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Country Report

Toys and Games in the Netherlands

Jul 2011

Price: US$1,100

About this Report

About this Report

Samples (FAQs about samples):

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Overview

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

The Toys and Games in Netherlands 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 Netherlands?
  • What are the major companies Netherlands?
  • 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

Another year of decline for toys and games

Compared to the previous year the performance of the total toys and games sector in 2010 was an improvement in the sense that the percentage decline in value sales was lower than the year before. However, this does not mean that 2010 was a good year for the toys and games market. Both the traditional toys and games and the video games sectors suffered declines mainly as a result of low consumer confidence. The economic performance was the main influencer and not only meant that consumers were reluctant to spend, manufacturers were extremely careful as well and in many cases decided to put off the launch of any major new products which needed heavy investment in marketing and promotion.

Economy starts to recover, but consumers lack confidence

The credit crunch, which started to affect the Dutch economy towards the end of 2008, still had a negative impact on the market. Although some economic indicators started to show recovery, the Dutch consumer frequently had little confidence in a quick recovery. The result was that toys and games, which are mostly considered non-essential items, suffered another year of decline. The more high-end traditional toys and games and the video games products suffered most as these are very expensive and with purchases frequently delayed as consumers waited until they had saved more money or until they were confident that the economy would improve.

Leading manufacturers continue to lose value sales

Mattel remained the leading manufacturer of toys and games in 2010. However, just like most other major players in toys and games, Mattel continued to lose value sales during the year as a result of the recession. The most dramatic decline in sales was registered by Nintendo. After a dramatic rise in value sales in 2008 when Nintendo enjoyed tremendous success with the Nintendo Wii, the success of the Wii has since faded with actual company value sales in 2010 being half those of 2008. The economic crisis negatively impacted video games in general and the Wii in particular.

Online sales have a considerable impact on distribution

Online retailing for toys and games had another great year in 2010. This type of retail already had considerable success in the video games sector, but was a breakthrough year for traditional toys and games. The internet is becoming a significant alternative channel. The traditional toy specialist retailers, such as Bart Smit and Intertoys, are also strong in online sales although there are also new players. In 2009 the major online retailer Bol.com entered the arena of online sales of traditional toys. The effect on the online sales of traditional toys and games was immediate as the distribution share of online retailers doubled in 2010.

Slow recovery is expected for the toys and games market

As the poor state of the economy was a major reason for the decline in value sales of toys and games over the review period, the economy will also be a major influence on the development of the sector over the next five years. This means that the outlook will be positive as the economy is expected to see slow, but steady recovery. The growth rate for the industry as a whole, however, will be more modest than the average growth for the review period. In 2011 a first positive development is expected with a small increase in total value sales. By 2012 confidence in the economy will be fully restored and many consumers will decide to increase their spending significantly resulting in a good year for toys and games.

Table of Contents

Table of Contents

Toys and Games in the Netherlands - Industry Overview

EXECUTIVE SUMMARY

Another year of decline for toys and games

Economy starts to recover, but consumers lack confidence

Leading manufacturers continue to lose value sales

Online sales have a considerable impact on distribution

Slow recovery is expected for the toys and games market

KEY TRENDS AND DEVELOPMENTS

Dutch economy comes under pressure

Increasing alternatives available to toys and games

Licensed toys and games dominated by Toy Story 3

“Kids Growing Older Younger” remains a major trend

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

DEFINITIONS

  • Summary 1 Research Sources

Toys and Games in the Netherlands - Company Profiles

Blokker Nederland BV in Toys and Games (Netherlands)

STRATEGIC DIRECTION

KEY FACTS

INTERNET STRATEGY

COMPANY BACKGROUND

PRIVATE LABEL

COMPETITIVE POSITIONING

bol.com BV in Toys and Games (Netherlands)

STRATEGIC DIRECTION

KEY FACTS

INTERNET STRATEGY

COMPANY BACKGROUND

PRIVATE LABEL

COMPETITIVE POSITIONING

Bruynzeel-Sakura BV in Toys and Games (Netherlands)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 6 Bruynzeel-Sakura BV: Competitive Position 2010

Hasbro BV in Toys and Games (Netherlands)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

COMPETITIVE POSITIONING

  • Summary 8 Hasbro BV: Competitive Position 2010

Jumbo Nederland BV in Toys and Games (Netherlands)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

COMPETITIVE POSITIONING

  • Summary 10 Jumbo Nederland BV: Competitive Position 2010

Micromedia BV in Toys and Games (Netherlands)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

COMPETITIVE POSITIONING

Playlogic International NV in Toys and Games (Netherlands)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

Traditional Toys and Games in the Netherlands - Category Analysis

HEADLINES

TRENDS

  • As expected, the state of the economy was a major influence on the development of the traditional toys and games sector in 2010. Although many of the economic indicators, including real GDP growth showed an improvement, the general mindset of Dutch consumers remained negative. Although many people began to feel a bit more confident towards the end of 2010, the negative mindset had a negative influence on the performance of the sector over the whole year. Toys and games are viewed as non-essential items and although many parents do not want to deny their children anything, the economy still had a negative influence on the performance of the sector as parents bought toys and games less frequently or bought toys and games at lower price points.

COMPETITIVE LANDSCAPE

  • Mattel continued to be the leading player in traditional toys and games, although its overall share within traditional toys and games is under pressure. The company has a portfolio of strong toys and games brands and continues to be very active in new product development, marketing and promotion. Mattel has a mixed portfolio of brands including those with a long heritage and those that are relatively new to the Dutch market. Barbie, Fisher-Price and Hot Wheels are examples of well-established brands. The source of the decline in share is difficult to pinpoint but seems to be the result of a decline in share across all market categories. The economic climate is not ideal for Mattel which is mainly active with high-end toy products and this means that the company experienced a modest decline.

PROSPECTS

  • The development of traditional toys and games is mainly driven by the economic development. Despite the fact that the birth-rate is expected to decline further, it is forecast that the economy will recover over the next five years. This recovery will help the sector to achieve a modest growth in 2011 followed by a substantial increase in 2012 when consumer confidence is expected to see a full recovery. After 2012 a further growth in value is expected, albeit at a lower average rate.

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 the Netherlands - Category Analysis

HEADLINES

TRENDS

  • The video games sector continued to show shocking results in 2010. After a disastrous year in 2009, the performance in 2010 still was very poor with a double-digit decline in value sales due to the ongoing shaky nature of the economy. Given the economic uncertainty, many consumers were hesitant in purchasing expensive gifts and many decided to reduce their spending. As video games are seen as non-essential items, the sector was hit hard by the impact of the credit crunch. As the major handheld and static consoles faced saturation, the major consoles manufacturers also reduced their prices significantly which also had a negative effect on overall spending on video games.

COMPETITIVE LANDSCAPE

  • The company with the largest share loss in 2010 was Nintendo. While the Wii console was a major driver of growth in 2008 and 2009, the popularity of the console dropped considerably in 2010. There were several reasons for this. First, the major competitors of the Wii responded to its success by lowering their prices for consoles in order to reduce the price difference between the Wii and for instance Sony Playstation and the Xbox.

PROSPECTS

  • The outlook for the video games sector is positive. The Dutch economy is expected to enjoy a slow but steady recovery with video games likely to return to growth in 2011 and then see higher growth in 2012 as consumer confidence recovers completely. Nonetheless, growth will be relatively modest. Video games is becoming more mature and saturated and is a major reason for the lower growth.

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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