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Country Report

Toys and Games in the United Kingdom

Nov 2012

Price: US$1,100

About this Report

EXECUTIVE SUMMARY

Strong growth gives way to decline due to economic concerns

While toys and games saw a strong double-digit current value growth in the first two years of the review period, the UK’s poor economic performance from 2008 resulted in annual current value decline over 2009-2011. Rising household costs, sluggish growth in nominal wages, rising unemployment and economic worries resulted in consumers cutting back on expenditure where possible, with this trend hitting toys and games hard. While consumers continued to buy traditional toys and games for major gifting occasions such as birthdays and Christmas, impulse sales dropped and there was a growing popularity for pocket money toys at the expense of higher-priced items. Video games was meanwhile hit hard by the popularity of free and lower-priced digital gaming.

Shift to digital gaming continues

Within video games, there continued to be a strong shift from video games hardware and software to digital gaming at the end of the review period. With consumers seeking to keep spending to a minimum, digital gaming offered an affordable option, while free digital gaming also posed strong competition. Mobile games saw the standout performance in 2011, benefiting from the rising household penetration of smartphones and a widely used “freemium” pricing strategy. This enables users to play a basic game for free, with payment only required for more complex or premium game options. The low price of many mobile games also supported strong sales growth in this area.

Video games hardware giants continue to lead but face growing competition

The leading players in toys and games continued to be the giants of video games hardware in 2011. Microsoft led with Xbox 360 and Kinect, followed by Nintendo with Nintendo 3DS and Nintendo DS and Sony Computer Entertainment with PlayStation 3 and Sony PlayStation Move. However, these players’ combined share dropped in 2011 over the previous year due to poor overall performance of video games hardware. Share gains were meanwhile seen for video games players with strong and well-supported product launches, such as Electronic Arts with its launch of Fifa 12 and Battlefield 3 and Bethesda Softworks with its launch of The Elder Scrolls V: Skyrim. Traditional toys and games players with strong licensing agreements also saw a good performance, with Mattel for example benefiting from its Cars license and the launch of the Cars 2 film in UK cinemas in summer 2011.

Internet retailing gains share thanks to offering value and convenience

Internet retailing was the most successful distribution channel in 2011, further extending its leading position with a rapid growth in value share. Internet retailing benefited from consumers’ growing ease with shopping online and also from offering strong convenience. This channel also benefited from consumers’ strong price-sensitivity towards the end of the review period, enabling consumers to easily compare prices and also to seek out the most attractive price promotions.

Stronger growth ahead for forecast period

The forecast period is expected to see a return to stronger growth for toys and games. This will be largely linked to consumers slowly gaining economic confidence, with any unexpected economic downturn thus likely to dampen growth rates. Lower-priced items are however likely to continue to gain share and consumers will continue to shop around in search of the best deals, further benefiting internet retailing Growth is also expected to be driven by strong developments within digital gaming, with mobile games expected to see the most dynamic growth. Mobile games is expected to benefit from strong new product development from both games producers and smartphone players, with a widening range of high quality games likely to attract consumers. Low prices for these products and the near-ubiquitous presence of mobile phones will also drive growth.


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Overview

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

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

EXECUTIVE SUMMARY

Strong growth gives way to decline due to economic concerns

Shift to digital gaming continues

Video games hardware giants continue to lead but face growing competition

Internet retailing gains share thanks to offering value and convenience

Stronger growth ahead for forecast period

KEY TRENDS AND DEVELOPMENTS

Licensing drives sales growth in 2011

Internet retailing becomes channel of choice for growing number of consumers

Increasing crossover from video games to traditional toys and games

Age compression shapes innovation and sees rise in underage gaming

Income disparity increases while mid-income group faces rising costs

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

DEFINITIONS

SOURCES

  • Summary 1 Research Sources

Toys and Games in the United Kingdom - Company Profiles

Activision Blizzard UK Ltd in Toys and Games (United Kingdom)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 3 Activision Blizzard UK Ltd: Competitive Position 2011

Early Learning Centre in Toys and Games (United Kingdom)

