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Country Report

Toys and Games in Mexico

Jun 2012

Price: US$1,100

About this Report

EXECUTIVE SUMMARY

Strong growth driven by rebounding economy and video game market

Growth in toys and games was positive across all categories in 2011, despite many challenges in the market. Traditional toys and games continued recovering from the deceleration caused by the economic recession in 2009; strong growth rates persisted in the video games industry despite no new console launches. Manufacturers of toys and games were quick to respond to changing consumer tastes and demographic trends, with constant innovation in product development in terms of adding value to toys, extending the play life of already existing characters and video games titles, and using the popularity of electronic gadgets to their advantage. Strategic marketing campaigns in 2011 focused on giving new products a more grown-up image and a sense of “coolness”, in order to appeal to a generation of children which is growing up faster and is attracted to products which seem more adult.

Electronic devices gain share from toys and games

Gadgets such as smartphones and tablets gained share from toys and games in 2011, as the penetration of such devices continued to increase in Mexico. Games available for smartphones and tablets through the iTunes app store and Android market are often free or very inexpensive, and there is an ever-increasing variety of games from which to choose, many played by both children and adults alike. Games such as Angry Birds, Fruit Ninja, and Where’s My Water can be played on smartphones, tablets and also online and often release new versions to keep consumers playing. In addition, smartphone applications for social networking sites such as Twitter and Facebook allow users to be constantly connected, spending time chatting or checking their friends’ profiles.

International brands dominate

Although some domestic producers have been able to leverage their long-standing tradition of toy making to maintain growth in toys and games, domestic producers remain small, and those with a market share of over 1% are very few. Traditional toys and games was dominated by three major international companies in 2011 – Mattel, Hasbro and Edacom (Lego). The success of international producers over domestic producers comes from the ability to use economies of scale to keep prices competitive, the use of popular licenses, and large investment in mass media advertising campaigns. In video games there are virtually no domestic players as due to the high investments required to develop high quality games, it is only profitable to produce such games if they appeal to wide audience. While the Mexican video games market is relatively large and growing strong, it represents less than 1% of the global market preventing games producers to be able to take advantage of the economies of scale necessary to merit the high start-up costs involved in video game production.

Traditional toys and games stores loses share to variety stores

Traditional toys and games stores experienced one of the biggest declines in share of all retail channels in 2011, with variety stores picking up share. Variety stores such as Coppel have the advantage of appealing to lower-income consumers through the provision of in-store credit, which allows consumers to pay off purchases from the store over time. These credit schemes have made purchases of toys and games more accessible to a larger proportion of the population, some of whom would not have been able to afford toys from a traditional toys and games store, and who may have made the bulk of their toys and games purchases in informal markets in the past. Variety stores also appeal to parents because they carry many different types of consumer goods, and can therefore act as a one-stop shopping destination for parents.

Decreases in growth expected in every category except mobile games over the forecast period

Growth in toys and games, particularly in traditional toys and games, is expected decelerate through the forecast period, as children increasingly prefer electronic gadgets and alternative forms of entertainment, such as music and fashion. The decreasing population of children will also have a dampening effect on growth, although this effect will be mitigated in part by increased spending per child as family incomes rise. Mobile games is expected to see very strong growth over the forecast period in actual value sales, despite the wide availability of free mobile games.


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Overview

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

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

EXECUTIVE SUMMARY

Strong growth driven by rebounding economy and video game market

Electronic devices gain share from toys and games

International brands dominate

Traditional toys and games stores loses share to variety stores

Decreases in growth expected in every category except mobile games over the forecast period

KEY TRENDS AND DEVELOPMENTS

Age blurring causes shifts in consumer preferences in toys and games

Demographic shifts present challenges for manufacturers of toys and games

Concerns over insecurity drive the growth in sales of board games

Licensed products are important for generating value in toys and games

Toy producers seek ways to prolong the play life of toys and 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

SOURCES

  • Summary 1 Research Sources

Toys and Games in Mexico - Company Profiles

Coppel SA de CV in Toys and Games (Mexico)

STRATEGIC DIRECTION

KEY FACTS

INTERNET STRATEGY

COMPANY BACKGROUND

  • Chart 1 Coppel SA de CV: Coppel in Forum Buena Vista shopping mall, Mexico City

