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Country Report

Toys and Games in Taiwan

Nov 2012

Price: US$1,100

About this Report

EXECUTIVE SUMMARY

Multiple factors pulling down traditional toys and games sales

Taiwan has been experiencing a combination of low consumer confidence since prior to the global financial crisis and a low and ever declining birth rate. This, combined with increasing demand for video games, has continued to drag down retail sales of traditional toys and games across the board.

Free games impact video hardware and software sales

Taiwanese game players have a preference for free games, both in online games and mobile games, due to both cost and an established culture of free gaming. This greatly restricted sales for both video hardware and software in 2011. As game prices in Taiwan are almost identical to those in markets abroad, games often appear expensive to local gamers.

Large multinationals grab a larger share

Stiff competition and tough economic conditions have conspired to favour well-resourced companies. As a result there has been much consolidation amongst the large multinational players. Very little room or opportunity has been left for local players to carve out a slice of the market.

Distribution costs for traditional games and toys rising

With an increased preference for video games by Taiwanese consumers, retail sales of traditional toys and games have been shrinking. Less shelf space is generally allocated for these manufacturers. This has resulted in greater competition to make products accessible. Competition for shelf space is expensive and a further burden on smaller companies in traditional games and toys.

Modest growth expected for toys and games

Toys and games is expected to see moderate growth over the forecast period. Traditional toys and games is expected to continue to see declining retail sales despite improvements in the economic situation. Free games is expected to take its toll on hand-held video game consoles and games for hand-held video game consoles. This area is also likely impact sales of static video game consoles and games for static video game consoles in the longer term. However, good prospects for certain categories such as action figures and accessories, pc and console game downloads and mobile games will still drive growth for toys and games in Taiwan.

Economic situation improving but Taiwanese remain hesitant

After two dismal years for the Taiwanese economy where GDP declined by just over 1.1% in 2008 and almost 2% in 2009, the economy rebounded in 2010, growing 11%, and then further expanded at a more moderate 4.4% rate in 2011.

Taiwan’s exports fell off sharply during the global economic crisis. Many companies laid off staff as a result during this period. As the economy has picked up, many companies have not sought to begin rehiring at previous levels. As a result, the unemployment rate remains around the 4.4% mark, just under the highs of 5-6% reached in 2009 and 2010.

Current impact

Recent GDP growth has benefitted larger firms more than it has consumers. Many working consumers continue to fear job losses. This contributes to the ongoing reluctance to spend. During 2011, retail sales for both traditional toys and games and video games were affected by this instability.

There has been an increased demand for traditional toys and games, but this has been almost solely at the budget end of the spectrum with cheap Chinese imports benefitting most. The product range of traditional toys and games through grocery retailers has decreased, with these stores increasingly now focused on low- to medium-priced products.

Department stores as well as traditional toys and games stores constantly promote and offer discounts to entice shoppers. With regards to video games, growth for both video games hardware and software has also slowed. Consumers remain hesitant in making purchases and usually seek out discounts.

Outlook

Taiwan is increasingly reliant on China for growth. Expected robust growth in China is predicted to translate to strong growth in the Taiwanese economy. Forecasts are for around 5% growth over the forecast period. Population growth will be slow, unemployment is expected to drop slightly and the importance of manufacturing will further decline. Much new employment is expected to arise from services.

Future impact

In the short term, consumer confidence is unlikely to be fully restored despite the realisation of better economic prospects. Over the long term, demand for higher-priced products will increase considerably. Impulse purchases will pick up as consumers are more easily tempted to buy. Unit price sales in this area are expected to improve significantly towards the end of the forecast period.

Declining birth rate impacts sales of toys and games

According to industry sources, the drastic decline in sales of traditional toys and games in Taiwan is directly linked to Taiwan’s shrinking market base. Taiwan’s birth rate is low and continues to fall. The birth rate dropped to just over 7.2 in 2011 from almost 9 per 1,000 in 2011. The number of children in the 0-14-year-old bracket dropped by 15% during the 2006-2011 period. The 3-4-year-old group underwent the fastest decline, down 18% over this same period, whilst the population aged 0-18 months recorded the second fastest decline, more than 16%.

Current impact

The ongoing low birth rate has had a negative impact on overall demand for traditional toys and games. This impact has been especially significant for manufacturers positioned in the categories for younger children, as the shrinking market base has led to an ever-worsening decline in retail sales for baby, infant and preschool toys and games as well as ride-on vehicles. Preteen toys and games, due to a broader target segment, have been less affected.

Declining sales have also resulted in a decline in retail sales space. High costs in getting a product on store shelves have made competition for shop space harder. As a result, product range is smaller and many operators are being left out of public exposure.

Outlook

Taiwan’s birth rate is expected to continue to drop. The rate is forecast to fall to under 6.9 per 1,000 persons by the end of 2016. At the same time, the proportion of the population aged 0-14 is expected to drop by 19%, a decrease from the current 3.6 million to 2.9 million by the end of forecast period.

