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Country Report

Toys and Games in Japan

Aug 2012

Price: US$1,100

About this Report

EXECUTIVE SUMMARY

Toys and games market continues slow growth

Economic growth turned negative in 2011, with GDP growth declining by 1%. This was partly caused by the East Japan Earthquake which impacted the economy after March 2011. The high exchange rate of the yen against US dollars and the euro also pressured the sales of Japanese companies. As a result, consumers remained price conscious about spending on toys and games products. Consequently, the toys and games market experienced value sales growth of less than 3% in 2011.

Changing demographics continue to impact the toys and games market

There were dramatic demographic changes over the review period that are having a significant impact on the toys and games market in Japan. The Japanese population peaked at 128 million in 2008 and continued to decline till 2011. It decreased to 127 million in 2011, with a low birth rate of eight births per 1,000 people. The Japanese population also continued aging, with a low mortality rate and increasing life expectancy among elderly people. Population reduction has directly reduced the total consumption of toys and games products. Manufacturers are increasingly required to expand the target of toys to adults and elderly people, in order to compensate the decline in sales of toys to children. Without the government implementing effective initiatives to increase the number of new births, the toys and game market will continue to suffer and its growth is predicted to be stagnant in the future.

Domestic players continue to dominate the toys and games market

Japan’s toys and games market continues to be dominated by domestic players in 2011. Nintendo Co Ltd was the leading player. The company is most well-known as a manufacturer of Nintendo 3DS and Wii and also as a manufacturer of the Mario brand and other video game software. It had strong shares both within video games software and video games hardware. Sony Entertainment Inc was ranked second, thanks to its well-known PlayStation 3, PSP and the newly launched PlayStation Vita. Sony Entertainment Inc was followed by Bandai Co Ltd which witnessed strong sales from its trading cards and character toys.

Increasing use of smartphones boosts the internet retailing channel

The number of smartphone users in Japan has dramatically increased over the review period. Japan currently has the highest number of smartphone users around the world. Smartphones have revolutionised consumers` lifestyles; changing the way people consume movies, music, games and books. Increasing use of smartphones has further increased the channel share of E-commerce in the toys and games market. Internet retailing has been taking increasing distribution shares and already become one of the primary distribution channels, increasing it share from approximately 3% to 14%, from 1999 to 2011. Further increase in the use of smartphones over the forecast period will continue to boost the channel share of internet retailing in the toys and games market.

Slow growth predicted to continue over the forecast period

Toys and games is predicted to experience slower growth over the forecast period, with a constant value CAGR of 2%. During Q4 2011, GDP growth turned negative, being attributed to the economic situation in the US and Europe, slower economic growth in China, the high currency exchange rate of yen against US dollars and euro, and the distraction of the East Japan Earthquake. The decline in the number of children and the overall population, and children switching from traditional toys to mobile phone and video games, are also thought to be negative for the traditional toys and games market.


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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.

Table of Contents

Table of Contents

Toys and Games in Japan - Industry Overview

EXECUTIVE SUMMARY

Toys and games market continues slow growth

Changing demographics continue to impact the toys and games market

Domestic players continue to dominate the toys and games market

Increasing use of smartphones boosts the internet retailing channel

Slow growth predicted to continue over the forecast period

KEY TRENDS AND DEVELOPMENTS

Economic recovery impacts the toys and games market positively

Demographic changes continue to impact the toys and games market

Increasing use of smartphones boosts internet retailing

Consumers Look To Three S’s; Sustainable, Social and Shareable

Licensing continues to penetrate the Japanese toys and game market

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 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 2011

Kiddy Land Co Ltd in Toys and Games (Japan)

STRATEGIC DIRECTION

KEY FACTS

INTERNET STRATEGY

COMPANY BACKGROUND

PRIVATE LABEL

COMPETITIVE POSITIONING

  • Summary 7 Kiddy Land Co Ltd: Competitive Position 2011

Nintendo Co Ltd in Toys and Games (Japan)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 10 Nintendo Co Ltd: Competitive Position 2011

Sony Computer Entertainment Inc in Toys and Games (Japan)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 13 Sony Computer Entertainment Inc: Competitive Position 2011

Square Enix Co Ltd in Toys and Games (Japan)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 16 Square Enix Co Ltd: Competitive Position 2011

TOMY Co Ltd in Toys and Games (Japan)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 19 TOMY Co Ltd: Competitive Position 2011

Toys 'R' Us Japan Ltd in Toys and Games (Japan)

STRATEGIC DIRECTION

KEY FACTS

INTERNET STRATEGY

COMPANY BACKGROUND

PRIVATE LABEL

COMPETITIVE POSITIONING

  • Summary 22 Toys “R” Us Japan Ltd: Competitive Position 2011

Traditional Toys and Games in Japan - Category Analysis

HEADLINES

TRENDS

  • Despite the negative economic growth, the growth in traditional toys and games slightly accelerated in 2011, with value growth of 3%. The East Japan Earthquake has led some people to become more indoor-oriented and play games among family members. This would have partly facilitated the growth of traditional toys and games. Games and puzzles remains the largest category, with a value of ¥126 billion in 2011. The strong growth in this category, driven by the popularity of character puzzles and trading cards, has driven the overall growth.

COMPETITIVE LANDSCAPE

  • Two domestic players, Bandai Co Ltd and TOMY Co Ltd continued to lead traditional toys and games, with a combined 41% value share in 2011. These two companies have wide product portfolios and already established brands across categories. TOMY ranked first in dolls and accessories with its Licca-chan Doll range. The company also attained a leading position in model vehicles with TOMICA. It also leads radio/remote control toys with the Q-Steer Series, Aero RC Series and Goru Goru Nyago series.

PROSPECTS

  • Traditional toys and games is predicted to experience slower growth over the forecast period, with a constant value CAGR of less than 1%. The decline in the population of children is expected to have an even greater negative impact on sales of traditional toys and games over the forecast period. Continuing negative economic growth predicted over the forecast period would also negatively impact the category. However, manufacturers’ efforts to develop and market toys for adults and elderly people will compensate to some extent, the decline in sales. In the long term, the market would start downsizing due to the reduction in the overall Japanese population.

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 Japan - Category Analysis

HEADLINES

TRENDS

  • Despite the negative economic growth, video games continued to experience slow growth in 2011, reaching ¥780 billion. The growth was driven by the launch of two new handheld video game consoles: PlayStation Vita and Nintendo 3DS, respectively launched in December 2012 and March 2012. The East Japan Earthquake had minimal negative impacts on the category as it forced some consumers to become more indoor-oriented and encouraged some to play games at home.

COMPETITIVE LANDSCAPE

  • Video games in Japan continued to be dominated by domestic players. Nintendo Co Ltd led the category with a 19% value share in 2011. It was followed by Sony Computer Entertainment Inc, with a 16% value share. These two leading players are the developers of video game hardware. Nintendo distributes the Nintendo 3DS, handheld video game console, and Nintendo Wii, the static video game console. Sony Computer Entertainment Inc distributes PlayStation Vita and PSP, handheld video game consoles, and PS3, the static video console.

PROSPECTS

  • Video games is predicted to experience slower growth over the forecast period, with a constant value CAGR of 3%. Video games is likely to experience positive growth when new video game hardware is launched. The launch of PlayStation Vita and Nintendo 3DS in 2011 will continue to have a positive impact on the market and boost sales of software in the market.

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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