You are here: HomeSolutionsIndustriesToys and Games
print my pages

Country Report

Toys and Games in South Korea

Dec 2012

Price: US$1,100

About this Report

EXECUTIVE SUMMARY

Healthy double digit growth in 2011

Sales of toys and games in 2011 registered double-digit growth despite a low birth rate. One of the reasons for this is the so-called large “Angel Industry”, a generic term used to refer to all child-related products. In addition, a phenomenon referred to as “Six Pocket” where one child per every six adults per family - usually two parents and four grandparents – benefits from the adults willing to spend money. Such parents/grandparents tend to spend more and buy higher quality products for their children or grandchildren. These trends helped to push sales of toys and games in 2011.

Licensing critical in 2011

Licensing continued expanding and was critical for the toys and games market in 2011. With strong support from the Korean government, local players managed to develop remarkably successful characters. This led to growth in traditional toys and games where such characters are prevalent. Model vehicles, plush toys, and action figures have seen growth in tandem with growth of the character licensing industry. Video games also enjoyed success by applying popular characters, such as Pockemon. At some point, four of Pockemon related Nintendo DS games ranked in the top five.

Different approaches of multinational and local companies

Multinational and local companies apply different business structures and sales points. For traditional toys and games, multinationals, such as Hasbro and Mattel, highlight their brand power and the educational function of their toys, whereas local companies, including Sonokong, Mimiworld and Academy Plastic Model, mostly used licenced characters to attract consumers. Local video game manufacturers generally tend to develop and publish online games and mobile games. In contrast, multinationals tend to have a wider range of business. The console market in Korea is mostly reliant on multinationals, such as Nintendo, Sony Computer Entertainment, and Microsoft.

Sales via the internet retailing continue growing

Internet retailing accounted for the largest share in toys and games sales. Consumers like to look and touch products in hypermarkets but then buy them via the internet where they are cheaper. This was particularly evident for global brands upon which consumers have a strong reliance and do not feel the same compulsion to check out first in stores before buying online. Baby and infant toys showed more tendencies in internet retailing. This is because children over pre-school age prefer to choose toys and games for themselves in the physical channel. Moreover, that age range tends to register more spontaneous purchases in hypermarkets as they have a sense of desire, unlike babies and infants, and pester their parents to buy them toys and games while shopping for other necessities in stores.

Prices of traditional toys increase more than growth in mobile gaming population

According to the Korea Communications Commission, smartphone users in Korea reached 20 million as of November 2011and are expected to reach 30 million by end of 2012 (The South Korean population was 48 million as of 2010). The age of first exposure to smart devices will continue to lower and therefore increase the mobile gaming population. This will affect the traditional toy target demographic which will lower gradually, as children in their enjoyment of mobile games will eventually lose interest in traditional toys. However, as traditional toy unit prices are rising year on year, this lower population effect will be offset somewhat.


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 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

Table of Contents

Toys and Games in South Korea - Industry Overview

EXECUTIVE SUMMARY

Healthy double digit growth in 2011

Licensing critical in 2011

Different approaches of multinational and local companies

Sales via the internet retailing continue growing

Prices of traditional toys increase more than growth in mobile gaming population

KEY TRENDS AND DEVELOPMENTS

Licensing in Korea receives strong support from the government

Earlier first exposure to video games

Night time shut-down law comes into effect

Location shifts favour toys and games

Niche but increasing new type of engagement channel

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 South Korea - Company Profiles

Aurora World Corp in Toys and Games (South Korea)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 4 Aurora World Corp: Competitive Position 2011

E-Mart Co Ltd in Toys and Games (South Korea)

STRATEGIC DIRECTION

KEY FACTS

INTERNET STRATEGY

COMPANY BACKGROUND

PRIVATE LABEL

  • Summary 8 E-Mart Co Ltd: Private Label Portfolio

PRODUCTION

COMPETITIVE POSITIONING

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

STRATEGIC DIRECTION

KEY FACTS

INTERNET STRATEGY

COMPANY BACKGROUND

PRIVATE LABEL

  • Summary 12 Lotte Shopping Co Ltd: Private Label Portfolio

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 13 Lotte Shopping Co Ltd: Competitive Position 2011

Mimiworld Co Ltd in Toys and Games (South Korea)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 16 Mimiworld Co Ltd: Competitive Position 2011

NCsoft Co in Toys and Games (South Korea)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 19 NCsoft Co: Competitive Position 2011

Nintendo of Korea Co Ltd in Toys and Games (South Korea)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 22 Nintendo of Korea Co Ltd: Competitive Position 2011

Sonokong Co Ltd in Toys and Games (South Korea)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 25 Sonokong Co Ltd: Competitive Position 2011

Traditional Toys and Games in South Korea - Category Analysis

HEADLINES

TRENDS

  • The simple reason for growth in traditional toys and games in 2011 was that parents spent more money on their children. The “Six Pocket” phenomenon of one child per four-adult family (two parents and two grandparents), has seen adults more willing to spend more money on buying several quality toys for their younger family members.

COMPETITIVE LANDSCAPE

  • Bandai Korea held the highest share in value sales at 8% in 2011, followed by Hasbro and Lego which held 7% and 6% shares, respectively. Bandai holds the licence to manufacture Power Ranger and Gundam related toys. The Power Ranger Miracle Force series was aired during the first half of 2011, which led to constant sales for Bandai Korea, especially in action figures and accessories.

PROSPECTS

  • Traditional toys and games is expected to grow by a CAGR of 4% in constant value terms over the forecast period with model vehicles likely to experience a CAGR of 6% in constant value terms over the same period. Model vehicles’ sales are expected to grow due to the continuing popularity of Robocar. Since the supply did not meet the demand in 2011, it is likely that forecast sales will be sustained.

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 South Korea - Category Analysis

HEADLINES

TRENDS

  • The night time shut-down law came into effective as of November 2011 accompanied by considerable controversy. The law basically forbids users under the age of 16 to play games from midnight to 06.00hrs. As of 2012 the law had been applied to online games and PC package games that enable users to log online. Console games were excluded but those that are accessible online, such as Xbox Live and Play Station Network, are regulated to some extent. Mobile games, however, are not being regulated for the time being.

COMPETITIVE LANDSCAPE

  • Nintendo was the leading company in video games in 2011 and was able to maintain its market share through the popularity of Nintendo DS and Wii. NCsoft ranked second in 2011 as it did in 2010, although its value share decreased from 12% in 2010 to 10% in 2011. Its share declined as a result of a more competitive market. NHN launched a new online game Tera in January 2011 which was popular enough to win first place in the Korean Games Awards in November 2011. As Tera took some of NCsoft’s market share, the latter’s market position was somewhat eroded.

PROSPECTS

  • Sales of video games are expected to grow by a CAGR of 13% in constant value terms over the forecast period. The main driving category is digital gaming and especially mobile games which will grow by a CAGR of 19% in constant value terms. As the mobile gaming population is expected to develop and as more content is introduced, the market value share will continue to grow rapidly. According to the Korea Communications Commission, the number of smartphone users reached 20 million in 2011 and is expected to climb to 30 million by the end of 2012. (South Korean population was 48 million as of 2010)

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!