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Country Report

Toys and Games in Hong Kong, China

Nov 2012

Price: US$1,100

About this Report

EXECUTIVE SUMMARY

Positive growth for toys and games market in 2011

Toys and games experienced positive growth in 2011, benefiting from the rapid economic growth in East Asian countries, especially China. Thanks to the open policy, Hong Kong once again benefited from the strong consuming power of Chinese residents. The traditional toys and games category expanded in current value terms, supported by the strong performance of construction toys, action figures and accessories, while video games continued to achieve skyrocketing growth. The high penetration of smartphones in Hong Kong helped drive growth of digital gaming while growth was also propelled by the success of Kinect launched in late 2010 and the introduction of PS Vita.

Consumers switch from actual to virtual gaming

There was a trend of consumers turning away from traditional toys and games to non-traditional games, such as video games and computers in 2011. This movement was mainly due to the high penetration of smartphones, the internet, and both hand-held and static video game consoles in the country. Consumers are attracted by virtual toys, such as video games, social games, online games and mobile games. Furthermore, children are maturing earlier becoming interested in virtual toys and are being swayed at a younger age by strong marketing, promotions and advertisements by industry players. Young people can also easily obtain these virtual toys from their parents or friends.

Licensed products come out on top

Licensed products were strong sellers in 2011 with their rapid growth derived from the popularity of licensed characters. Popular licensed characters add value to the products and generated sales. With the high penetration of social media, new and popular characters are easily created and become ingrained into consumers’ mind from video games, movies, cartoons, and other forms of media. Although the production costs for licensed products are higher, consumers are willing to pay above average prices for their favourite characters.

Traditional and department stores remain key distribution channels

In Hong Kong, traditional stores and department stores were the key distribution channels. Consumers like shopping in traditional and department stores due to their wide range of products available. Furthermore, these bricks and mortar stores, enabled consumers to experience the products before making a purchase. With a high geographical coverage of traditional and department stores, online retailing was not popular in Hong Kong. However, due to the growth of the digital gaming category, consumers increasingly turned to virtual purchases. Although virtual purchases made up only a small proportion of the whole market, online retailing was catching up.

Positive forecast growth expected for toys and games

Sales growth is expected to be positive for toys and games over the forecast period. The main growth stems from increasing populations, rising production costs and an expanding group of target consumers. Traditional toys and games will experience slower momentum while video games is expected to enjoy higher growth in the coming years, mainly driven by the rapid growth of social, mobile and online gaming. The changing gaming style of consumers is also expected to positively impact video games.


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Overview

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

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

EXECUTIVE SUMMARY

Positive growth for toys and games market in 2011

Consumers switch from actual to virtual gaming

Licensed products come out on top

Traditional and department stores remain key distribution channels

Positive forecast growth expected for toys and games

KEY TRENDS AND DEVELOPMENTS

Traditional toys and games by license

Surge in popularity of digital gaming

Mainland Chinese tourists are majority purchasers of toys and games

Creative, educational and developmental toys popular for young children

More focus on female consumers

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 Hong Kong, China - Company Profiles

Capcom Asia Co Ltd in Toys and Games (Hong Kong, China)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 4 Capcom Asia Co Ltd: Competitive Position 2011

Hot Toys Ltd in Toys and Games (Hong Kong, China)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 6 Hot Toys Ltd: Competitive Position 2011

Li & Fung Ltd in Toys and Games (Hong Kong, China)

STRATEGIC DIRECTION

KEY FACTS

INTERNET STRATEGY

COMPANY BACKGROUND

PRIVATE LABEL

  • Summary 9 Li & Fung Ltd: Private Label Portfolio

COMPETITIVE POSITIONING

  • Summary 10 Li & Fung Ltd: Competitive Position 2011

Silverlit Toys Manufactory Ltd in Toys and Games (Hong Kong, China)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

Tomy (Hong Kong) Ltd in Toys and Games (Hong Kong, China)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 14 Tomy (Hong Kong) Ltd: Competitive Position 2011

Wise-Kids Development Ltd in Toys and Games (Hong Kong, China)

STRATEGIC DIRECTION

KEY FACTS

INTERNET STRATEGY

COMPANY BACKGROUND

PRIVATE LABEL

COMPETITIVE POSITIONING

WowWee Group Ltd in Toys and Games (Hong Kong, China)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 17 Wowwee Group Limited: Competitive Position 2011

Traditional Toys and Games in Hong Kong, China - Category Analysis

HEADLINES

TRENDS

  • Consumers increasingly turned towards virtual toys in 2011. Due to the high penetration of smartphones, the internet and both hand-held and static video games consoles, consumers were attracted by virtual toys such as video games, social games, online and mobile games. The rapid expansion of the video games category stunted the growth of the traditional toys and games category substantially over the review period.

COMPETITIVE LANDSCAPE

  • Mattel held the largest market share in 2011. For brands under Mattel, Fisher-Price remains its leading brand position in baby (0-18 months), infant (19-36 months) and pre-school (3-4 years old) toys. Hot Wheels, has a strong position in model vehicles. A strong global reputation provides Mattel with a competitive advantage in traditional toys and games. In order to sustain its business scale, Mattel added some of the most popular licenses, including Disney Pixar’s Cars 2, Green Lantern, Penguins of Madagascar and Kung Fu Panda 2 in 2011. The acquisition of HIT Entertainment, one of the largest independent owners of preschool intellectual property, will further enhance Mattel’s market share, especially in baby (0-18 months), infant (19-36 months) and pre-school (3-4 years old) toys.

PROSPECTS

  • Sales of traditional toys and games are predicted to experience slow growth over the forecast period. Growth will continue to be driven by pre-school (3-4 years old) toys, which is expected to achieve a CAGR of 1% in constant terms over the forecast period.

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 Hong Kong, China - Category Analysis

HEADLINES

TRENDS

  • Video games increased 11% in current value sales in 2011. The growth was similar to the 10% recorded in 2010 despite video games hardware becoming less attractive to consumers with software performing better than in 2010. It still maintained double-digit growth, driven by digital gaming, mainly mobile games. This was due to the high penetration of the internet and the rapid growth in smartphone penetration.

COMPETITIVE LANDSCAPE

  • Nintendo held the largest market share in 2011, at 22% of the video games category. For brands by Nintendo, Wii Sports Resort became category leader while Wii and Wii Fit ranked second and seventh respectively in terms of value sales. Nintendo’s marketing strategies successfully maintained Nintendo’s leading position. By targeting casual gamers (mainly family users, females and non-hard core gamers), Nintendo expanded the video games category and became a pioneer of casual games. However, Nintendo recorded a 4% drop in its market share, mainly driven by the rapid growth of digital gaming. The rise of online games (mainly social games) and mobile games directly lowered Nintendo’s sales as these games targeted the same group of customers as Nintendo.

PROSPECTS

  • Sales of video games are predicted to experience a CAGR 4% in constant terms over the forecast period with growth continually driven by the digital gaming category.

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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