STRATEGIC DIRECTION

KEY FACTS

INTERNET STRATEGY

COMPANY BACKGROUND

PRIVATE LABEL

COMPETITIVE POSITIONING

  • Summary 6 Early Learning Centre: Competitive Position 2011

Electronic Arts (UK) Ltd in Toys and Games (United Kingdom)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 8 Electronic Arts (UK) Ltd: Competitive Position 2011

Game Group Plc in Toys and Games (United Kingdom)

STRATEGIC DIRECTION

KEY FACTS

INTERNET STRATEGY

COMPANY BACKGROUND

PRIVATE LABEL

COMPETITIVE POSITIONING

  • Summary 11 Game Group Plc: Competitive Position 2011

Hasbro UK Ltd in Toys and Games (United Kingdom)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 13 Hasbro UK Ltd: Competitive Position 2011

Hornby Plc in Toys and Games (United Kingdom)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 16 Hornby Plc: Competitive Position 2011

Vivid Imagination Ltd in Toys and Games (United Kingdom)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 19 Vivid Imagination Ltd: Competitive Position 2011

Traditional Toys and Games in the United Kingdom - Category Analysis

HEADLINES

TRENDS

  • Ongoing economic concerns and a VAT increase hindered growth for traditional toys and games in 2011, with current value sales rising by just over 3%. With VAT increasing from 17.5% to 20% in January 2011, much of this sales increase was consequently due to higher VAT. Consumers continued to keep impulse purchases of all but the cheapest products to a minimum, with sales mainly linked to birthday and Christmas gifts. Consumers did not however cut back dramatically in these areas, with most households regarding children’s birthday and Christmas gifts as a priority. Households are more likely to cut back on expenditure in other areas in order to maintain spending on these gifts.

COMPETITIVE LANDSCAPE

  • There were three strong leaders in traditional toys and games in 2011, with Mattel, Hasbro and Lego accounting for 10%, 8% and 7% value share respectively. These players all gained around a percentage point value share from 2010. Lego benefited from strong licensing, the launch of Lego Ninjago and an effective performance in pocket money products.

PROSPECTS

  • With the household penetration of video games and consoles reaching high levels, there is expected to be a growing crossover between traditional toys and games and video games at the start of the forecast period. 2012 is for example set to see the launch of Tomy’s Mario & Donkey Kong’s Beach Challenge Building Set and plush toys based on Sonic and Pokémon video games. Mega Bloks will meanwhile launch construction toys based on World of Warcraft.

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 the United Kingdom - Category Analysis

HEADLINES

TRENDS

  • There continued to be a marked loss in share for video games hardware and video games software in 2011, with these product areas declining by 19% and 7% respectively in current value terms in the year. All product areas within video games hardware and software saw sales decline. This decline was linked to a number of factors, with consumers’ ongoing economic concerns notably hindering sales. A poor economic performance in 2011, high unemployment and the threat of further government spending cuts and tax increases resulted in many consumers keeping spending to a minimum and postponing the purchase of higher-priced goods.

COMPETITIVE LANDSCAPE

  • Microsoft, Nintendo and Sony continued to lead sales of video games in 2011, accounting for 17%, 13% and 11% value share respectively. These players’ strength is largely linked to their strength in video games hardware, with Microsoft offering Xbox 360 and Kinect, Sony offering PlayStation 3 and Sony PlayStation Move and Nintendo offering Nintendo 3DS, Wii and Nintendo DS. The poor performance of video games hardware in 2011 consequently eroded these players’ combined share, with a drop of five percentage points from 2010.

PROSPECTS

  • Cloud gaming is expected to become increasingly significant within video games during the forecast period, particularly as 2012 saw the sale of Gaikai to Sony. In July 2012, Sony Computer Entertainment announced a formal agreement to acquire GaiKai for US$380 million, with plans to establish its own cloud-based gaming service. In April 2012, Gaikai gained a presence on Facebook by April 2012 and began streaming to the WikiPad tablet in May 2012. OnLive is however likely to see less success in the forecast period. The company shed all of its employees and assets in August 2012 due to financial problems, before being sold to Lauder Partners for just US$4.8 million, down from previous estimations of its worth at US$1.8 billion.

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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