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Country Report

Toys and Games in Malaysia

Nov 2012

Price: US$1,100

About this Report

EXECUTIVE SUMMARY

Toys and games achieves positive growth in 2011

Toys and games sales improved in 2011 thanks to rising disposable income in Malaysia and recovery from recession. Among traditional toys, products, such as action figures, model vehicles, plush toys and construction toys, were largely driven by the popularity of relevant licensed characters, such as Transformers, Hot Wheels and Disney characters. However, video games demonstrated more significant growth in 2011 mainly due to the popularity of the interactive features incorporated in video games consoles, online games as well as mobile games. Moreover, with an increasing number of mobile internet device (smartphones, tablets) users in Malaysia, mobile games also contributed largely to the video games growth in 2011 with more consumers downloading mobile games directly to their mobile devices, such as iPad and iPhone.

Changing patterns in play style

Now that Malaysian households are enjoying higher disposable income, more families are able to afford gadgets, such as iPhones and iPads, which is leading to a switch in the play style among Malaysian children. Youngsters are gradually moving from traditional toys to more sophisticated and interactive alternatives, such as video games consoles, motion control video consoles, online games and mobile games. Increasing curiosity among children suggests that in addition to traditional toys with simple features, they also prefer traditional toys with built-in electronic features which stimulate their interest and enable them to learn and improve their problem-solving skills.

International players dominate toys and games

International players continued to lead in traditional toys and games sales in Malaysia, the most successful of which present were Hasbro, Mattel and Lego. The first two even set up wholly-owned subsidiaries in Malaysia in order to ease the control over ownership of their toys imported into the country. However, most other international brands of traditional toys are distributed through local exclusive distributorships. Video games in Malaysia is dominated by international players, such as Sony, Nintendo and Microsoft, while domestic players remained in their infancy.

Store-based retailing is the leading distributor of toys and games in 2011

Store-based retailing was the leading distribution channel within toys and games in Malaysia. Among all grocery retailers, hypermarkets possessed higher distribution share due to the rapid expansion of various chains, such as Giant and Tesco. Moreover, hypermarkets, including Tesco, also increasingly focused on marketing traditional toys. Leisure and personal goods specialists also gained more distribution share in 2011 due to the opening of more outlets by toy specialists, such as Toys “R” Us, and the expansion to include larger shelf space dedicated to traditional toys by Mothercare. However, internet retailing is gradually increasing its distribution share due to the popularity of the internet for mobile games downloads and also video games retailers which operate solely online.

Positive outlook for toys and games

Economic Transformation Programmes (ETP) were initiated by the Malaysian government through 12 National Key Economic Areas (NKEAs) identified in 2011 within Malaysia. The purpose of these programmes is to assist in transforming Malaysia into a high income nation by 2020 by raising the gross national income (GNI) per capita. Hence, higher income and the creation of more jobs opportunities will also result in high consumer spending within Malaysia. Toys and games tend to have an advantage as parents are more willing to purchase such products for their children driven by higher disposable income, especially for branded toys and games. Moreover, collectible toys and video games will also benefit from the higher purchasing power of young adults in Malaysia.


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Overview

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

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

EXECUTIVE SUMMARY

Toys and games achieves positive growth in 2011

Changing patterns in play style

International players dominate toys and games

Store-based retailing is the leading distributor of toys and games in 2011

Positive outlook for toys and games

KEY TRENDS AND DEVELOPMENTS

Changing demographic structure in Malaysia boosts market sales

Licensed toys continue to drive sales of toys and games

External factors drive up production costs

Age compression extrapolating growth direction of toys and video games

Poor distribution structure affects growth in video games

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 Malaysia - Company Profiles

Daisheng (M) Sdn Bhd in Toys and Games (Malaysia)

STRATEGIC DIRECTION

KEY FACTS

INTERNET STRATEGY

COMPANY BACKGROUND

PRIVATE LABEL

COMPETITIVE POSITIONING

Dooodolls Design Sdn Bhd in Toys and Games (Malaysia)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 4 Dooodolls Design Sdn Bhd: Competitive Position 2011

GameBrains Sdn Bhd in Toys and Games (Malaysia)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

GameOn.com Sdn Bhd in Toys and Games (Malaysia)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

Hasbro Toys (M) Sdn Bhd in Toys and Games (Malaysia)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 8 Hasbro Toys (M) Sdn Bhd: Competitive Position 2011

SPM Sdn Bhd in Toys and Games (Malaysia)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 10 SPM (M) Sdn Bhd: Competitive Position 2011

Toys LiFung (M) Sdn Bhd in Toys and Games (Malaysia)

STRATEGIC DIRECTION

KEY FACTS

INTERNET STRATEGY

COMPANY BACKGROUND

PRIVATE LABEL

  • Summary 13 Toys LiFung (M) Sdn Bhd: Private Label Portfolio

COMPETITIVE POSITIONING

  • Summary 14 Toys LiFung (M) Sdn Bhd: Competitive Position 2011

Traditional Toys and Games in Malaysia - Category Analysis

HEADLINES

TRENDS

  • Despite the worsening economic conditions around the world, Malaysia still managed to maintain growth momentum and recorded 5.2% GDP growth in 2011. Although there was a slight decline in the consumer confidence index in Malaysia during the fourth quarter of 2011, it still remained at a high 106. This suggested that Malaysians were feeling more optimistic about the state of the national economy, with confidence becoming a major driver of growth in traditional toys and games.

COMPETITIVE LANDSCAPE

  • Traditional toys and games continues to be characterised by major international toy companies in 2011. Hasbro Toys and Mattel led traditional the category with a combined 20% value share in 2011. Both companies managed to maintain their leading positions with diverse brand portfolios. Certain brands, such as Ben 10, Nerf N-Strike and Baby Alive, which have been present in the market for a few years, continued to be popular. Furthermore, new products, such as KRE-O Transformers, which compete directly with Lego construction toys, also enjoyed high demand due to their wide availability in major traditional toys and games stores and department stores.

PROSPECTS

  • Over the forecast period, traditional toys and games is expected to record a marginal CAGR of 1% in constant value terms. Global economic conditions in 2011 suggested that lower consumer confidence is likely over the forecast period, even in Malaysia. Moreover, growth of traditional toys and games also tended to be stagnant as the category is approaching maturity.

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 Malaysia - Category Analysis

HEADLINES

TRENDS

  • The continuous launch of games appealing to hardcore gamers in Malaysia by various producers in 2011 helped to boost video games in the country. Increasing consumer spending power also led to greater consumer exposure to video games products, such as Wii and Xbox Kinect.

COMPETITIVE LANDSCAPE

  • Video games was led by Sony with a 16% value share in 2011, followed by Nintendo with a 15% value share. Sony led video games hardware with a 46% value share in 2011. There was strong demand for Sony Move and Kinect. Demand for motion control video gaming increased as it often acts as an interactive tool within the family. Moreover, the games developed for such motion control devices are often perceived as being better able to generate consumer interest, even among non-gamers within a family or particular social group.

PROSPECTS

  • Sales of video games are expected to grow by a constant value CAGR of 9% over the forecast period. Consumers, especially pre-teens and teenagers, as well as adults, will be largely responsible for sales growth. Furthermore, growth is expected to continue rising due to the frequent launches of new games with more interactive features, such as motion control and 3D features.

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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