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Country Report

Toys and Games in Sweden

Oct 2012

Price: US$1,100

About this Report

EXECUTIVE SUMMARY

Toys and games sales continue to increase in 2011

Value sales of toys and games in Sweden increased in 2011 compared to 2010. Traditional toys and games, as well as video games, saw positive sales, which inevitably led to overall growth in 2011. Action figures and accessories and construction toys are the two most successful categories for traditional toys and games. Video games enjoyed solid growth due to the increasing popularity of digital gaming, which includes online gaming, mobile games, as well as downloaded PC and console games. New product development continued to be crucial for sales in both traditional as well as video games in 2011. Traditional toys and games stores, particularly the chain stores, generate most sales for the Swedish toys and games market; however, internet retailing is also incurring greater sales than ever before.

Licensing is crucial for traditional toys and games

Licensed toys and games continued to have a strong impact on sales of toys and games in 2011. New movies such as Cars 2 and Harry Potter, and old movies, such as Toy Story 3, all contributed to increase sales in several traditional toys and games categories. For example, in construction toys, Lego Harry Potter and Toy Story both contributed to the strong increase in construction toys. For action figures and accessories, movies such as Toy Story 3, Cars 2, Winnie The Pooh and Harry Potter and the Deathly Hallows boosted sales of licensed products. In addition, the traditional favourites, including international licenses like Ben 10, Transformers, Hello Kitty, FIFA and Disney Fairies, made a strong sales contribution as well. In terms of domestic licenses, it is dominated by traditional favourites such as Pippi Longstocking in Sweden.

Higher digital growth and product development

The industry collectively recorded positive growth with a majority of the companies making profit. In addition to the successful big games like Battlefield, FIFA or Call of Duty that are based on popular PC and console platforms, new channels such as mobile phones, social networking and downloading held strong sales for the Swedish gaming industry in 2011. These so-called digital channels are reshaping the industry since its physical distribution appeared to be dropping gradually. This new wave of gaming is transforming the industry as a whole and leading towards a digital future of gaming. The revenue from toys and games as a whole is also leaning towards video games companies dominating the Swedish toys and games industry as a whole.

Internet retailing boosts sales

Traditional toys and games stores retained its position as the leading distribution channel in 2011, along with electronics and appliance specialist retailers; the latter is the leading channel for video games. Internet retailing increased its share in both traditional toys and video games although it is relatively a smaller channel compared to traditional stores or electronics. However, internet retailing saw rapid sales growth with the leading traditional toys and games retailers, BR-Leksaker and Toys “R” Us, reporting sharp increases in online sales. Simultaneously, Electronic Arts Sweden AB, as well as Impulse from GameStop, reported a high increase in online game downloads in 2011.

Structural changes calling upon strategy renewals

Swedish children are spending less time playing with conventional toys and adopting more video games at an earlier age due to increasing use of computers, MP3 players and mobile phones. As a result, there are great expectations of video game sales, particularly digital gaming. Furthermore, the production of traditional toys and games is being relocated to low-cost countries, which allows the retailers and companies to offer reasonable prices, intensifying the competition more than ever before. Such lower costs coupled with higher competition are also triggering a high tempo in society with rapid launches of inexpensive products at the expense of a very short product lifecycle. Nevertheless, the purchasing behaviour is also gradually shifting to online and smart devices rather than going to traditional stores.


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Overview

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

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

EXECUTIVE SUMMARY

Toys and games sales continue to increase in 2011

Licensing is crucial for traditional toys and games

Higher digital growth and product development

Internet retailing boosts sales

Structural changes calling upon strategy renewals

KEY TRENDS AND DEVELOPMENTS

Licensing is dominating

High birth rate drives sales

Traditional toys and games stores leads the distribution

Digital gaming growing sharply

Christmas sales are crucial

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 Sweden - Company Profiles

Barnens Hus Sverige AB in Toys and Games (Sweden)

STRATEGIC DIRECTION

KEY FACTS

INTERNET STRATEGY

COMPANY BACKGROUND

PRIVATE LABEL

PRODUCTION

COMPETITIVE POSITIONING

Brio AB in Toys and Games (Sweden)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION AND MARKETING

COMPETITIVE POSITIONING

  • Summary 6 Brio AB: Competitive Position 2011

BR-Leksaker in Toys and Games (Sweden)

STRATEGIC DIRECTION

KEY FACTS

INTERNET STRATEGY

COMPANY BACKGROUND

PRIVATE LABEL

PRODUCTION

COMPETITIVE POSITIONING

Micki Leksaker AB in Toys and Games (Sweden)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 11 Micki Leksaker AB: Competitive Position 2010

