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Country Report

Toys and Games in Thailand

Nov 2012

Price: US$1,100

About this Report

EXECUTIVE SUMMARY

Toys and games boasts a healthy performance despite the floods

In 2011, sales of toys and games registered healthy double-digit growth, which was faster than the CAGR for the review period. The overall sales performance of toys and games in 2011 proved impressive despite the negative factors, such as severe flooding in the fourth quarter of the year that affected large parts of the country. Traditional toys and games achieved higher growth than the industry average thanks largely to players’ relentless efforts to introduce more potential imported brands, powered by integrated marketing strategies. On the other hand, superior innovation in digital rights management systems and the rising number of mobile games also fostered a respectable sales performance of video games over the review period.

Urbanisation in Thailand fosters growth of imported brands

The urbanisation trend in Thailand drove demand for imported toys and games, aligned with the higher disposable incomes of Thai parents who were eager to buy brand-name traditional toys and games. Modern parents in Thailand value toys and games as they believe they form the foundation of physical and mental development in childhood. The greater degree of brand-name selections in upscale toys and games also made a contribution to the hike in market value over the review period. The higher average age of consumers due to lower birth rate placed the greatest pressure on players in traditional toys and games who had to try to develop innovative products and stretch the market scope to unlock their sales. American and Japanese cartoons, films and television series also influenced the preferences for toys and games, and were among the key factors driving the 2011 value sales growth.

Fierce competition in toys and games despite growing demand

The competitive nature of traditional toys and games in Thailand intensified in 2011, featuring many foreign brands imported by local players. International toys and games brands in particular benefit from being perceived as safe, durable and having advanced features. Increasing numbers of private label of high quality in chained retail toy stores, department stores and hypermarkets, alongside the flood of economy-tier traditional toys and games, were in evidence over the review period. The structure of video games hardware in Thailand is considered more consolidated, featuring a few giant world-class players, while video games software, on the other hand, is much more fragmented. PlayStation by Sony dominated sales of video game consoles and thanks to a strong contribution from its prestige video game labels, such as FIFA and the Sims, Electronic Arts led in video games software.

Department stores and video game stores are key channels in toys and games

Premium and mid-range brands of traditional toys and games are typically found in upscale channels including department stores. In contrast, the economy-tier and some mid-range brands are available in hypermarkets, day and wholesale markets. Of these, counterfeit products from China offered at more affordable prices were increasingly seen in the marketplace over the review period. For video games, new releases of legitimate video games hardware and software were offered at high unit prices in video games stores and electronic appliance stores. Online games are provided on the platform of local online games operators in cooperation with licensees, such as internet cafés. Plastic cards and the electronic payments system are alternative payment channels for online games. Mobile games in Thailand are served mainly on Android and iOS platforms in both free of charge and pay-to-play formats.

Strong scope for growth in toys and games in Thailand

The urbanisation trend will underpin growth of the overall traditional toys and games industry. The strong presence of online sales will bolster the cutting edge innovation in toys and games alongside the continuous expansion of distribution channels. However, manufacturers and distributors of traditional toys and games will have to face fierce competition due to the fast growing number of brands including private label imported by retailers. Higher penetration of smartphone and tablets alongside the improvement in Wi-Fi and 3G is expected to leverage on the growth of mobile games and PC and console games.


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Overview

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

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

EXECUTIVE SUMMARY

Toys and games boasts a healthy performance despite the floods

Urbanisation in Thailand fosters growth of imported brands

Fierce competition in toys and games despite growing demand

Department stores and video game stores are key channels in toys and games

Strong scope for growth in toys and games in Thailand

KEY TRENDS AND DEVELOPMENTS

Films, cartoons and TV influence consumer preferences for toys and games

Economic value of toys and games proves positive

Shorter lifecycles of toys and games brands

Demographic expansion for toys and games in Thailand

Digital rights management becomes a necessity in the toys and games market

Massive floods restrict footfall to retailers in fourth quarter 2011

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 Thailand - Company Profiles

Apex Toys Co Ltd in Toys and Games (Thailand)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 3 Apex Toys Co Ltd: Competitive Position 2011

Asiasoft Corp Plc in Toys and Games (Thailand)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 6 Asiasoft Corp Plc: Competitive Position 2011

Map Active (Thailand) Co Ltd in Toys and Games (Thailand)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 8 Map Active (Thailand) Co Ltd: Competitive Position 2011

Nichi World Co Ltd in Toys and Games (Thailand)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 10 Nichi World Co Ltd: Competitive Position 2011

