You are here: HomeSolutionsIndustriesToys and Games
print my pages

Country Report

Toys and Games in Poland

Sep 2012

Price: US$1,100

About this Report

EXECUTIVE SUMMARY

Value sales grow in toys and games

Despite the falling consumer confidence and decreasing population of 0-14-year-olds in Poland, in 2011, toys and games saw positive value sales growth, which applied to both, traditional toys and games and video games. Development of toys and games, however, has slowed down compared to previous years. Poles have started to present a more rational approach to their household budgets by reducing expenditure on non-essential goods.

Toys “R” Us entered the Polish market

In November 2011, Toys “R” Us opened its first store in Warsaw in the Blue City mall. The outlet is approximately 1,700 sq m. Except for toys and games, the store’s product range includes numerous articles for babies like clothing, footwear and accessories under the Babies “R” Us line. The company plans to open other stores in major Polish cities in 2012. Some market specialists are of the opinion that Toys ”R” Us could threaten the position of the largest Polish toys and games retailer, SMYK Sp zoo, as both players offer similar ranges. In order to stand up to the competition, Smyk launched a new store format, so-called ‘megastores’, spanning over 2,000 sq mw, while the standard is 800 sq m.

Polish toys and games dominated by multinational players

Toys and games is dominated by global brands such as Lego, Hasbro and Mattel which dictate general market trends. Next to global heavyweights there are a number of domestic players, but the majority of them lack the strength to play a significant role in the market. Amongst Poland-based companies the strongest are Wader & Wozniak and Cobi SA. Sony Poland Sp zoo leads in video games hardware, while other important players are Microsoft and Nintendo. Video games software is more diversified, with global key players: Electronic Arts and Sony Computer Entertainment alongside strong local game developers, such as CD Projekt Sp zoo, City Interactive SA or Techland.

Internet is increasingly strong distribution channel for traditional toys

Poles are buying more and more traditional toys in internet stores taking advantage of the lower prices and convenience offered by such shopping. SMYK Sp zoo, the owner of the largest network of toy shops, has considered the power of internet retailing. In order to be present in this developing and promising distribution channel, the company decided to open e-Smyk.pl, in late-2011. Despite the increasing popularity of online outlets, traditional toys and games stores have continued to lead sales of traditional toys and games. When it comes to video games, the category is dominated by electronics retail chains, such as Media Markt and Saturn and non-grocery chains like Empik.

Positive performance for toys and games predicted for the years to come

The forecast for the toys and games market is promising. Licenses are a virtual guarantee for traditional toys and games growth, as licensed products are highly demanded by Polish children. In video games, the further increase in popularity of social networks is expected in Poland. Users of social networks will boost social gaming with paid extras, which is expected to create stronger competition for digital games and video game software. Polish video game producers, CD Projekt Sp zoo and City Interactive SA, are expected to continue to channel their efforts into manufacturing high-budget games to strengthen their positions in foreign markets.


Samples (FAQs about samples):

doc_pdf.png Sample Toys and Games Market Research Report

doc_excel_table.png Sample Toys and Games Data

Delivery: Files are delivered directly into your account within a few minutes of purchase.

Overview

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

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

EXECUTIVE SUMMARY

Value sales grow in toys and games

Toys “R” Us entered the Polish market

Polish toys and games dominated by multinational players

Internet is increasingly strong distribution channel for traditional toys

Positive performance for toys and games predicted for the years to come

KEY TRENDS AND DEVELOPMENTS

Age compression in Poland clearly noticeable

Licensed toys and games in strength

Demographics influence toys and games

Distribution landscape of toys and games is changing

Poles like social networks

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 Poland - Company Profiles

CD Projekt Sp zoo in Toys and Games (Poland)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 4 CD Projekt Sp zoo: Competitive Position 2011

City Interactive SA in Toys and Games (Poland)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 7 City Interactive SA: Competitive Position 2011

EPEE Polska Sp zoo in Toys and Games (Poland)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 10 EPEE Polska Sp zoo: Competitive Position 2011

