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Country Report

South Korea Flag Toys and Games in South Korea

| Pages: 35

Price: US$2,100

About this Report

EXECUTIVE SUMMARY

Toys and games maintains positive growth

Toys and games in South Korea registered slower current retail value growth in 2014 than the previous year. The rate of growth in traditional toys and games declined more than that in video games. While growth in 2014 remained positive the decline indicates maturity when compared to the robust pace of growth registered over the review period.

Licensed toys make the difference for traditional toys and games

The fastest growing categories in traditional toys and games in 2014 were construction toys and action figures and accessories. These categories make up the largest portion of total retail value sales and continued to register strong growth. Construction toys, represented by Lego, are favoured by children as well as young adults for hobby purposes. The explosive popularity of licensed characters such as Tobot helped to push up value sales of action figures and accessories.

NCsoft Corp maintains top position

The competitive landscape for 2014 was similar to the previous year. Due to the higher impact of video games, the top three leading companies were video game players, with NCsoft Corp the top player. Traditional toys and games player Young Toys Inc moved up two places to rank fifth in toys and games in 2014. The huge success of Tobot, its main character toy, in 2014 contributed to the company’s impressive performance.

Internet retailing increases influence

Internet retailing remained the dominant distribution channel for toys and games in South Korea. Its proportion increased further in 2014 as e-commerce continued to gain influence in all areas of retail distribution. The growing power of the online channel applies to both traditional toys and games as well as video games. Hypermarkets ranked second and gained share in 2014.

Positive growth forecast

Traditional toys and games and video games will continue to register positive retail value growth over the forecast period. However, the retail value CAGRs (constant 2014 prices) in both categories will be considerably lower than those of the review period. Construction toys and ride-on vehicles are expected to lead growth in traditional toys and games. Premium ride-on vehicles for young children is a recent trend in South Korea and command high prices due to the quality of products that resemble actual cars. In video games, digital gaming will remain the driver of growth.

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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

Toys and games maintains positive growth

Licensed toys make the difference for traditional toys and games

NCsoft Corp maintains top position

Internet retailing increases influence

Positive growth forecast

KEY TRENDS AND DEVELOPMENTS

Licensing the biggest potential threat

New paradigm for toys and games with changing demographics

Internet retailing is mainstream for toys and games

MARKET DATA

  • Table 1 Sales of Toys and Games by Category: Value 2009-2014
  • Table 2 Sales of Toys and Games by Category: % Value Growth 2009-2014
  • Table 3 NBO Company Shares of Toys and Games: % Value 2010-2014
  • Table 4 LBN Brand Shares of Toys and Games: % Value 2011-2014
  • Table 5 Distribution of Toys and Games by Format: % Value 2009-2014
  • Table 6 Forecast Sales of Toys and Games by Category: Value 2014-2019
  • Table 7 Forecast Sales of Toys and Games by Category: % Value Growth 2014-2019

SOURCES

  • Summary 1 Research Sources

Toys and Games in South Korea - Company Profiles

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

STRATEGIC DIRECTION

KEY FACTS

  • Summary 2 Lotte Shopping Co Ltd: Key Facts
  • Summary 3 Lotte Shopping Co Ltd: Operational Indicators

COMPANY BACKGROUND

INTERNET STRATEGY

PRIVATE LABEL

  • Summary 4 Lotte Shopping Co Ltd: Private Label Portfolio

COMPETITIVE POSITIONING

  • Summary 5 Lotte Shopping Co Ltd: Competitive Position 2014

NCsoft Corp in Toys and Games (South Korea)

STRATEGIC DIRECTION

KEY FACTS

  • Summary 6 NCsoft Corp: Key Facts
  • Summary 7 NCsoft Corp: Operational Indicators

COMPETITIVE POSITIONING

  • Summary 8 NCsoft Corp: Competitive Position 2014

Young Toys Inc in Toys and Games (South Korea)

STRATEGIC DIRECTION

KEY FACTS

  • Summary 9 Young Toys Inc: Key Facts
  • Summary 10 Young Toys Inc: Operational Indicators

COMPETITIVE POSITIONING

  • Summary 11 Young Toys Inc: Competitive Position 2014

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 2009-2014
  • Table 9 Sales of Traditional Toys and Games by Category: % Value Growth 2009-2014
  • Table 10 Sales of Traditional Toys and Games by Type: % Value Breakdown 2009-2014
  • Table 11 NBO Company Shares of Traditional Toys and Games: % Value 2010-2014
  • Table 12 LBN Brand Shares of Traditional Toys and Games: % Value 2011-2014
  • Table 13 Distribution of Traditional Toys and Games by Format: % Value 2009-2014
  • Table 14 Forecast Sales of Traditional Toys and Games by Category: Value 2014-2019
  • Table 15 Forecast Sales of Traditional Toys and Games by Category: % Value Growth 2014-2019

Video Games in South Korea - Category Analysis

HEADLINES

TRENDS

COMPETITIVE LANDSCAPE

PROSPECTS

CATEGORY DATA

  • Table 16 Sales of Video Games by Category: Value 2009-2014
  • Table 17 Sales of Video Games by Category: % Value Growth 2009-2014
  • Table 18 Sales of Video Games Software by Type: % Value Breakdown 2009-2014
  • Table 19 NBO Company Shares of Video Games: % Value 2010-2014
  • Table 20 LBN Brand Shares of Video Games: % Value 2011-2014
  • Table 21 NBO Company Shares of Video Games Hardware: % Value 2010-2014
  • Table 22 LBN Brand Shares of Video Games Hardware: % Value 2011-2014
  • Table 23 NBO Company Shares of Video Games Software: % Value 2010-2014
  • Table 24 LBN Brand Shares of Video Games Software: % Value 2011-2014
  • Table 25 NBO Company Shares of Digital Gaming: % Value 2010-2014
  • Table 26 LBN Brand Shares of Digital Gaming: % Value 2011-2014
  • Table 27 Distribution of Video Games by Format: % Value 2009-2014
  • Table 28 Distribution of Video Games Hardware by Format: % Value 2009-2014
  • Table 29 Distribution of Video Games Software by Format: % Value 2009-2014
  • Table 30 Forecast Sales of Video Games by Category: Value 2014-2019
  • Table 31 Forecast Sales of Video Games by Category: % Value Growth 2014-2019

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
  • Analysis by Demographic
  • Analysis by Licensing
  • Analysis by Price
  • Analysis by Type
  • Pricing
  • 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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