Paradox Interactive AB in Toys and Games (Sweden)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

Starbreeze AB in Toys and Games (Sweden)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

Stiga Sports AB in Toys and Games (Sweden)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 18 Stiga Sports AB: Competitive Position 2011

Traditional Toys and Games in Sweden - Category Analysis

HEADLINES

TRENDS

  • Licensed toys and games continued to have a strong impact on sales of toys and games. In 2011, new movies such as Cars 2 and Harry Potter, and older movies such as Toy Story 3, all contributed to increasing sales in several traditional toys and games categories. For example, in construction toys, Lego Harry Potter and Toy Story both contributed to the strong increase in sales of construction toys. As per 2010, licensed toys and games continued to account for between 20% and 30% of total value sales in 2011. This included a wide range of international as well as domestic licenses. In 2011, movies such as Toy Story 3, Cars 2, Winnie The Pooh and Harry Potter and the Deathly Hallows boosted sales of licensed products. Besides the traditional favourites, including international licenses like Ben 10, Transformers, Hello Kitty, and FIFA, Disney Fairies made a strong sales contribution as well, while the domestic licenses continued to be dominated by traditional favourites such as Pippi Longstocking in Sweden.

COMPETITIVE LANDSCAPE

  • LEGO Sverige continued to be the clear leader in traditional toys and games in 2011, holding 17% value share. Lego has always been popular and recorded strong growth between 2008 and 2011. The company incorporated successful licensed products, such as Harry Potter and Toy Story which brought strong growth in 2011. Similarly, new concepts, such as Lego Ninjago and Lego Power Miners also contributed to the growth. In 2011, LEGO Sverige managed to succeed in traditional games, although this success rate is quite low compared to its domination of construction toys. In addition, Lego has been very successful in recent years with a clear strategy to strengthen the Lego brand, one such example is Lego video games. LEGO Sverige continued to increase its value share in 2011, gaining one percentage point.

PROSPECTS

  • Traditional toys and games will continue to increase in constant value terms over the forecast period. The strong Swedish economy and higher disposable income will be important factors contributing to such growth. At the same time, decent growth of birth rates is another positive factor behind the growth.

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 Sweden - Category Analysis

HEADLINES

TRENDS

  • In 2011, the current value increase of video games was primarily derived from positive sales of video games software after consecutive declines in 2009 and 2010. The launch of Nintendo 3DS in mid-2011 drove the sales of video game hardware. Besides, the rapid growth of digital games strongly compensated for the sluggish growth of video games in 2009 and 2010, to the extent that it is showing a promising future.

COMPETITIVE LANDSCAPE

  • In 2011, Microsoft Svenska AB and Nordisk Film for hardware and Activision Blizzard Nordic AB and Electronic Arts Sweden AB for software, are the leading players in video games hardware and software in Sweden. In the Swedish video gaming industry, these four companies along with Bergsala AB literally dominate the market. Within hardware Microsoft Svenska (Xbox 360), Nordisk Movie (Sony PlayStation 3) and Bergsala/Nintendo (Wii) have absolute control over video games. These three share a highly competitive position which comes from bringing new products to the market and often result in losing or gaining shares at the expense of others, depending on these launches. Although video games software often includes more players, it is dominated by a few large companies. Activision Blizzard Nordic and Electronic Arts along with Bergsala continued to be the three leading companies in 2011. They all rely upon their best-selling games such as Call of Duty from Activision Blizzard, FIFA and Battlefield from Electronic Arts and New Super Mario Bros games from Bergsala. Trends indicate that sequel games are vital for those companies, also for other software developers.

PROSPECTS

  • Video games is predicted to see a promising future during the forecast period. In the case of consoles, the existing consoles available over the review period are approaching the end of their life-cycles (except Nintendo 3DS) and inevitably, most video game players would anticipate the next generation of consoles. Industry experts reveal that three leading global players, like Nintendo, Microsoft and Sony, are expected to launch new consoles as late as 2012. The most recent launch was from the PlayStation range, in the form of PS VITA, a 3D console that has already created a lot of interest. Launched on 17 December 2011, PS VITA is certainly expected to step up the competition with Nintendo’s 3DS during the 2012 period, as reported by the trade press. Besides hardware, the software games will also continue positive growth during the forecast period. The increasing popularity of playing video games via multi-format, and the growing tendency to play indoors as well as an overall cold climate, stimulates such repercussions. In addition, digital gaming holds the greatest potential of all; an increase in downloading of games and online playing via the internet and smart phones support such projections. Both hardware and software growth will be slower compared to digital gaming at the expense of store-retailing.

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.

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