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Country Report

South Korea Flag Toys and Games in South Korea

Price: US$1,100

About this Report

EXECUTIVE SUMMARY

In 2013, toys and games continues to see strong value growth

Toys and games recorded high market growth, but the growth level has noticeably slowed down compared to previous years. After eight years of double-digit market growth, value growth of toys and games was up by only 8% in 2013. The market is entering into maturing phase and thus is starting to show stagnant movement compared to other years in the review period.

Sharp growth in construction toys and mobile games evens out the huge decrease in games for PCs/MACs

Construction toys recorded the highest market growth amongst all toys and games categories in 2013, followed by mobile games. Construction toys market growth was pulled by both children’s demand and adults’ collecting purposes. Mobile games is gaining sharp growth in tandem with smartphone market growth. The healthy growth of these two markets compensated somewhat for the huge decrease of games for PCs/MACs, which was caused by diluted effect of the new Diablo series launch of Diablo III in 2012, which was plagued by internet server complaints and troubles.

NCsoft Corp leads toys and games in 2013

NCsoft Corp ranked first in value sales of toys and games in 2013 with a large gap between its value share and that of other leading competitors. Since the video games market is more than double that of traditional toys and games, video games players tend to lead in toys and games overall. Amongst the top five manufacturers in 2013, four of them were video games players.

Internet retailing plays important role in toys and games distribution structure

Internet retailing is accounting for significant value sales amongst toys and games distribution channels. Video games are contributing to internet retailing by a huge amount. Offline channels such as media products stores and electronics and appliance specialist retailers are being absorbed into internet retailing channels. As for traditional toys and games, the price difference between online and offline channels is driving consumers to turn to online channels.

Direct purchase through overseas retailers is becoming a threat to the local distribution channel. Overseas retailers offer lower prices for the same products compared to what local retailers charge. Thus, if several items are purchased the price difference is higher than the international shipping fee.

Toys and games expected to register positive CAGR at constant 2013 prices over the forecast period

Traditional toys and games are expected to show stable growth. As for video games, with new product launches of static video game consoles, relative sales will help the high growth of toys and games. PlayStation 4 was launched in November 2013 and Xbox One is expected to be launched during 2014. Video games hardware accessories and games for static video games console is expected to see highest value growth accordingly.

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Overview

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

The Toys and Games in South Korea 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 South Korea?
  • What are the major companies South Korea?
  • 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

Toys and Games in South Korea - Industry Overview

EXECUTIVE SUMMARY

In 2013, toys and games continues to see strong value growth

Sharp growth in construction toys and mobile games evens out the huge decrease in games for PCs/MACs

NCsoft Corp leads toys and games in 2013

Internet retailing plays important role in toys and games distribution structure

Toys and games expected to register positive CAGR at constant 2013 prices over the forecast period

KEY TRENDS AND DEVELOPMENTS

License potential is growing with government support and licensing sources are becoming more diverse

Toys and games products with educational function gain popularity, build brand power through reliable consumer reviews

Retail distribution of toys and games changes slowly to fit market trends

MARKET DATA

  • Table 1 Sales of Toys and Games by Category: Value 2008-2013
  • Table 2 Sales of Toys and Games by Category: % Value Growth 2008-2013
  • Table 3 NBO Company Shares of Toys and Games: % Value 2009-2013
  • Table 4 LBN Brand Shares of Toys and Games: % Value 2010-2013
  • Table 5 Distribution of Toys and Games by Format: % Value 2008-2013
  • Table 6 Forecast Sales of Toys and Games by Category: Value 2013-2018
  • Table 7 Forecast Sales of Toys and Games by Category: % Value Growth 2013-2018

DEFINITIONS

SOURCES

  • Summary 1 Research Sources

Toys and Games in South Korea - Company Profiles

Aurora World Corp in Toys and Games (South Korea)

STRATEGIC DIRECTION

KEY FACTS

  • Summary 2 Aurora World Corp: Key Facts
  • Summary 3 Aurora World Corp: Operational Indicators

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 4 Aurora World Corp: Competitive Position 2013

Lotte Shopping Co Ltd in Toys and Games (South Korea)

STRATEGIC DIRECTION

KEY FACTS

  • Summary 5 Lotte Shopping Co Ltd: Key Facts
  • Summary 6 Lotte Shopping Co Ltd – Toys “R” Us: Operational Indicators

