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Country Report

Toys and Games in Indonesia

Oct 2012

Price: US$1,100

About this Report

EXECUTIVE SUMMARY

Positive growth across all categories shows emerging lucrative market

With the total toys and games market worth over Rp5 trillion, Indonesia is eligible to hold the title of being the next lucrative toys and games market. Traditional toys and games accounts for more than 80% of the total market, with the construction toys category being the highest contributor. On the other hand, entering the digital era, the video games category should not be underestimated. This is not only due to the increasing gaming population in Indonesia, but also supported by the rising purchasing power of the middle-class population.

Chinese products and pirated software flood the toys and games market

With the ACFTA (ASEAN – China Free Trade Agreement) being effective since 2010, Indonesia’s toys and games market is overflowing with low-priced Chinese toys. Those inexpensive products then become the first choice of the low-income population and bring the market share of existing prominent multinational brands, down slightly. Despite this condition, leading multinational companies such as Lego Group retain their dominance through new licensed products based on popular animation or movie characters. As for the video games category, the wide availability of pirated software makes consumers tend to choose the illegal ones over the original software. This, thereby, dampened the total market size of toys and games.

International leading brands dominate

International brands are the major players in the toys and games market in Indonesia. Fisher-Price and Playskool are the two leading brands in baby, infant and pre-school toys. In the latter category, LeapFrog and VTech grab some share through their innovative tablet-like toys such as Leapster Explorer and VTech Innotab, respectively. The dominance of the prominent players also continue in other categories, such as Mattel in dolls, through its Barbie and Disney Princess brands, Hasbro’s Play-Doh in arts and crafts, as well as undisputable Lego’s supremacy in construction toys. This is also true within video games, as shown by the dominance of leading international players such as Sony PlayStation Portable and Nintendo DS in hand-held video games as well as Sony PlayStation 3 and Microsoft Xbox 360 in static video games consoles.

Store-based retailing is the main distribution channel

Traditional toys and games stores is the key distribution channel for traditional toys and games, with department stores coming in second place. This is in line with the trend of a growing number of shopping centres burgeoning in many cities across Indonesia, which increases the presence of modern traditional toys and games stores in the country. Department stores and modern traditional toys and games stores are the primary choice for middle- to upper-class consumers shopping for toys and games, as they offer a wide variety of international brands and are located in convenient places. Small traditional toys and games stores also exist in many corners of the country, serving middle- to lower-income consumers. As for the video games category, most of the purchases of the original video games, the only ones counted in Euromonitor International research, are through media products stores. Store-based retailing is still dominant in Indonesia as Indonesian consumers rely on physical stores compared to online ones due to convenience and security factors.

Stable growth potential for Indonesia’s toys and games market

The overall traditional toys and games market in Indonesia will see modest growth due to improved distribution. It is also well-supported by the rising purchasing power of the middle class. However, the growth is expected to be moderate, as products are still considered to be non-essential and Indonesia still consists mostly of middle- to low-income people, who will prioritise spending on essentials. Although video games is another lucrative category, as sales is expected to increase in the near future due to the rising gaming population in Indonesia, piracy remains an issue. Without persistent efforts from the government to tackle piracy and educate its citizens, Indonesian consumers will still opt for the illegal software due to its low price and convenience.


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Overview

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

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

EXECUTIVE SUMMARY

Positive growth across all categories shows emerging lucrative market

Chinese products and pirated software flood the toys and games market

International leading brands dominate

Store-based retailing is the main distribution channel

Stable growth potential for Indonesia’s toys and games market

KEY TRENDS AND DEVELOPMENTS

Licensed toys are the major sales driver of traditional toys and games

Rising middle class fuels the dominance of international toy brands

Age compression extends the market for video games

Low-priced toys and games products overwhelm the local market

Online games see rising popularity thanks to better internet access

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

DEFINITIONS

SOURCES

  • Summary 1 Research Sources

Toys and Games in Indonesia - Company Profiles

Ace Hardware Indonesia Tbk PT in Toys and Games (Indonesia)

STRATEGIC DIRECTION

KEY FACTS

INTERNET STRATEGY

COMPANY BACKGROUND

  • Chart 1 Ace Hardware Indonesia Tbk PT: Toys Kingdom in Grand Indonesia, Jakarta

PRIVATE LABEL

COMPETITIVE POSITIONING

  • Summary 4 Ace Hardware Indonesia Tbk PT: Competitive Position 2011

Hanimo CV in Toys and Games (Indonesia)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

