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Country Report

Toys and Games in Canada

Aug 2011

Price: US$1,100

About this Report

About this Report

Samples (FAQs about samples):

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Overview

Discover the latest market trends and uncover sources of future market growth for the Toys and Games industry in Canada 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 Canada, our research will save you time and money while empowering you to make informed, profitable decisions.

The Toys and Games in Canada 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 Canada?
  • What are the major companies Canada?
  • 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.

Sample Analysis

EXECUTIVE SUMMARY

Post-recession recovery does not translate into strong gains

Although the Canadian economy and consumer confidence saw some improvements in 2010, it did not translate into strong gains for the Canadian toys and games market as other factors shape sales and demand for these products in Canada. Although some recovery was noted in traditional toys and games, video games sales did not see an uptake, although a number of new product launches enjoyed some success. On the whole, however, the expansion of online gaming and internet downloads are cannibalising sales of video games in Canada, and price pressures on the part of retailers to drive customer traffic in the still weak economic environment adversely affected value gains for video games.

Tweens remain in the spotlight but demographic shifts may force the change

Toys and games manufacturers have been paying close attention to the tween age group. Canadian parents have on average increased pocket money allowance to tweens, and tweens also have a greater influence on purchasing. Tweens are seen as more adaptable to technology and innovation as well as being aware of brands available on the market. Currently considered the largest age group in Canada, the future of tweens is threatened by falling birth rates and ageing population in Canada, which may lead to a shift in target demographics in the coming years.

Multinationals dominate landscape

The top five companies in Canada’s toys and games industry are Microsoft, Mattel, Nintendo, Hasbro and Electronic Arts. Innovative technologies, keeping up to date on consumer and technology trends as well as strategic marketing helped the leaders to secure leading market shares. To maintain and strengthen their position in Canada, traditional toy companies are trying to build stronger synergies with video games developers to capture older demographics (in view of low birth rates and fewer children). Additionally, manufacturers such as Hasbro and Mattel continue to focus on licensing deals to drive sales.

Internet and discount retailers spur competition for customer traffic

Two principal trends have been shaping the retail distribution landscape for toys and games in Canada. On the one hand, the internet continues to make inroads into Canadian retail, video games in particular. Increased use of the internet in Canada, however, is a double-edged sword for video games as along with purchases online comes the development and growth of online gaming and downloads. From the perspective of more traditional store retailing, Canadians have been taking their shopping needs to retailers that offer toys and games at a lower price. While the trend was particularly strong in 2009 at the peak of the recession, in 2010 discount retailers continued to do well, creating a tough operating environment for toys and games specialist retailers as well as specialist consumer electronics retailers that carry a wide selection of video games and accessories.

Positive growth ahead

The forecast for toys and games sales in Canada remains positive. Licensing deals secured in 2010 will prove fruitful for traditional toys and games companies as well as video games companies, and new releases in video games are likely to help underpin a positive trend in sales of video games in the coming years. Years 2013 and 2014 expect to see new generation consoles released into the Canadian market, and together with recent technological developments, impact on the Canadian market is expected to be favourable. Additionally, synergies between traditional toys and games and video games will likely prove beneficial for the market.

Table of Contents

Table of Contents

Toys and Games in Canada - Industry Overview

EXECUTIVE SUMMARY

Post-recession recovery does not translate into strong gains

Tweens remain in the spotlight but demographic shifts may force the change

Multinationals dominate landscape

Internet and discount retailers spur competition for customer traffic

Positive growth ahead

KEY TRENDS AND DEVELOPMENTS

Licensing an important marketing tool to grow sales

Online gaming a challenge and opportunity

Tax incentives in Canada encourage video games industry growth

Environmental awareness is on the agenda

Demographic changes shape demand

MARKET DATA

  • Table 1 Sales of Toys and Games by Category: Value 2005-2010
  • Table 2 Sales of Toys and Games by Category: % Value Growth 2005-2010
  • Table 3 Toys and Games Company Shares by Value 2008-2010
  • Table 4 Toys and Games Brand Shares by Value 2008-2010
  • Table 5 Sales of Toys and Games by Distribution Format: % Analysis 2005-2010
  • Table 6 Forecast Sales of Toys and Games by Category: Value 2010-2015
  • Table 7 Forecast Sales of Toys and Games by Category: % Value Growth 2010-2015

SOURCE

  • Summary 1 Research Sources

Toys and Games in Canada - Company Profiles

Activision Blizzard Inc in Toys and Games (Canada)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 3 Activision Blizzard Inc: Competitive Position 2010

BANDAI NAMCO Group in Toys and Games (Canada)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 5 BANDAI NAMCO Group: Competitive Position 2010

Best Buy Canada Ltd in Toys and Games (Canada)

STRATEGIC DIRECTION

KEY FACTS

INTERNET STRATEGY

COMPANY BACKGROUND

PRIVATE LABEL

  • Summary 8 Best Buy Canada Ltd: Private Label Portfolio

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 9 Best Buy Canada Ltd: Competitive Position 2010

Mega Brands Inc in Toys and Games (Canada)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 11 Mega Brands Inc: Competitive Position 2010

Nintendo of Canada Ltd in Toys and Games (Canada)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 13 Nintendo of Canada Ltd: Competitive Position 2010

Spin Master Ltd in Toys and Games (Canada)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 15 Spin Master Ltd: Competitive Position 2010

