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Country Report

Toys and Games in Japan

Jul 2011

Price: $1,100

About this Report

About this Report

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Overview

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

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

2010 Japan toys and games declines due setbacks

Against the backdrop of economic downturn, natural disasters and the threat of a nuclear crisis, the toys and games industry in Japan remained polarised. The video games market suffered a negative performance especially in hand-held video games over the review period. At the same time traditional toys and games struggled due to cannibalisation between categories. Manufacturers hold on in the intense competitive landscape, either resorting to offshore production or subcontract manufacturers in order to efficiently respond to the need for competitively priced toys, while continuing to offer value added products.

Hopes in character licensing

Amid an intense competitive landscape for toys and games in Japan, major manufacturers engaged in character licensing to guarantee sales. With the absence of hit products, character licensing brings about a short-cut strategy for manufacturers to ensure steady sales of toys introduced to the market. While in Japan brand loyalty determines consumers’ decisions regarding toy purchases, character licensing is a sure way to ensure consumers already identify with their products due to their established popularity.

Increasingly fragmented market

The traditional toys and games category is increasingly fragmented, with the shares held by major manufacturers declining. Private label products managed a significant share in the competition, reflecting the niche positioning of those manufacturers. The leading video games manufacturers, however, held more dominant positions, but software developers are beginning to take a significant proportion of total share, further increasing fragmentation. Fragmentation may eventually slow brand loyalty, and to an extent it may slow down the prevalence of hit products in the market.

Rakuten revolutionises e-stores in Japan

Distribution of traditional toys generally occurs via store-based retailing. Leisure and personal goods dominate this channel, but the significant growth in retailing paved the way for a decreased performance over the review period. Online stores changed the competitive landscape for traditional toys and games, compelling manufacturers to create specialised websites to improve sales, and collaborate with online retailers. Rakuten, a popular online retail store in Japan, completely revolutionised online sales by placing global and multilingual web platforms on its original Japanese site. Eventually it expanded its market base at both domestic and international levels.

Future of Japan toys and games, still hopeful

The forecast for Japan’s toys and games market remains hopeful under the following conditions: the Japanese Government’s ability to weather the setbacks arising from the global economic recession, the dwindling Nikkei index over the next few years in the aftermath of natural disasters, the nuclear emergency, and falling consumer confidence. In addition will be manufacturers being able to bring about the anticipated advancement in traditional toys and next generation platforms, and complement these with the needed consumer support at distribution points.

Table of Contents

Table of Contents

Toys and Games in Japan - Industry Overview

EXECUTIVE SUMMARY

2010 Japan toys and games declines due setbacks

Hopes in character licensing

Increasingly fragmented market

Rakuten revolutionises e-stores in Japan

Future of Japan toys and games, still hopeful

KEY TRENDS AND DEVELOPMENTS

Global credit crunch and natural disaster devaluate Japanese currency

Character licensing most prevalent in Japan

Japan shifting interest from physical toys to virtual gaming

Miniature toys sell

Toy manufacturers to cater to mature market

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

SOURCES

  • Summary 1 Research Sources

Toys and Games in Japan - Company Profiles

Bandai Co Ltd in Toys and Games (Japan)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 4 Bandai Co Ltd: Competitive Position 2010

Konami Corp in Toys and Games (Japan)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 7 Konami Corp: Competitive Position 2010

Nintendo Co Ltd in Toys and Games (Japan)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 10 Nintendo Co Ltd: Competitive Position 2010

Rakuten Inc in Toys and Games (Japan)

STRATEGIC DIRECTION

KEY FACTS

INTERNET STRATEGY

COMPANY BACKGROUND

PRIVATE LABEL

PRODUCTION

COMPETITIVE POSITIONING

Square Enix Co Ltd in Toys and Games (Japan)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 15 Square Enix Co Ltd: Competitive Position 2010

TOMY Co Ltd in Toys and Games (Japan)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 18 TOMY Co Ltd: Competitive Position 2010

Yamada Denki Co Ltd in Toys and Games (Japan)

STRATEGIC DIRECTION

KEY FACTS

INTERNET STRATEGY

COMPANY BACKGROUND

PRIVATE LABEL

PRODUCTION/DISTRIBUTION

COMPETITIVE POSITIONING

Traditional Toys and Games in Japan - Category Analysis

HEADLINES

TRENDS

  • Growth of value sales declined at the end of the review period due to the changing demography characterised by the ageing population and the decreasing birth rate. These factors were underpinned by declining consumer confidence in the aftermath of the global credit crunch, natural disasters and weaker niche positioning by most manufacturers. They failed to diversify products to improve sales, create brand loyalty, or improve the market base.

COMPETITIVE LANDSCAPE

  • The traditional toys and games environment is characterised fragmentation, where private label products hold a significant share. The companies which held the largest share at the end of the review period included Bandai and TOMY, followed by LEGO, Mattel, Sega Toys, Tamiya and Epoch. With Bandai and TOMY’s significant edge in the competition characterised by a diverse and wider range of traditional toys, these companies benefited from a much wider market base of popular brands as well as consumer brand loyalty.

PROSPECTS

  • Growth of traditional toys over the forecast period is expected to underperform compared with the review period. This will due to several factors, including consumers’ declining interest in traditional toys in favour of digital and video gaming. Also, the introduction of economy brands courtesy of cheaper imports resulting from more cautious consumers and price competitive brands. The setbacks resulting from the recent natural disasters and their impact on Japan’s economic conditions will also be a factor.

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 Japan - Category Analysis

HEADLINES

TRENDS

  • Against the backdrop of economic downturn, the video games environment is characterised by threats and opportunities. Value growth of static video games proved bipolar, with static video games losing the competition (declining sales) and portable video games seeing meteoric growth courtesy of more sophisticated portable consoles.

COMPETITIVE LANDSCAPE

  • Nintendo, Sony, Bandai Namco, Pokémon and Square Enix led the video games environment in 2010. Brand popularity and loyalty became positive factors. Nintendo was famous for its Nintendo DS and Wii consoles, while Sony lagged behind with its PS3. Square Enix was famous for its long list of software titles, especially Final Fantasy XIII. Pokémon Black White and Pokémon Heart Gold/Silver also saw success in 2010.

PROSPECTS

  • The forecast period is expected to underperform in coming years as the Japanese Government is having difficulty weathering the setbacks arising from the global economic crisis, the dwindling Nikkei index in the aftermath of natural disasters, the nuclear crisis, and falling consumer confidence. Manufacturers are unlikely to be able to bring about advancement in terms of next-generation platforms and complement these with the necessary support at distribution level.

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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