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Country Report

Toys and Games in South Korea

Jul 2011

Price: US$1,100

About this Report

About this Report

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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.

Sample Analysis

EXECUTIVE SUMMARY

Stronger sales growth achieved in 2010

Demand for toys and games jumped in 2010 as the economy was on an upward spiral, with household income rising which in turn boosted consumer consumption. Purchases of toys and games still mainly took place in May ahead of occasions such as Children’s day and Christmas. However, consumers chose more expensive items for their children in 2010. As a result, average customer spending soared at double-digit rates on the approach to the Christmas season according to Toys R Us. Instead of purchasing a single action figure, consumers demonstrated a preference for sets containing figures and accessories. High-end ride-on vehicles also sold well in 2010. Video games also benefited from a better economic climate in 2010, showing healthier sales growth than that of 2009.

Economic environment turns favourable in 2010

Korea appeared to have shaken off the effects of the global financial turmoil in 2010 by achieving the economic growth of 6.1%. Despite the concern that the economy grows without creating jobs, household income increased by 5.8% in 2010. Corporations reported improved business performance as a result of flourishing exports, and lots of corporations resumed paying out bonuses, which they restrained in the wake of the financial crunch. At the same time the stock market soared throughout 2010, largely due to the favourable economic outlook and increased foreign funds, resulted from the expanding financial policy in the US. Windfall gains reaped from the bullish stock market partly boosted consumer consumption in 2010. Still, a low key interest rate was maintained at around 3% to keep the economy flowing despite inflationary pressure. Low interest rates enable households with debt to be less concerned about interest payment

Premiumisation trend is under way

The local traditional toys and games category is characterised by the dominance of imported brands, and China accounts for the majority of total imports. China-made toys are polarised, with high-end brands and low-end brands on offer. Low-end brands constitute a significant proportion of total sales of traditional toys and games. Local manufacturers are situated between imported high-end brands and low-end brands. While multinational brands expand their presence with better design, local manufacturers are focused on premiumisation as a way of competing with the quality of multinational brands and the price competitiveness of low-end products.

Internet retailing increases in importance

South Korea topped the world in high speed Internet services in 2010. Over 90% of households have a high speed Internet connection through cable-based technologies. Widespread high speed Internet access can be attributed to fierce competition among Internet service providers because speed is an important factor in recruiting subscribers to Internet services. Extensive penetration of high speed Internet affects many aspects of Koreans’ life. A rapid increase in online shopping is prominent among changes in lifestyle. An increasing number of consumers check products offline but make purchases through online outlets due to their lower prices. This phenomenon extends to traditional toys and games, leading to the increase in Internet retailing. Internet sales have grown much faster in video games.

Electronic toys expected to prompt growth

Healthy sales of toys and games largely stemmed from the favourable economic environment in 2010. However, the economic forecast is not optimistic in 2011, given slowed exports and variables such as soaring consumer and oil prices. If households’ income diminishes, consumers will cut down spending on toys and games as well. Separately, the early adoption of computer and digital games among children will remain as a consistent challenge to tackle for manufacturers. They are likely to aim to introduce innovative toys. The move toward electronic toys has already begun in traditional toys, and those electronic toys attract consumers with multi-functionality. It is likely that manufacturers will step up their attempt to develop electronic toys as a growth engine in coming years, because toys need to be evolved to create new demand and compete with digital games.

Table of Contents

Table of Contents

Toys and Games in South Korea - Industry Overview

EXECUTIVE SUMMARY

Stronger sales growth achieved in 2010

Economic environment turns favourable in 2010

Premiumisation trend is under way

Internet retailing increases in importance

Electronic toys expected to prompt growth

KEY TRENDS AND DEVELOPMENTS

Sales of toys boosted in a better economic climate

Internet increasingly essential

Licensing is actively explored

China-made toys establish polarisation

Educational toys grow in popularity

MARKET DATA

  • Table 1 Sales of Toys and Games by Category: Value 2005-2010
  • Table 2 Sales of Toys and Games by Category: % Value Growth 2005-2010
  • Table 3 Toys and Games Company Shares by Value 2008-2010
  • Table 4 Toys and Games Brand Shares by Value 2008-2010
  • Table 5 Sales of Toys and Games by Distribution Format: % Analysis 2005-2010
  • Table 6 Forecast Sales of Toys and Games by Category: Value 2010-2015
  • Table 7 Forecast Sales of Toys and Games by Category: % Value Growth 2010-2015

SOURCES

  • Summary 1 Research Sources

Toys and Games in South Korea - Company Profiles

Auroraworld Corp in Toys and Games (South Korea)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 4 Auroraworld Corp: Competitive Position 2010

E-Mart in Toys and Games (South Korea)

STRATEGIC DIRECTION

KEY FACTS

INTERNET STRATEGY

COMPANY BACKGROUND

PRIVATE LABEL

  • Summary 7 E-Mart: Private Label Portfolio

PRODUCTION

COMPETITIVE POSITIONING

Mimiworld Co Ltd in Toys and Games (South Korea)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 10 Mimiworld Co Ltd: Competitive Position 2010

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

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 13 Nintendo of Korea Co Ltd: Competitive Position 2010

Sonokong Co Ltd in Toys and Games (South Korea)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 16 Sonokong Co Ltd: Competitive Position 2010