PRIVATE LABEL

  • Summary 4 Coppel SA de CV: Private Label Portfolio

COMPETITIVE POSITIONING

Edacom SA de CV in Toys and Games (Mexico)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 6 Edacom SA de CV: Competitive Position 2011

El Puerto de Liverpool SA de CV in Toys and Games (Mexico)

STRATEGIC DIRECTION

KEY FACTS

INTERNET STRATEGY

COMPANY BACKGROUND

  • Chart 2 El Puerto de Liverpool SAB de CV: Liverpool Polanco, Mexico City

PRIVATE LABEL

  • Summary 9 El Puerto de Liverpool SAB de CV: Private Label Portfolio

PRODUCTION

COMPETITIVE POSITIONING

Hasbro de México SA de CV in Toys and Games (Mexico)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 11 Hasbro de México SA de CV: Competitive Position 2011

Juguetes Mi Alegría in Toys and Games (Mexico)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 13 Juguetes Mí Alegría SA de CV: Competitive Position 2011

Mattel México SA de CV in Toys and Games (Mexico)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 16 Mattel México SA de CV: Competitive Position 2011

Salver Mexicana SA de CV in Toys and Games (Mexico)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 18 Salver Mexicana SA de CV: Competitive Position 2011

Traditional Toys and Games in Mexico - Category Analysis

HEADLINES

TRENDS

  • As electronic devices such as smartphones and tablets continue to steal share away from traditional toys and games through app games, manufacturers have changed their product development strategies to make traditional toys and games more competitive, with innovation playing a crucial role in the success of the category. One important tactic in 2011 was the development of toys which can be used to play along with such mobile games, as well as traditional toys and games which are accessories to video games. Examples include plush toys of video game characters such as the popular Angry Birds, laser tag guns with an augmented reality application which use an iPhone or iPod to add characters to shoot at, as well as toy cars and action figures which are placed directly on the surface of the tablet device that the child moves along the screen in order to play the game.

COMPETITIVE LANDSCAPE

  • With a 28% share in value terms, Mattel México held the largest share in traditional toys and games in 2011 through popular brands such as Fisher-Price, Barbie, Tyco and Hot Wheels. Hasbro de México followed with a 14% value share, with brands such as Playskool and Bratz. These companies attained their leading positions through sales of classic, global brands, to which Mexican consumers show a very high degree of loyalty, resulting in entry barriers which are higher in Mexico than in many other countries. Both companies have realised the importance of packaging and marketing campaigns for driving sales in this category.

PROSPECTS

  • Traditional toys and games is expected to increase by a CAGR of 3% in constant value terms over the forecast period, down from 7% over the review period. This change reflects not only the declining population of children, but also the shifting of preferences towards video games and electronic devices, and away from traditional toys and games, at an earlier age than in the past.

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 Mexico - Category Analysis

HEADLINES

TRENDS

  • The latest releases of new video games software placed an emphasis on improved graphics, an attribute which is increasingly important to consumers, and is becoming more crucial in creating product differentiation between different consoles and games with similar themes and content. Improving graphics and multiplayer platforms was also a key strategy in attracting consumers to game sequels, which were very popular in the market in 2011. Examples included call of Duty: Modern Warfare 3, Assassin’s Creed: Revelations, Batman Arkham City and Battlefield 4.

COMPETITIVE LANDSCAPE

  • Microsoft México and Motta International, which owns the distribution rights to Nintendo products in Mexico, were the biggest players in video games in 2011, with 26% and 24% value shares respectively. Microsoft’s success is largely based on the popularity of Xbox 360, the top-selling brand in video games in Mexico in 2011, accounting for 22% of value sales. Xbox continued to reap the benefits of the Kinect, which allows users to interact with games without using a controller, increasing sales of the Xbox 360, although the console itself is not new. The Kinect has also positioned Xbox well in the casual gamer/family market, in which the Wii previously dominated, due to the wide range of dancing, exercise and singing games which are now available on this platform.

PROSPECTS

  • Video games is expected to increase by a CAGR of 8% in constant value terms over the forecast period, compared with 12% constant growth over the review period. Video games is anticipated to experience slower growth over the forecast period in every single category. Packaged games (games for PCs and consoles) have been in decline since 2008, largely because many consoles are at the end of their life cycles; most serious gamers have already owned the consoles for years now, and not many new games are being produced. The increase in the availability of free online games and mobile apps will continue to hurt the category over the forecast period, contributing to slower growth.

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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