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Country Report

Toys and Games in China

Sep 2012

Price: US$1,100

About this Report

EXECUTIVE SUMMARY

Economic growth and one-child policy support dynamic market performance

Due to rapid economic development and the one-child policy, Chinese parents today have more money to spend on their children than ever before. This helped to ensure that growth in total toys and games current value sales in 2011 was not only up on 2010, but also stronger than the CAGR for the entire review period. Growth in total current value sales was also bolstered by strong demand for video games, which tend to command higher prices than traditional toys and games. The rising penetration of PCs, smartphones, tablets and similar electronic devices in Chinese households had a very positive influence on the development of the video games category.

New strategies help to tackle smuggling and piracy in toys and games

Smuggling and piracy remained the biggest threats to the development of the Chinese toys and games market in 2011. During the review period, however, the scale of these threats was reduced somewhat thanks to tougher law enforcement by Chinese authorities and rising brand awareness among consumers. The actions of legitimate toys and games manufacturers also helped to reduce the threat from contraband and counterfeit products. Notable successes in this regard included closer cooperation between multinationals and local manufacturers in the area of traditional toys and games licensing, and new activation codes for PC and console games downloads.

Competition in the Chinese market intensifies as demand for exports weakens

With foreign demand shrinking due to the global recession, towards the end of the review period many Chinese toys and games manufacturers that were traditionally export-oriented shifted their focus to the domestic market. This trend, which was most evident in traditional toys and games, was not only driven by weaker international demand, but also reflected the adoption of stricter product quality and safety requirements by regulatory authorities in the US and Europe. As more and more companies were forced to reduce their dependence on exports and concentrate on developing new business in China, competition in the domestic toys and games market continued to intensify in 2011.

Internet retailing remains the most dynamic distribution channel in 2011

Together with most other store-based channels, department stores, hypermarkets and supermarkets all saw their value shares of toys and games distribution decline during the review period. In contrast, the market value share of internet retailing increased by a total of 12 percentage points between 2006 and 2011. Value share gains for this channel were partly due to demographic changes, with young parents and teenagers who grew up with the internet being much more likely to buy toys and games online than older people. Gains also reflected improvements in broadband access and rising ownership of PCs, smartphones etc, as well as busier lifestyles and the development of more secure online payment systems. Another important factor behind the strong performance of internet retailing was the rapid development of video games, which showed significantly faster growth in current value terms than traditional toys and games. The video games category is dominated by online gaming, as the Chinese government has restricted the sale of video game consoles and console games since 2000.

Growth in the Chinese economy will continue to drive market development

The outlook for toys and games in China is very favourable, with total constant value sales expected to grow strongly over the forecast period. While further growth in the Chinese economy will continue to underpin the positive development of the entire market, various other factors will also drive growth in constant value sales. Most notably, the gradual easing of the one-child policy for certain demographic groups and in specific regions should create additional demand for toys and games. At the same time, the entire market should benefit from more intensive efforts by authorities and manufacturers to reduce smuggling, piracy and the trade in counterfeit toys and games. This trend will be complemented by the increasing focus on quality and safety among Chinese consumers, which is leading them to take greater care to ensure that the traditional toys and games they buy for their children are genuine brands from reputable producers. Video games meanwhile will continue to benefit from the growing popularity of PCs, tablets, smartphones and similar electronic devices in Chinese homes. New launches and marketing activities will also fuel demand for toys and games in general towards 2016.


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Overview

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

The Toys and Games in China 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 China?
  • What are the major companies China?
  • 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 China - Industry Overview

EXECUTIVE SUMMARY

Economic growth and one-child policy support dynamic market performance

New strategies help to tackle smuggling and piracy in toys and games

Competition in the Chinese market intensifies as demand for exports weakens

Internet retailing remains the most dynamic distribution channel in 2011

Growth in the Chinese economy will continue to drive market development

KEY TRENDS AND DEVELOPMENTS

Demographic and social changes bolster spending on toys and games

Video games worst affected by piracy and smuggling

Busier lifestyles alter consumer preferences in video games

Growing use of tablets and smartphones fuels demand for mobile games

Licensed toys and games based on Chinese cartoons gain popularity

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 1 Research Sources

Toys and Games in China - Company Profiles

Beijing Aierma Toys Co Ltd in Toys and Games (China)

STRATEGIC DIRECTION

KEY FACTS

INTERNET STRATEGY

COMPANY BACKGROUND

PRIVATE LABEL

  • Summary 4 Beijing Aierma Toys Co Ltd: Private Label Portfolio 2011

COMPETITIVE POSITIONING

  • Summary 5 Beijing Aierma Toys Co Ltd: Competitive Position 2011

Guangdong Alpha Animation & Culture Co Ltd in Toys and Games (China)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

  • Summary 8 Guangdong Alpha Animation & Culture Co Ltd: Production Statistics 2011

COMPETITIVE POSITIONING

  • Summary 9 Guangdong Alpha Animation & Culture Co Ltd: Competitive Position 2011

NetEase.com Inc in Toys and Games (China)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

  • Summary 12 NetEase.com Inc: Production Statistics 2011

COMPETITIVE POSITIONING

  • Summary 13 NetEase.com Inc: Competitive Position 2011

Rastar (Guangzhou) Ltd in Toys and Games (China)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

  • Summary 16 Rastar (Guanghzou) Ltd: Production Statistics 2011

COMPETITIVE POSITIONING

  • Summary 17 Rastar (Guangzhou) Ltd: Competitive Position 2011

Shanda Interactive Entertainment Ltd in Toys and Games (China)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 20 Shanda Interactive Entertainment Ltd: Competitive Position 2011