INTERNET STRATEGY

COMPANY BACKGROUND

PRIVATE LABEL

COMPETITIVE POSITIONING

NCsoft Corp in Toys and Games (South Korea)

STRATEGIC DIRECTION

KEY FACTS

  • Summary 7 NCsoft Corp: Key Facts
  • Summary 8 NCsoft Corp: Operational Indicators

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 9 NCsoft Corp: Competitive Position 2013

Sonokong Co Ltd in Toys and Games (South Korea)

STRATEGIC DIRECTION

KEY FACTS

  • Summary 10 Sonokong Co Ltd: Key Facts
  • Summary 11 Sonokong Co Ltd: Operational Indicators

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 12 Sonokong Co Ltd: Competitive Position 2013

Young Toys Inc in Toys and Games (South Korea)

STRATEGIC DIRECTION

KEY FACTS

  • Summary 13 Young Toys Inc: Key Facts
  • Summary 14 Young Toys Inc: Operational Indicators

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 15 Young Toys Inc: Competitive Position 2013

Traditional Toys and Games in South Korea - Category Analysis

HEADLINES

TRENDS

COMPETITIVE LANDSCAPE

PROSPECTS

CATEGORY DATA

  • Table 8 Sales of Traditional Toys and Games by Category: Value 2008-2013
  • Table 9 Sales of Traditional Toys and Games by Category: % Value Growth 2008-2013
  • Table 10 Sales of Traditional Toys and Games by Type: % Value Breakdown 2008-2013
  • Table 11 NBO Company Shares of Traditional Toys and Games: % Value 2009-2013
  • Table 12 LBN Brand Shares of Traditional Toys and Games: % Value 2010-2013
  • Table 13 Distribution of Traditional Toys and Games by Format: % Value 2008-2013
  • Table 14 Forecast Sales of Traditional Toys and Games by Category: Value 2013-2018
  • Table 15 Forecast Sales of Traditional Toys and Games by Category: % Value Growth 2013-2018

Video Games in South Korea - Category Analysis

HEADLINES

TRENDS

COMPETITIVE LANDSCAPE

PROSPECTS

CATEGORY DATA

  • Table 16 Sales of Video Games by Category: Value 2008-2013
  • Table 17 Sales of Video Games by Category: % Value Growth 2008-2013
  • Table 18 Sales of Video Games Software by Type: % Value Breakdown 2008-2013
  • Table 19 NBO Company Shares of Video Games: % Value 2009-2013
  • Table 20 LBN Brand Shares of Video Games: % Value 2010-2013
  • Table 21 NBO Company Shares of Video Games Hardware: % Value 2009-2013
  • Table 22 LBN Brand Shares of Video Games Hardware: % Value 2010-2013
  • Table 23 NBO Company Shares of Video Games Software: % Value 2009-2013
  • Table 24 LBN Brand Shares of Video Games Software: % Value 2010-2013
  • Table 25 NBO Company Shares of Digital Gaming: % Value 2009-2013
  • Table 26 LBN Brand Shares of Digital Gaming: % Value 2010-2013
  • Table 27 Distribution of Video Games by Format: % Value 2008-2013
  • Table 28 Distribution of Video Games Hardware by Format: % Value 2008-2013
  • Table 29 Distribution of Video Games Software by Format: % Value 2008-2013
  • Table 30 Forecast Sales of Video Games by Category: Value 2013-2018
  • Table 31 Forecast Sales of Video Games by Category: % Value Growth 2013-2018

Segmentation

This market research report includes the following:

  • Toys and Games
    • Traditional Toys and Games
      • Action Figures and Accessories
      • Arts and Crafts
      • Baby (0-18 months)
      • Construction Toys
      • Dolls and Accessories
      • Dressing-Up and Role Play
      • Games and Puzzles
      • Infant (19-36 Months)
      • Model Vehicles
      • Outdoor and Sports Toys
      • Plush Toys
      • Pre-School (3-4 Year Old)
      • 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
        • Mobile Games
        • Online Games
        • PC and Console Game Downloads

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
  • Pricing
  • Analysis by Demographic
  • Analysis by Price
  • Analysis by Type
  • Analysis by Licencing
  • Video Gaming Population
  • % of 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

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