Sony Computer Entertainment Korea Inc in Toys and Games (South Korea)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 19 Sony Computer Entertainment Korea Inc: Competitive Position 2010

Toys "R" Us Korea in Toys and Games (South Korea)

STRATEGIC DIRECTION

KEY FACTS

INTERNET STRATEGY

COMPANY BACKGROUND

PRIVATE LABEL

  • Summary 22 Toys “R” Us Korea: Private Label Portfolio

PRODUCTION

COMPETITIVE POSITIONING

Traditional Toys and Games in South Korea - Category Analysis

HEADLINES

TRENDS

  • The traditional toys and games category was stagnant over the last five years amid a declining birth rate. However, the most significant impact on traditional toys and games stemmed from the early adoption of the Internet and digital games by children. Many children begin using a computer at the age of around four or five. Also, Nintendo DS and prevailing online games fuel children’s attention to digital games. In 2010 traditional toys and games demonstrated healthy growth as the economy took a turn for the better following the financial turmoil of 2008.

COMPETITIVE LANDSCAPE

  • The local traditional toys and games category is characterised by the dominance of imported brands and the small size of local manufacturers. Imported brands are polarised according to high-end brands and low-end brands even though most are manufactured in China. Most local manufacturers outsource manufacturing to Chinese manufacturers on an OEM basis or import parts from China. Labour-intensive toy manufacturing is difficult to achieve in South Korea due to high labour costs.

PROSPECTS

  • The traditional toys and games industry is expected to see a CAGR of 2% over the forecast period. A declining birth rate lies behind the stagnant projection for overall sales of traditional toys and games. The under nine years age group is estimated to decline at a CAGR of 2% over the period.

CATEGORY DATA

  • Table 8 Sales of Traditional Toys and Games by Category: Value 2005-2010
  • Table 9 Sales of Traditional Toys and Games by Category: % Value Growth 2005-2010
  • Table 10 Traditional Toys and Games Company Shares by Value 2008-2010
  • Table 11 Traditional Toys and Games Brand Shares by Value 2008-2010
  • Table 12 Sales of Traditional Toys and Games by Distribution Format: % Analysis 2005-2010
  • Table 13 Forecast Sales of Traditional Toys and Games by Category: Value 2010-2015
  • Table 14 Forecast Sales of Traditional Toys and Games by Category: % Value Growth 2010-2015

Video Games in South Korea - Category Analysis

HEADLINES

TRENDS

  • Explosive sales of Nintendo DS were curbed in 2010 as the subsequent Nintendo DSi failed to differentiate from its predecessor, and with the launch of the Nintendo 3DS expected in 2011. Growth of the video games category was initiated by the launch of the Nintendo DS in 2007 and fuelled by the Nintendo Wii in 2008. The Nintendo DS was sensational to the point that even pre-school children wanted such a unit instead of a traditional toy, with young women in their 20s also purchasing these consoles. Thus, Nintendo’s handheld video games consoles attracted those who previously did not play games with easy but innovative titles.

COMPETITIVE LANDSCAPE

  • Nintendo confirmed its leadership in video game in 2010, accounting for 46% of total video games’ value, even after losing share in video games hardware. The Nintendo DS is still favoured as a handheld video game console by various consumer groups, including women. The Wii is still selling well because price is more affordable than its counterparts, and because the software offering is so diverse that non-gamers are also attracted to this unit.

PROSPECTS

  • Value sales of the video game industry are expected to grow at a CAGR of 12% over the forecast period. This is due to the bight outlook for motion-sensing static video game consoles, and new developments of handheld consoles.

CATEGORY DATA

  • Table 15 Sales of Video Games by Category: Value 2005-2010
  • Table 16 Sales of Video Games by Category: % Value Growth 2005-2010
  • Table 17 Video Games Software by Type: % Value Breakdown 2005-2010
  • Table 18 Video Games Company Shares by Value 2008-2010
  • Table 19 Video Games Brand Shares by Value 2008-2010
  • Table 20 Video Games Hardware Company Shares by Value 2008-2010
  • Table 21 Video Games Hardware Brand Shares by Value 2008-2010
  • Table 22 Video Games Software Company Shares by Value 2008-2010
  • Table 23 Video Games Software Brand Shares by Value 2008-2010
  • Table 24 Sales of Video Games by Distribution Format: % Analysis 2005-2010
  • Table 25 Sales of Video Games Hardware by Distribution Format: % Analysis 2005-2010
  • Table 26 Sales of Video Games Software by Distribution Format: % Analysis 2005-2010
  • Table 27 Forecast Sales of Video Games by Category: Value 2010-2015
  • Table 28 Forecast Sales of Video Games by Category: % Value Growth 2010-2015

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

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 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
  • Retail value retail selling price real (constant 2008) prices % growth
  • Retail value retail selling price real (constant 2008) prices local currency, USD, EUR, GBP, CHF, JPY
  • Retail value retail selling price real (constant 2008) prices per capita local currency, USD, EUR, GBP, CHF, JPY
  • Retail value retail selling price nominal (current) prices % growth
  • Retail value retail selling price nominal (current) prices local currency, USD, EUR, GBP, CHF, JPY
  • Retail value retail selling price nominal (current) prices 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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