations
  • Industry study groups and other semi-official sources
  • Company financials and annual reports
  • Broker reports
  • Online databases
  • The financial, business and mainstream press

Accessing sources is only the first step. The ability to interpret and reconcile often conflicting information across multiple sources is a key aspect of the added value we provide.

Store checks

Store checks are an integral part of our methods for product industries. Carried out on the ground across a relevant mix of channels, the information gained provides first-hand insights into the products we are researching, specifically:

  • Place: We track products in all relevant channels, selective and mass, store and non-store
  • Product: What are innovations in products, pack sizes and formats?
  • Price: What are brand price variations across channels, how do private label’s prices compare to those of branded goods?
  • Promotion: What are marketing and merchandising trends, offers, discounts and tie-ins?

Findings are cross-referenced with brand share data analysis. The results, combined with the findings of desk research, provide a strong basis for identifying key areas of questioning to take forward into our trade survey.

Trade survey

Interaction with global players at corporate HQ and regional levels is complemented by unique local data and insights from our in-country trade surveys around the world. Through the high profile of the Euromonitor International brand, we are able to talk directly to a wide range of sources and therefore inform our analysis with the knowledge and opinions of the leading operators in the market.

Trade surveys allow us to:

  • Fill gaps in available published data per company
  • Generate a consensus view of the size, structure and strategic direction of the category
  • Access year-in-progress data where published sources are out of date
  • Evaluate the experts’ views on current trends and market developments

In building our composite industry view, we engage with a variety of personnel in key players at all points of the supply chain: materials suppliers, manufacturers, distributors, retailers and service operators. We also interview desk research sources: industry associations; study groups; and third party observers from the trade and financial press.

Our objective is to engage in conversation with trade sources in which we exchange ideas and views on the industry, sharing our work-in-progress findings on supply/demand dynamics and potential. This dialogue enhances both parties’ understanding of the local market. The scope and reach of our trade survey also serves to eliminate bias (intentional and unintentional) from any single source.

Company analysis

At a global level, our company research combines our mix of industry interaction and use of secondary sources such as annual accounts, broker reports, financial press and databases. From a data perspective, the aim is to build “top-down” estimates of major players’ total global and regional sales.

At a country level, in line with local reporting requirements, we access annual accounts, national-specific company databases and local company websites. These are all invaluable sources as we build a view of each domestic player’s size and position within very specific categories of the industry.

Forecasts

Data projections and future performance analysis are key elements of Euromonitor International’s market intelligence. Working with historic trends of 15 years or more, a key aspect of our trade survey is to engage industry insider views of the next five years. Will volumes maintain their historic trend? Will price increases or falls of recent years continue, accelerate or slow down? Will increasing demand for one product cannibalise sales of another?

Forecasts represent many of the essential conclusions we have reached about the current state of the market, how it works and how it behaves under different macro and micro conditions. Our written analysis will state the assumptions and the trade opinion behind whether our predictions are optimistic or pessimistic, so that clients can use our statistical forecasts with confidence.

Data validation

All data is subjected to an exhaustive review process, at country, regional and global levels.

The interpretation and review of sources and data inputs forms a central part of the collaboration between industry teams and country researchers. Numbers are delivered to regional and global offices with an audit trail of sources and calculations to allow for a thorough evaluation of data sense and integrity.

Upon completion of the country review phase, data is then reviewed on a comparative basis at regional and then at a global level. Comparative checks are carried out on per capita consumption and spending levels, growth rates, patterns of category and subcategory breakdowns and distribution of sales by channel. Top-down estimates are reviewed against bottom-up regional and global market and company sales totals.

Where marked differences are seen between proximate country markets or ones at similar developmental levels, supplementary research is conducted in the relevant countries to confirm and/or amend those findings. This process ensures international comparability across the database, that consistent category and subcategory definitions have been used and that all data has been correctly tested. We make sure that possible discrepancies between different published sources have been reconciled and that our interpretation of opinion and expectation from each country’s trade sources has been applied to form a coherent international pattern.

Market analysis

Another integral part of all our research programmes is that all Euromonitor International data is accompanied by clear written analysis. From a research perspective, this explains and substantiates data findings. From a client perspective, this offers unique insights into local consumption trends, routes to market, brand preferences, channel dynamics and future trends.

Our country level analysis also provides invaluable input into the ability of our central industry specialist teams to marry local insights with strategic conclusions on the direction of the market regionally and globally.

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