Tencent, Inc in Toys and Games (China)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

  • Summary 23 Tencent Inc: Production Statistics 2011

COMPETITIVE POSITIONING

  • Summary 24 Tencent Inc: Competitive Position 2011

Toys "R" Us (Shanghai) Inc in Toys and Games (China)

STRATEGIC DIRECTION

KEY FACTS

INTERNET STRATEGY

COMPANY BACKGROUND

PRIVATE LABEL

  • Summary 27 Toys "R" Us (Shanghai) Inc: Private Label Portfolio

COMPETITIVE POSITIONING

  • Summary 28 Toys "R" Us (Shanghai) Inc: Competitive Position 2011

Traditional Toys and Games in China - Category Analysis

HEADLINES

TRENDS

  • Competition in traditional toys and games intensified in 2011 as the global economic downturn led many export-oriented Chinese companies to refocus their attention on the domestic market. This shift was not only due to a slowdown in international demand, but also attributable to the adoption of stricter quality and safety regulations in a number of key export markets. A new EU toy safety directive (2009/48/EC), for example, made it more difficult for Chinese companies to sell their products in Europe. Increasing competition prompted leading local players to step up investment in new launches, marketing activities and distribution networks. Rastar (Guangzhou) Ltd and Goodbaby International Holdings Ltd, for instance, both sought to strengthen distribution of their products in lower tier Chinese cities, where competition was less intense.

COMPETITIVE LANDSCAPE

  • Mattel remained the leading company within traditional toys and games in 2011, claiming a value share of just over 3%. With a broad portfolio that includes leading global brands such as Fisher-Price, Barbie, Hot Wheels, Toy Story and World Wrestling Entertainment, Mattel ranked first in dolls and accessories and model vehicles, and finished second in the plush toys and infant (19-36 months) categories. It also ranked among the leading players in the baby (0-18 months), pre-school (3-4 years old) and action figures and accessories categories. In addition to strong consumer awareness of its brands and a reputation for offering high quality products, Mattel has an early mover advantage over many of its domestic competitors in several categories. Guangdong Alpha was the second leading player overall in 2011 with a value share of 3%, followed by Hasbro with a 2% share. Other prominent competitors included VTech Holdings Ltd, Toyroyal Shanghai Co Ltd, Lepo Toys Ltd, Shanghai Yaoji Playing Cards Co Ltd, Chicco SA and Goodbaby International.

PROSPECTS

  • The outlook for traditional toys and games remains bright, with growth in total constant value sales over 2011-2016 expected to surpass that recorded during the review period. Growth in the Chinese economy and rising disposable incomes will continue to underpin the development of the entire category. The gradual relaxation of the one-child policy in certain regions and for specific demographic or ethnic groups will also boost demand for traditional toys and games. At the same time, growth in total constant value sales will be bolstered by new launches, marketing activities and improvements in distribution, particularly in lower tier cities.

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 China - Category Analysis

HEADLINES

TRENDS

  • Under legislation known as the Notice on the Special Governance of Electronic Business, the Ministry of Culture has imposed tough restrictions on the sale of video games in China since the year 2000. These restrictions effectively ban the sale of most types of video game consoles and related accessories, including world famous brands like Nintendo’s Wii, Sony’s PS3 and Microsoft’s Xbox 360. Some manufacturers have adapted to these restrictions by developing consoles that claim to have an educational function, which can be legally sold in China. This is the case with iQue Science & Technology’s iQue DS, the Chinese version of the Nintendo DS. However, demand for such legal products is hampered by the widespread availability of banned consoles that are smuggled into China. Manufacturers of legal consoles like the iQue DS also have to contend with rampant piracy of their software. Together, these factors continued to limit the size of the video games hardware and software categories in 2011, with the result that online gaming remained the dominant category in video games.

COMPETITIVE LANDSCAPE

  • Tencent Inc remained the top video games company in China in 2011 with a value share of 33%. It was the clear leader in online games, the dominant category, thanks to the popularity of the CrossFire and Dungeon Fighter Online brands. Tencent is the owner and operator of QQ, the biggest online social network in China with over 550 million active users. As a result, it is a very attractive partner for foreign online game developers seeking to break into the Chinese market. NetEase.com ranked second overall in 2011 with a value share of 20% thanks to the success of the online games World of Warcraft and Fantasy Westward Journey. Shanda Interactive Entertainment, which operates the online game Dragon Nest, rounded out the top three with a value share of 11%. Other prominent competitors in video games included Changyou.com Inc, Perfect World Co, Giant Interactive Group Inc, Rovio Entertainment Ltd, Sohu.com Inc, PopCap Game Inc and Halfbrick Studios Pty Ltd. All of these companies focused their activities on the online games category.

PROSPECTS

  • While video games is expected to show a positive performance over the forecast period, a number of factors will continue to hamper its development. Most notably, government restrictions on consoles will continue to limit the size of the video games hardware category, while rampant piracy will continue to inhibit demand for video games software. At the same time, the development of online games, the dominant category, will be constrained by increasing maturity and the fact that busy lifestyles are leaving teens and young adults in China with less time to play MMORPGs and similarly complicated games. In a related trend, rising health awareness is encouraging many consumers to reduce the amount of time they spend playing video games and take more exercise. The combination of these factors means that growth in total video games constant value sales over 2011-2016 is expected to be weaker than that recorded during the review period.

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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