  • Summary 7 Hanimo CV: Production Statistics 2011

COMPETITIVE POSITIONING

Hayashi Toys in Toys and Games (Indonesia)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

  • Summary 10 Hayashi Toys: Production Statistics 2011

COMPETITIVE POSITIONING

Jatisae Handicraft in Toys and Games (Indonesia)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

  • Summary 13 Jatisae Handicraft: Production Statistics 2011

COMPETITIVE POSITIONING

Kids & Play UD in Toys and Games (Indonesia)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

  • Summary 16 Kids & Play UD: Production Statistics 2011

COMPETITIVE POSITIONING

Mitra Adi Perkasa PT in Toys and Games (Indonesia)

STRATEGIC DIRECTION

KEY FACTS

INTERNET STRATEGY

COMPANY BACKGROUND

PRIVATE LABEL

COMPETITIVE POSITIONING

  • Summary 19 Mitra Adi Perkasa Tbk PT: Competitive Position 2011

Omocha Toys CV in Toys and Games (Indonesia)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

  • Summary 22 Omocha Toys: Production Statistics 2011

COMPETITIVE POSITIONING

Traditional Toys and Games in Indonesia - Category Analysis

HEADLINES

TRENDS

  • In 2011, traditional toys and games saw positive current value growth across categories at a higher rate compared to 2010, with construction toys being the largest contributor. The growth in construction toys is fuelled by the strong performance of Lego as the market leader, which in 2011 launched popular licensed toys, such as Harry Potter and Pirates of Caribbean. Despite its expensive price, which limits its market to upper-middle and high-income consumers, adult consumers also purchase Lego as they perceive it as collectible. They are also excited to get their children play with construction toys, as it is believed to improve motor skills and stimulate their imagination. Moreover, the fact that construction toys appeal to both genders opens a larger consumer base for this category.

COMPETITIVE LANDSCAPE

  • Lego maintained its leadership in construction toys, supported by new releases of popular licensed-theme play sets, comprehensive parts’ details, consistent quality and continuous improvement. It successfully attained a large market share as its products appealed to both genders of children and adults. Moreover, Lego’s products can be simple yet challenging at the same time, as it is easy to learn to stick the bricks together, but it is relatively tricky to build a sophisticated, impressive set.

PROSPECTS

  • Traditional toys and games is predicted to continue to see respectable growth over the forecast period, with a constant value CAGR of 5%. However, the growth is likely to be lower than that of the review period due to the expected intensified age compression trend. Pre-teens, which is currently the largest demographic segment of traditional toys and games, is likely to gradually shift to video games, driving the growth of traditional toys more slowly.

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 Indonesia - Category Analysis

HEADLINES

TRENDS

  • With double-digit growth in current value, video games enjoyed significant growth in 2011. This dynamic growth was mostly driven by gaming consoles, especially the hand-held ones. As Nintendo recently launched its Nintendo 3DS with 3D feature, it successfully boosted the sales of hand-held consoles.

COMPETITIVE LANDSCAPE

  • Sony Indonesia retained the leading position in the video games category with a value share of 40% in 2011. This significant share was attributable to its diversified product offering in video games, which comprised of portable gaming consoles, static consoles and accessories, as well as the software. Despite its relatively expensive console price, Sony managed to maintain its market share through continuous innovation and consistent product quality.

PROSPECTS

  • Video games is expected to see less dynamic growth over the forecast period, mainly due to the predicted diminishing market enthusiasm of portable gaming device. Being the largest contributor to video games, a shrink in hand-held consoles will impact the overall category performance. This is largely due to the increasing popularity of smartphones and tablets, which serve as a major threat to the video games category. The market’s preference for those devices is growing as they integrate several features in one device (smartphone or tablet), whereas the hand-held game console is for gaming only. As the transition from portable console to smartphones and tables will begin in 2012, the market’s interest in hand-held consoles is expected to decrease. On the other hand, static consoles, with specific at-home usage, will still see relatively strong growth as the market is still looking forward to the upcoming launch of Nintendo Wii U in 2012 as well as new releases by Microsoft and Sony.

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 Sales of Video Games by Distribution Format: % Analysis 2006-2011
  • Table 26 Sales of Video Games Hardware by Distribution Format: % Analysis 2006-2011
  • Table 27 Sales of Video Games Software by Distribution Format: % Analysis 2006-2011
  • Table 28 Forecast Sales of Video Games by Category: Value 2011-2016
  • Table 29 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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