Future impact

With fewer children to spend money on, it is inevitable Taiwanese parents and grandparents will invest more on the children in their family. Toys will be one of the areas that benefits from this extra attention, particularly educational toys.

With increased attention from adults within the family, there is likely to be room for higher-value, trend-driven products. Manufacturers will be freer to offer higher-priced and more complex toys, and expand their product range at the same time. Branding will again become increasingly more important and a stronger deciding factor for consumers in toy and game purchases.

Digital games changing the toys and games market in Taiwan

The portion of Taiwanese playing video games increased from just over 27% in 2006 to almost 32% by the end of 2010. Of these, approximately 87% aged 13-19, the largest group, played video games in 2010. Close behind were the pre-teens (aged 7-12) with over 83%. In total number terms, adults (aged over 20) represented over 71% of the total video gaming population in 2010, with total numbers up 40% between 2006 and 2010.

Current impact

Over the past decade since 2000 there has been an overall switch from traditional games and toys to video games in Taiwan amongst 7-14-year-olds. This movement has cost traditional toys and games players greatly. The video games market has also been suffering from the impact of “free-to-play games”, the common model in online games and mobile games.

The demand for both PCs/MACs games and online games has declined drastically. In 2011, approximately 90% of sales activity generated from online games was from pay-per-item products such as treasures and weapons. Although static video game consoles and games for the consoles are yet to be affected, retail demand for hand-held video game consoles and games for the consoles themselves has been suffering. At the end of the review period, product range and availability for hand-held video game consoles and games is very limited.

Outlook

The popularity of video and digital games will increase. All age groups, adults and children, are expected to show growth, with younger children forecast to show the biggest increase. The growth in smartphone ownership and wider availability is expected to push popularity of digital games.

Future impact

The movement into digital gaming will not only further impact traditional toys and games players, both big and small, but it will also impact video game consoles and software demand. Online “free-to-play” games, with the wide range available and greater depth in game play, are likely to be less impacted.

It is likely that providers of video games software will start looking into digital games, especially mobile games and online games, through the free-to-play business model. Competition amongst developers in the digital game industry is likely to heat up, which should result in increased games software development and a wider range of products. Japanese toy themes may also make the move into mobile games over the forecast period.

Japanese toys and games lead the way

Taiwan has both historic links with Japan and more recent links through popular culture. Nowadays, the popularity of Japanese manga and Japanese cartoon TV programs for children is very strong. Children grow up on a diet of almost exclusively Japanese cartoons and animation.

Current impact

Across all toys and games, Japanese products are considered preferred items of choice amongst consumers. These products tend to have a high level of acceptance when introduced into the Taiwanese market.

Bandai (Taiwan) Co Ltd, the leading player in traditional toys and games, and Tomy Co Ltd, the second largest player, are both Japanese companies. A large portion of toys from both companies closely follow popular trends and these are amongst the fastest-growing products.

Overall, five of the top 10 software players in Taiwan are focused on Japanese-themed games. Namco Bandai Partners Taiwan Ltd is the leading video games software player in Taiwan and has games such as Gundam, Naruto and Super Robot Wars. Nintendo Phuten Company Ltd was the third most important player, with Super Mario Bros the third best-selling software in 2011. Tecmo Koei Holdings Co Ltd, the fifth player, owns the second most popular software game, Shin Sangoku Musou.

Outlook

Japanese-themed toys and games will continue to be popular in Taiwan over the forecast period. Taiwanese society is influenced by trends in Japan and there are few alternatives available to Japanese TV programming for children in Taiwan. This will mean Japanese animation will continue to be a dominant cultural impact and influence on children growing up in Taiwan.

Future impact

There will continue to be strong recognition and acceptance of Japanese-themed characters and manga/cartoon-influenced products in Taiwan. With the decline in traditional games, it is likely Japanese toys in this category will be much less impacted than most other competitors’ products. There is currently a growing trend towards collectibles, both amongst children and adults, in Taiwan and this area will most likely increase in importance.

Enhanced consumer spending power towards the later years of the forecast period will likely support growth in higher-priced Japanese toys and games. Furthermore, software developers of popular Japanese games are likely to extend their presence and existing popularity into mobile game platforms. With this success, there is likely to be an even greater consolidation of market share in the hands of Japanese toy and game companies.

Licensing increases in importance for trend-driven categories

In Taiwan, traditional toys and games are highly trend driven. Much of the sales in this area are generated through higher-priced licensed toys and games from Japan. In 2011, as much as 25% of total retail sales of traditional toys and games originated from licensed products, up from 24% in 2006.

Current impact

Overall, most licensing continues to be of Japanese products. However, leading brands include a mix of international brands and Japanese brands, such as Thomas & Friends and Disney, as well as Gundam and Transformers for boys and the all-time girls’ favourite Hello Kitty. According to industry sources, licensing costs total around 10% of the wholesale value of a product and licensing is seen as an effective investment. A large portion of products from leading players such as Bandai (Taiwan) Co Ltd and Tomy Co Ltd are licensed. In 2010-2011, the Transformer product line was the major focus for Hasbro product development. In late 2011, Hasbro launched its first construction toys, under the KRE-O brand, also based on the Transformer theme. The recent economic turmoil has deterred new entrants from licensing. Most new activity has been limited to leading brands and players.