Media Saturn Holding Polska Sp zoo in Toys and Games (Poland)

STRATEGIC DIRECTION

KEY FACTS

INTERNET STRATEGY

COMPANY BACKGROUND

PRIVATE LABEL

COMPETITIVE POSITIONING

  • Summary 13 Media-Saturn Holding Polska Sp zoo: Competitive Position 2011

SMYK Sp zoo in Toys and Games (Poland)

STRATEGIC DIRECTION

KEY FACTS

INTERNET STRATEGY

COMPANY BACKGROUND

PRIVATE LABEL

COMPETITIVE POSITIONING

  • Summary 16 SMYK Sp zoo: Competitive Position 2011

Trefl SA in Toys and Games (Poland)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

  • Summary 19 Trefl SA: Production Statistics 2011

COMPETITIVE POSITIONING

  • Summary 20 Trefl SA: Competitive Position 2011

Wader & Wozniak Sp zoo in Toys and Games (Poland)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 23 Wader & Wozniak Sp zoo: Competitive Position 2011

Traditional Toys and Games in Poland - Category Analysis

HEADLINES

TRENDS

  • Parents predominantly search for educational toys. The adjective ‘educational’ attracts the parents who want to educate a child from an early age. When choosing a toy, parents read the packing box very carefully to find out if the toy offers any educational value. The trend for "learning through play” has intensified, because children are generally reluctant to learn, and learning using educational toys become a pleasure for them. Parents do not want to deprive children of entertainment opportunities, but they want their children to develop certain skills as well. Therefore, parents started to prefer toys that stimulate creativity and develop children’s imagination.

COMPETITIVE LANDSCAPE

  • The leading company in Polish traditional toys and games is Mattel, which achieved a 10% of value share. The company benefits from the continued popularity of the Barbie doll and the continual introduction of new models, including various accessories. In 2011, the Barbie Princess Academy line was introduced. Moreover, the company also has a number of licensed toys, which enjoy unflagging popularity among Polish children. In 2011, Cars 2 and Toy Story toys were popular. The performance of Mattel was also influenced by the fact that Polish children enjoy playing with Monster High dolls and Hot Wheels cars.

PROSPECTS

  • Traditional toys and games is expected to grow at a CAGR of 3% in constant value terms. The growth is expected despite the falling population aged up to 14-years-old to 2014. The number of children per household is decreasing, which allows parents to spend more money on toys per child. The performance of traditional toys and games, however, will strongly depend on the number of film releases there are for children and the frequency of introduction of collectable toys in a series. They drive the market by instilling the need to possess new toys among the youngest consumers.

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 Poland - Category Analysis

HEADLINES

TRENDS

  • Teenagers and young adults are the main players of video games in Poland. Brand owners are focused primarily on developing games for adults as they are the most likely buyers. It is estimated that people aged 25+ account for half of the gamers population. Adults treat games as an alternative way to spend time to television. Adults are the most favourable gamers as they buy not only games but also various add-ons while playing. While the offer of games for adults is continuously growing, the range of games for children remained very narrow. Moreover, in an increasing number of stores, special promotions have been observed, whereby children's games are added as a gift bonus to products for adults.

COMPETITIVE LANDSCAPE

  • Sony Poland Sp zoo, the brand owner of leading Play Station 3, occupied first position in Polish video gaming. The company’s advantage comes from the fact, that it offers both static and hand-held video game consoles, while Microsoft offers only static video game consoles. In addition, Sony Poland makes efforts to upgrade its products and launches updated versions of consoles.

PROSPECTS

  • Video games is predicted to register a 6% constant value CAGR over the forecast period, representing quite dynamic growth. The good performance of video games will depend on new product developments, especially in video games software. Market performance is also expected to stem from Polish high-budget production. During spring 2012 the official introduction of new games by City Interactive SA was announced.

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.

my pages

Want to find out more about this report?

If you purchase a report that is updated in the next 60 days, we will send you the new edition of the report and the data extract FREE!