You are here: HomeSolutionsIndustriesToys and Games
print my pages

Country Report

Toys and Games in Malaysia

Aug 2011

Price: $1,100

About this Report

About this Report

Delivery method: instant download
Report format: PDF doc_pdf.png (download a sample)
Market statistics: Excel workbook doc_excel_table.png (download a sample)

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.

Sample Analysis

EXECUTIVE SUMMARY

Toys and games volume sales increased slightly in Malaysia in 2010 as a result of the country’s strong economic recovery and the government’s commitment to increasing per capita income. Within traditional toys, sales of action figures, model vehicles, plush toys and pre-school toys were driven by the popularity of licensed ranges such as Toy Story 3 and Iron Man. Video games also recorded strong growth in all areas due to the increase in consumer spending and strong demand for original games software by hard core gamers. The launch of Xbox Kinect and Sony Move towards the end of the year drove sales of video games hardware accessories and related video games software. In addition, the release of new games including Call of Duty and Starcraft II also helped to boost video games software sales.

Licensed toys are key sales driver in 2010

Licensed toys such as the Toy Story 3 range fuelled toys and games sales in 2010. Toys based on animation, comic and movie characters were popular within most areas, especially action figures, model vehicles, plush toys and pre-school. The popularity of licensing has also spilled over to other children’s product areas including clothing, accessories and stationery. It is expected that toy companies will continue with their current licensing strategy in order to capitalise on the popularity of media and entertainment products. In fact, many toy companies are starting to invest in the entertainment business as a long-term strategy to complement their core operations.

Foreign players dominate local sales

Foreign players still dominate traditional toys and video games sales in Malaysia. Leading traditional toys players include Hasbro, Mattel, Bandai, TOMY and Lego. Both Hasbro and Mattel have wholly owned subsidiaries in Malaysia while other players operate through exclusive distributors. Within video games, Sony, Microsoft and Nintendo are the leading players. Besides Sony, most foreign players still operate through distributors. There are only a handful of local toy companies in Malaysia, with a few specialising in developing toys within specific niches and others acting as importers and distributors for foreign brands. In general, the Malaysian market follows trends in leading markets such as the UK, the US and Japan.

Store-based retailing leads toys and games distribution

Store-based retailing remains the leading toys and games distribution channel in Malaysia. There is a trend towards hypermarkets at the expense of supermarkets due to the rapid expansion of such stores and their offering of low prices. However, department stores remain relatively unaffected by this trend due to the fact that they target a different market segment of high-end customers. Internet retailing sales remain insignificant in the local market, with the internet mainly being used as an information rather than a sales channel. Most internet retailers have physical stores where they showcase their products.

Stable growth supported by positive economic outlook

Malaysia has a relatively positive economic outlook for the next five years with GDP expected to rise, partly as a result of the government’s new high income economic model. Better job prospects and higher incomes will result in an increase in consumer spending, especially amongst middle class consumers. Toys and games will benefit from increasing expenditure by middle-class parents who are purchasing an increasing number of branded toys for their children. Young working adults are also expected to drive sales growth of collectible and hobby toys and video games as they have extra money to spend on their hobbies.

Table of Contents

Table of Contents

Toys and Games in Malaysia - Industry Overview

EXECUTIVE SUMMARY

Licensed toys are key sales driver in 2010

Foreign players dominate local sales

Store-based retailing leads toys and games distribution

Stable growth supported by positive economic outlook

KEY TRENDS AND DEVELOPMENTS

“Older” parents spending more on their children

Children shifting to high-tech toys with interactive features

Licensed toys continue to drive sales growth

Cost pressure will result in increased unit prices

Video games growth limited by distribution structure

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

SOURCE

  • Summary 1 Research Sources

Toys and Games in Malaysia - Company Profiles

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

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 3 Hasbro Toy (M) Sdn. Bhd.: Competitive Position 2010

Litt Tak Sdn Bhd in Toys and Games (Malaysia)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

Mattel South East Asia Pte Ltd in Toys and Games (Malaysia)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 6 Mattel Southeast Asia Pte. Ltd.: Competitive Position 2010

New Era Interactive Software Sdn Bhd in Toys and Games (Malaysia)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

Tamiya Underground (M) Sdn Bhd in Toys and Games (Malaysia)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 9 Tamiya Underground (M) Sdn. Bhd.: Competitive Position 2010

Toys 'R' Us (M) Sdn Bhd in Toys and Games (Malaysia)

STRATEGIC DIRECTION

KEY FACTS

INTERNET STRATEGY

COMPANY BACKGROUND

PRIVATE LABEL

  • Summary 11 Toys “R” Us: Private Label Portfolio

PRODUCTION

COMPETITIVE POSITIONING

XL-SHOP DOT COM SDN BHD in Toys and Games (Malaysia)

STRATEGIC DIRECTION

KEY FACTS

INTERNET STRATEGY

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

Traditional Toys and Games in Malaysia - Category Analysis

HEADLINES

TRENDS

  • The Malaysian economy recovered strongly in 2010, with GDP increasing by 7% - a major increase upon the -2% recorded in 2009. Year-on-year retail trade for Q3 2010 increased by an estimated 8%. In addition, the consumer confidence index also reached a four-year high in Q4 2010. The overall improvement in economic conditions and the optimism of consumers was a key growth driver within traditional toys and games during the year.

COMPETITIVE LANDSCAPE

  • Traditional toys and games in Malaysia is still dominated by foreign toy companies, with Hasbro and Mattel being the top two players in the area. Both companies have been able to gain a strong position due to the popularity of their core brands and licensing portfolios. Popular brands in 2010 include Toy Story 3, Ben10, Baby Alive and Nerf N-Strike. New product releases such as Sing-A-Ma-Jigs by Mattel and Battle Strikers by MEGA were also very popular among young children.

PROSPECTS

  • Traditional toys and games has a projected forecast period constant retail value CAGR of 3%, with sales expected to be fuelled by stable economic growth.

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 Malaysia - Category Analysis

HEADLINES

TRENDS

  • Video games current retail value growth in 2010 was higher than that recorded in 2009 due to rising consumer expenditure as a result of the country’s strong recovery from the recession.

COMPETITIVE LANDSCAPE

  • Sony’s PlayStation (PS) leads sales within static video games and is followed by Nintendo’s Wii and Microsoft’s Xbox. Wii’s sales have been declining in recent years due to the lack of new product innovation. Meanwhile, PS and Xbox are expected to record an increase in retail value share over the coming years due to the launch of Move and Kinect.

PROSPECTS

  • The average age of marriage continues to increase in Malaysia. Without the financial burden of supporting a family, unmarried adults are spending increasing sums on leisure products such as video games. As a result, these adults (mostly aged between 26 and 35) will become a valuable target group for video games companies over the coming years. Static and handheld consoles incorporating the latest technology such as motion control and 3D features are most likely to be popular among these adults, who tend to follow the latest gadget and technology trends.

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.

my pages

Want to find out more about this report?

RELATED

Consumer Lifestyle

Future Demographic

Country Report