Toys "R" Us Inc in Toys and Games (Canada)

STRATEGIC DIRECTION

KEY FACTS

INTERNET STRATEGY

COMPANY BACKGROUND

PRIVATE LABEL

  • Summary 17 Toys “R” Us Canada Ltd: Private Label Portfolio

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 18 Toys ”R” Us Inc: Competitive Position 2010

Traditional Toys and Games in Canada - Category Analysis

HEADLINES

TRENDS

  • Consumer purchasing power in Canada started to recover from the recession, which helped to boost spending on toys and games in 2010. Among the key trends seen in traditional toys and games in 2010 were toys that keep children active mentally and physically, as well as the ongoing integration of the internet, social networks, and computer-based applications in traditional toys. Overall, in 2010, traditional toys and games sales in Canada grew by 2% in current value terms to exceed C$1.6 billion.

COMPETITIVE LANDSCAPE

  • Sales of traditional toys and games in Canada in 2010 were led by Mattel Inc and Hasbro Inc with value shares of 24% and 21%, respectively. Both have been active in product development trying to maintain a competitive edge in a difficult operating environment.

PROSPECTS

  • Retail sales of traditional toys and games are projected to reach approximately C$1.7 billion in 2015, showing only a marginal increase in constant value terms over the forecast period.

CATEGORY DATA

  • Table 8 Sales of Traditional Toys and Games by Category: Value 2005-2010
  • Table 9 Sales of Traditional Toys and Games by Category: % Value Growth 2005-2010
  • Table 10 Traditional Toys and Games Company Shares by Value 2008-2010
  • Table 11 Traditional Toys and Games Brand Shares by Value 2008-2010
  • Table 12 Sales of Traditional Toys and Games by Distribution Format: % Analysis 2005-2010
  • Table 13 Forecast Sales of Traditional Toys and Games by Category: Value 2010-2015
  • Table 14 Forecast Sales of Traditional Toys and Games by Category: % Value Growth 2010-2015

Video Games in Canada - Category Analysis

HEADLINES

TRENDS

  • Retail sales of video games in Canada experienced a slowdown in 2009 and in 2010. Although the economic environment played a role in tighter budgets and lower spending, other factors also affected demand in retail, such as growing preference for online games and increased rate of games downloaded from the internet. Subsequently, in 2010 retail sales of video games suffered decline in Canada. The key trends observed in consumer preferences and product development included motion sensors and 3D technology.

COMPETITIVE LANDSCAPE

  • Overall, retail sales of video games in Canada are fairly consolidated and are led by Microsoft Canada and Nintendo of Canada, together accounting for 50% of value sales in 2010. Other prominent marketers of video games on the Canadian market include Electronic Arts, Sony of Canada, Activision Blizzard and Ubisoft Entertainment, with a combined value share of 36% in 2010. The strength of Microsoft and Nintendo comes from their leadership of video games hardware sales as well as their significant presence in video games software. On the other hand, Electronic Arts, Activision Blizzard and Ubisoft Entertainment are among leaders in software sales primarily.

PROSPECTS

  • The forecast for video games sales remains positive. At a CAGR of 2% in constant value terms over 2010-2015, retail sales are expected to reach approximately C$2.6 billion in 2015. Video games hardware is expected to benefit from a higher expected demand for new generation consoles. Growth in video games sales over the forecast period is, however, expected to be significantly slower compared to the review period. Factors affecting sales unfavourably include the increase in preference for downloading video games - an option becoming widely available to consumers - as well as expected growth of online gaming and games through social networking sites. Unlike the older generation of players, who still show preference for more traditional video games hardware and software use, the younger generation of players shows more preference for online games and mobile gaming, a trend that will be carried over into the forecast period.

CATEGORY DATA

  • Table 15 Sales of Video Games by Category: Value 2005-2010
  • Table 16 Sales of Video Games by Category: % Value Growth 2005-2010
  • Table 17 Video Games Software by Type: % Value Breakdown 2005-2010
  • Table 18 Video Games Company Shares by Value 2008-2010
  • Table 19 Video Games Brand Shares by Value 2008-2010
  • Table 20 Video Games Hardware Company Shares by Value 2008-2010
  • Table 21 Video Games Hardware Brand Shares by Value 2008-2010
  • Table 22 Video Games Software Company Shares by Value 2008-2010
  • Table 23 Video Games Software Brand Shares by Value 2008-2010
  • Table 24 Sales of Video Games by Distribution Format: % Analysis 2005-2010
  • Table 25 Sales of Video Games Hardware by Distribution Format: % Analysis 2005-2010
  • Table 26 Sales of Video Games Software by Distribution Format: % Analysis 2005-2010
  • Table 27 Forecast Sales of Video Games by Category: Value 2010-2015
  • Table 28 Forecast Sales of Video Games by Category: % Value Growth 2010-2015

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

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 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
  • Retail value retail selling price real (constant 2008) prices % growth
  • Retail value retail selling price real (constant 2008) prices local currency, USD, EUR, GBP, CHF, JPY
  • Retail value retail selling price real (constant 2008) prices per capita local currency, USD, EUR, GBP, CHF, JPY
  • Retail value retail selling price nominal (current) prices % growth
  • Retail value retail selling price nominal (current) prices local currency, USD, EUR, GBP, CHF, JPY
  • Retail value retail selling price nominal (current) prices 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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