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Country Report

Toys and Games in Sweden

Jul 2011

Price: $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 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.

Sample Analysis

EXECUTIVE SUMMARY

Toys and games sales continue to increase in 2010

Current value sales of toys and games marginally increased in 2010 following the decline of 2009. Traditional toys and games outperformed growth of video games and was the reason behind the overall growth in 2010. Video games was negatively affected by the increase in online gaming on the internet and smart phones at the same time as downloading of games increased.

Higher birth rate

In contrast to many other countries in Europe was the rise in Swedish birth rates in 2010, which was a trend throughout the whole of the review period. The higher birth rate is one important reason behind the growth in sales of toys and games although economic factors also have an impact. The higher birth rate was evident in the increased sales for the baby (0-18 months), as well as infant (19-36 months) segments of traditional toys and games.

Video games companies lead toys and games

Swedish toys and games is dominated by video games companies. Bergsala AB (representing Nintendo DS) and Activision Blizzard Nordic AB (Call of Duty) dominated in 2010. LEGO Sverige AB was the leading company in traditional toys and games due to its strong position in construction toys. LEGO Sverige also successfully entered games and puzzles in 2010 and contributed to increasing shares for the company. Shares in video games change each year as this category is highly dependent on new product launches in both hardware and software. Kinect from Microsoft was the most successful new launch in hardware in 2010.

Internet retailing increases

Traditional toys and games stores was the leading channel of distribution in 2010 along with electronics and appliance specialists retailers. The latter is the leading channel for video games. Internet retailing remained as a relatively small channel although sales increased rapidly. Internet retailing increases their share in both traditional toys and video games. The number of internet retailers increased rapidly and the latest addition was two of the leading traditional toys and games retailers, BR-Leksaker and Toys “R” Us.

Continued growth

Value sales of toys and games are projected to continue to increase over the forecast period. In constant terms, the projected growth is lower compared to the review period which is due to falling sales of video games software. This is more due to a change in distribution of video games software, rather than less gaming. Online gaming, smart phone gaming and downloading via the internet will take an increasing share of video games software sales over the forecast period. Video games sales are traditionally very dependent on new product launches and will continue to be so. Sales of traditional toys and games will continue to increase. The higher birth rate is one important reason, although traditional toys will face harder competition from video games as gaming continues to start at an earlier age.

Table of Contents

Table of Contents

Toys and Games in Sweden - Industry Overview

EXECUTIVE SUMMARY

Toys and games sales continue to increase in 2010

Higher birth rate

Video games companies lead toys and games

Internet retailing increases

Continued growth

KEY TRENDS AND DEVELOPMENTS

Licensing increasingly important

Birth rate increase

Traditional toys and games stores gains share

Economy back on track

Christmas sales very important

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 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

COMPETITIVE POSITIONING

  • Summary 6 Brio AB: Competitive Position 2010

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 2010

Traditional Toys and Games in Sweden - Category Analysis

HEADLINES

TRENDS

  • Licensed toys and games have a strong impact on sales of toys and games. In 2010, new films such as Harry Potter and Toy Story 3 contributed to improve sales in several segments of traditional toys and games. Two examples are Lego Harry Potter and Toy Story, which both contributed to the strong increase in construction toys. Licensed toys and games accounted for between 20% and 30% of total value sales in 2010 and include a wide range of international as well as domestic licenses. In 2010, Toy Story 3 and Harry Potter and the Deathly Hallows were successful international licenses while the domestic licenses continued to be dominated by traditional favourites such as Pippi Longstocking.

COMPETITIVE LANDSCAPE

  • LEGO Sverige was the clear leader in traditional toys and games in 2010, holding 16% value share. Lego has always been popular and displayed strong growth between 2008 and 2010. Successful licensed products, such as Harry Potter and Toy Story are one reason, but also new concepts such as Lego Ninjago and Lego Power Miners has also contributed to the growth. In 2010, LEGO Sverige also introduced traditional games for the first time. A range of 19 games was successfully launched which were board games that had to be constructed using Lego pieces. Lego has been very successful in recent years with a clear strategy to strengthen the Lego brand. Lego video games are one example. LEGO Sverige also experienced the biggest increase in value share in 2010, gaining two percentage points.

PROSPECTS

  • Traditional toys and games is projected to continue to increase constant value sales over the forecast period. The strong Swedish economy and higher disposable income will be an important platform for the continued growth. Continued growth of birth rates is another positive factor behind the growth.

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 Sweden - Category Analysis

HEADLINES

TRENDS

  • The launch of Sony PlayStation Move in March 2010 and Microsoft’s Kinect in November 2010 both drew a lot of media coverage. Demand for both products outstripped supply in Sweden and they were rapidly sold out. Both products contributed to show strong growth in video games hardware accessories in 2010. At the end of the review period, Kinect had performed better than Sony PlayStation Move, possibly because it was launched just in time for Christmas sales. Both products are also highly dependent on the kinds of games available. Microsoft’s Kinect games were appreciated more by consumers than they were by Sony PlayStation Move. Kinect Adventures, Kinect Sports and Dance Paradise are some examples of popular Kinect games. Sony PlayStation Move suffered poor reviews in gaming magazines citing the product as imprecise and slow.

COMPETITIVE LANDSCAPE

  • Nintendo and Activision Blizzard Nordic were the two leading players in video games hardware and software in 2010. These two were followed by Electronic Arts Sweden, Nordisk Film (Sony PlayStation) and Microsoft Svenska. These five companies have a strong grip on the Swedish market for video games. Within hardware, there are three companies which control video games totally - Microsoft Svenska (Xbox 360), Nordisk Film (Sony PlayStation 3) and Bergsala/Nintendo (Wii). All three are dependent on new product launches and they lose or gain shares depending on these launches. In 2010, in overall video games, Microsoft and Nordisk Film both gained two percentage points of value share as a result of new launches, such as Kinect and Sony PlayStation Move. Video games software includes more players, but is still dominated by a few large companies. Activision Blizzard Nordic and Electronic Arts along with Bergsala were the three leading companies in 2010. All three rely on best selling games like Call of Duty (best- selling game in 2010) from Activision Blizzard, Fifa and Battlefield from Electronic Arts and New Super Mario Bros games from Bergsala. Sequencers are important for all these companies as well as most other developers in video games software.

PROSPECTS

  • Video games is set for an uncertain future during the forecast period. The ranges of existing consoles available over the review period are towards the end of their life-cycles and most video game players anticipate the next generation of consoles. According to industry experts, the three leading global players of Nintendo, Microsoft and Sony, are expected to launch new consoles as late as 2012. The most immediate launch will be Nintendo’s hand-held console Nintendo DS3, a 3D console that has already created a lot of interest. Video games software sales will be negatively affected by increasing downloading of games and online playing via the internet and smart phones. The projected performance, both hardware and software will be slower compared to the review period as online gaming continues to increase at the expense of store- based retailing.

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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