Outlook

Taiwan’s economy is expected to make a substantial improvement and consequently there is expected to be a significant rise in spending power towards the end of the forecast period. Furthermore Taiwan’s declining birth rate will lead to more money being spent on children; fewer children and more money will likely result in a greater temptation to buy higher-priced products. These changes should help push unit prices up for toys and games.

Future impact

With a stronger economic environment and more attention being heaped on children, the importance of licensing is likely to increase. Branding will be more important and play a greater role in decisions consumers make when purchasing toys and games.

Consumers will be in a position to spend to buy desired products. This will make it easier for consumers to purchase licensed products that tap into trend-driven themes; consequently this area will be of growing appeal for manufacturers. Smaller- and medium-sized players will be increasingly more able to invest in licensed products with increased chances of success.


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Overview

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

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

EXECUTIVE SUMMARY

Multiple factors pulling down traditional toys and games sales

Free games impact video hardware and software sales

Large multinationals grab a larger share

Distribution costs for traditional games and toys rising

Modest growth expected for toys and games

Economic situation improving but Taiwanese remain hesitant

Declining birth rate impacts sales of toys and games

Digital games changing the toys and games market in Taiwan

Japanese toys and games lead the way

Licensing increases in importance for trend-driven categories

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 Taiwan - Company Profiles

Genius Toy Taiwan Co Ltd in Toys and Games (Taiwan)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 3 Genius Toy Taiwan Co Ltd: Competitive Position 2011

Hasbro Hong Kong Ltd Taiwan Branch in Toys and Games (Taiwan)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 5 Hasbro Hong Kong Ltd Taiwan Branch: Competitive Position 2011

Lego Hong Kong Ltd in Toys and Games (Taiwan)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 7 Lego Hong Kong Ltd Taiwan Branch: Competitive Position 2011

Namco Bandai Partners Taiwan Ltd in Toys and Games (Taiwan)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 9 Namco Bandai Partners Taiwan Ltd: Competitive Position 2011

Sony Computer Entertainment Taiwan Ltd in Toys and Games (Taiwan)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 11 Sony Computer Entertainment Taiwan Limited: Competitive Position 2011

Toys Lifung (Taiwan) Ltd in Toys and Games (Taiwan)

STRATEGIC DIRECTION

KEY FACTS

INTERNET STRATEGY

COMPANY BACKGROUND

PRIVATE LABEL

  • Summary 14 Toys Lifung (Taiwan) Limited: Private Label Portfolio

COMPETITIVE POSITIONING

  • Summary 15 Toys Lifung (Taiwan) Limited: Competitive Position 2011

Zhiyan Co Ltd in Toys and Games (Taiwan)

STRATEGIC DIRECTION

KEY FACTS

INTERNET STRATEGY

COMPANY BACKGROUND

PRIVATE LABEL

COMPETITIVE POSITIONING

Traditional Toys and Games in Taiwan - Category Analysis

HEADLINES

TRENDS

  • Plagued by weak spending power, a low birth rate and the increasing popularity of video games, traditional toys and games continued to decline in 2011, although at a slower pace than for the 2008-2010 period. According to industry sources, traditional toys and games are seen as luxury products. This category has been impacted significantly by the poor economic environment. In addition to this, the large influx of budget products from China has continued to drag down per capita spend for the population aged 0-14.

COMPETITIVE LANDSCAPE

  • Although traditional toys and games is becoming very fragmented, there has been market consolidation at the top, amongst the top 10 players, which accounted for over 50% of retail sales in 2011. The most dominant players are the top five companies, all multinational companies, which had a combined value share of about 44% in 2011.

PROSPECTS

  • GDP growth is expected to continue to pick up over the forecast years and industry players are expecting stronger consumer confidence, which will support increases in unit price and spend per child for traditional toys and games. However, the growing threat from video games and the shrinking consumer base are likely to continue to lead to a decline in retail sales for traditional toys and games in constant value terms.

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 Taiwan - Category Analysis

HEADLINES

TRENDS

  • Unlike demand for traditional toys and games, demand for video games has suffered very little from the economic downturn. The “free-to-play” business model used for most online games, web games and mobile games is the biggest threat to the demand for games that require access fees.

COMPETITIVE LANDSCAPE

  • The strong position of video games hardware manufacturers, which accounted for nearly 50% retail value share of video games, and their participation in software are contributors to the dominant positions of the top three players. In 2011, Sony Computer Entertainment Taiwan Limited, Nintendo Phuten Company Ltd and Microsoft Taiwan Corp had a combined retail value share of 54% of video games.

PROSPECTS

  • Expected fast development in digital gaming is likely to be the major force driving video games sales in Taiwan over the forecast years. Although Android Market is unlikely to make paid games available for the Taiwanese market anytime soon, Apple is anticipated to push app sales for its popular iPhone and iPad and this will drive healthy growth for mobile games over the forecast years.

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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