Plan Creations Co Ltd in Toys and Games (Thailand)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

  • Summary 12 Plan Creations Co Ltd: Production Statistics 2011

COMPETITIVE POSITIONING

Toys Retailing (Thailand) Co Ltd in Toys and Games (Thailand)

STRATEGIC DIRECTION

KEY FACTS

INTERNET STRATEGY

COMPANY BACKGROUND

PRIVATE LABEL

  • Summary 15 Toys Retailing (Thailand) Co Ltd: Private Label Portfolio

COMPETITIVE POSITIONING

  • Summary 16 Toys Retailing (Thailand) Co Ltd: Competitive Position 2011

Wang Dek Toys Land Co Ltd in Toys and Games (Thailand)

STRATEGIC DIRECTION

KEY FACTS

INTERNET STRATEGY

COMPANY BACKGROUND

PRIVATE LABEL

COMPETITIVE POSITIONING

Traditional Toys and Games in Thailand - Category Analysis

HEADLINES

TRENDS

  • Traditional toys and games products were originally designed purely for entertainment purposes, and traditional toys still conform to the stereotype of luxury goods. During the most recent period of economic fluctuation caused by the massive floods as well as global economic turmoil during 2011, consumer confidence was dampened to a certain degree, damaging traditional toys and games consumption. Most players in traditional toys and games found it very difficult to retain growth and had to shift their marketing efforts to major cities outside the flood zone and provide other ways of stimulating consumer spending on their imported brands. These stimulus campaigns were extended into 2012, well after the floods had subsided.

COMPETITIVE LANDSCAPE

  • Doraemon and Hello Kitty enjoyed the largest market share with healthy growth in demand for licensed cuddling toys in 2011, thanks to their longstanding popularity among consumers from their fame in cartoons and animations. Consumers of these two characters are not only children but also adults who have grown up watching and admiring the cartoons. These licensed plush toys are of high quality and are often given as symbols of friendship, for graduation gifts or even as wedding presents. Moreover, these renowned soft and plush toys are sold via major department stores, hypermarkets and chains of retail toy stores, and do not require much effort to further promote.

PROSPECTS

  • Traditional toys and games is forecast to register a respectable constant value CAGR of 12% during 2011-2016. The urbanisation trend in association with the demand for recreational activities and the greater recognition of the involvement of traditional toys and games in children’s physical and mental development will form the basis of future growth of the overall traditional toys and games industry.

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 Thailand - Category Analysis

HEADLINES

TRENDS

  • Mobile games on smartphones and tablets have been very warmly embraced by Thais, bolstered by the skyrocketing subscription charges of the powerful social media networking sites, such as Facebook and the greater penetration of internet based mobile phones mainly operated on iOS and Android systems. Appealing graphics and other characteristics, as well as the simplicity of the video game in parallel with its low price thrust Angry Birds by Rovio Entertainment into the spotlight in 2011, with a new version on Facebook expected to come. Angry Birds was also successful in games compatible with various platforms, providing access to both Android and iOS users. Furthermore, the increasing number of mobile games and social games on Facebook cannibalised hand-held video games hardware and software and impacted the share of online games to a certain degree.

COMPETITIVE LANDSCAPE

  • Electronic Arts, the renowned American developer and publisher of video games, was the leading publisher of Thai video games software in term of its 2011 value share. The company developed and published video games software under several labels including EA Sports, the set of brands for its sports video games including FIFA Soccer, and a series of association football video games with improved features. FIFA Soccer became popular among Thai gamers for over a decade and was released in various major platforms. Its latest version FIFA12 contains many exclusive licensed leagues around the world in addition to the complementary tournaments, such as the FIFA World Cup, UEFA European Football Championship and UEFA Champions league. Other reasons for its success can be attributed to ongoing football fever among the male population in Thailand. To highlight, its marketing include images of famous footballers Lionel Messi, Wayne Rooney and Kaka, which also boosted the success of its advertising campaigns. Moreover, the Sims, its famous life-simulation video game series with a wide gamer base, further strengthened Electronic Arts position in the Thai market.

PROSPECTS

  • The overall performance of the video games industry is anticipated to continue soaring, with a CAGR of 12% in constant value terms, thanks to the expected strong momentum of mobile games and video games software for video game consoles over the forecast period. The marginal price of mobile games and more convenient payment methods will contribute to lower the incentive among mobile phone owners to seek out pirate mobile games applications. In addition, the lowering costs of the 3G network and widespread free Wi-Fi is likely to facilitate the growth of PC and console game downloads over the forecast period.

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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