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Country Report

Toys and Games in the US

Oct 2012

Price: US$1,100

About this Report

EXECUTIVE SUMMARY

Traditional toys and games dip in sales as families continue frugality

For several years now, Americans have been facing pressure on their income. Frugality and simplicity are lessons parents are teaching their children. Trimming from the toys and games budget may be part of the lesson; or perhaps it is just a reality that there are higher priorities for the family’s money, leading to the declines in the toys and games industry. Parents are keeping children satisfied with more frequent purchases of pocket money and low-priced toys, and the occasional splurge on a high-priced toy. More often now, children are quite satisfied with a 99-cent gaming app purchase for a smartphone.

Smartphones and tablets changing toys and games industry

Smartphones and tablets will continue to be forces that drive change in the video games industry. These devices threaten the future of video games hardware, particularly hand-held devices, as consumers need not spend hundreds of dollars for a dedicated gaming device when their multi-purpose smartphone can do the job nearly as well. These devices also represent the biggest opportunity for game developers and technology companies since video games were invented, at the expense of traditional toymakers. Though currently still a small share of the overall market, the mobile games category has grown dramatically since 2006. In traditional toys and games, toymakers are searching for ways to stay relevant to children born into technology. Smartphones have also fundamentally changed the way consumers shop for toys and games and interact with retailers, causing a major disruption and reinterpretation of the traditional way of doing business.

GameStop vs Nintendo: Thriving in the video games market of the future

Two of the biggest players in the video games industry are taking two very different tactics in responding to the fundamental changes in content delivery and revenue models coming in video games. Nintendo, the long-time leader in hardware manufacturing and software development, is staying the course of single-platform gaming with proprietary software. GameStop, the retailing giant that pioneered the second-hand used game market, is applying its business model to other products and is buying up internet entities that represent the future of gaming, entities that would otherwise put it out of business.

Hypermarkets taking back share from mass merchandisers

Despite all the developments in internet shopping and content delivery of video games, store-based retailing is still the overwhelmingly dominant channel for toys and games. Hypermarkets took some share away from mass merchandisers in 2011 as Wal-Mart abandoned its strategy from 2010 to shrink the size of its toy departments to make room for grocery items. Sales value in traditional toys and game stores was flat due to some missteps by major retailer Toys “R” Us as well as intense competition from Wal-Mart and Amazon. Dollar stores, whilst representing a small share of the retail sector, are emerging as reliable purveyors of toys as parents turn to low-priced and pocket money toys.

Major changes in video games and manufacturing on horizon

Whilst Americans have been quite disciplined in their spending for several years, they are also feeling pent-up demand, which will drive the toys and games category with modest increases in the forecast period. In video games, the future content delivery and revenue model changes are not expected to impact the category during the forecast period, which will be more impacted by the upcoming release of the next generation of consoles. In traditional toys and games, construction toys will continue to lead, as they tap into the natural creativity in children and demonstrate the open-endedness that parents like in toys. Finally, as the new minimum-wage rates sweep the Chinese manufacturing industry, toymakers are watching very closely for the ripple effect on manufacturing costs.


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Overview

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

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

EXECUTIVE SUMMARY

Traditional toys and games dip in sales as families continue frugality

Smartphones and tablets changing toys and games industry

GameStop vs Nintendo: Thriving in the video games market of the future

Hypermarkets taking back share from mass merchandisers

Major changes in video games and manufacturing on horizon

KEY TRENDS AND DEVELOPMENTS

Age compression ramps up again with smartphones and tablets

Consumers look to discount stores for toys and games

Cloud gaming and games-as-a-service represent the future of video gaming

Hardware looks to adapt to changing times

Entertainment media a crucial driver of licensed toy sales

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 the US - Company Profiles

Activision Blizzard Inc in Toys and Games (USA)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 4 Activision Blizzard, Inc: Competitive Position 2011

GameStop Corp in Toys and Games (USA)

STRATEGIC DIRECTION

KEY FACTS

INTERNET STRATEGY

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

Hasbro Inc in Toys and Games (USA)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 9 Hasbro, Inc Competitive Position 2011

JAKKS Pacific Inc in Toys and Games (USA)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 12 JAKKS Pacific Inc: Competitive Position 2011

Mattel Inc in Toys and Games (USA)

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 15 Mattel Inc Competitive Position 2011

Nintendo of America Inc in Toys and Games (USA)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 18 Nintendo of America, Inc: Competitive Position 2011

Toys "R" Us Inc in Toys and Games (USA)

STRATEGIC DIRECTION

KEY FACTS

INTERNET STRATEGY

COMPANY BACKGROUND

COMPETITIVE POSITIONING

Traditional Toys and Games in the US - Category Analysis

HEADLINES

TRENDS

  • Age compression – the effect of younger children playing with toys and games which target older children – was thought to have slowed down in the US. Historically, the impact on sales of traditional toys and games was felt when children started to play video games at an increasingly younger age and this trend was thought to have peaked. The fear amongst toy manufacturers is that the industry will go through another bout of age compression due to tablet and smartphone game applications. In 2011, US sales of traditional toys and games declined by 2% to fall to US$19.4 billion, with game applications thought to have caused a large portion of the decline. This decline worryingly mirrors the 2006–2008 launch period of Xbox 360, Nintendo Wii and PlayStation 3, in which traditional toys and games sales declined by an average of 2%.

COMPETITIVE LANDSCAPE

  • The US traditional toys and games category is dominated by the presence of local companies Mattel Inc and Hasbro Inc. Together they accounted for a 40% value share of this US$19 billion category in 2011. Mattel and Hasbro are seen as toy leaders, with a large presence across a variety of niches. Many of the other companies operate in only a few niches and their shares reflect this. The third-largest company in the US, Lego Group, held an 7% value share in 2011, but the company is primarily focused on construction toys, with a small presence in games and puzzles.

PROSPECTS

  • Traditional toys and games sales in the US are projected to grow by 2% over the forecast period, reaching US$21.8 billion by 2016. Traditional toys and games in the US is fairly mature and therefore fairly stable. The traditional toys and games industry is additionally constrained by a low 2% population growth of children under the age of 14 and declining birth rates expected during the forecast period. In fact, the drop in this demographic segment is the reason for the decline of 4% over the forecast period for the combined baby, infant and pre-school categories.

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 US - Category Analysis

HEADLINES

TRENDS

  • Due to a lack of a new static video game system, both video games hardware and software sales experienced declines of 12% and 8%, dropping down to US$7.7 and US$8.7 billion respectively. Digital gaming was a bright spot in video games, growing by 16% to reach sales of US$3.3 billion. Unfortunately for the industry, the positive sales growth of digital gaming was not enough to counteract these losses and total video game sales in the US declined for a third consecutive year, dropping 6% to US$19.8 billion in sales. These losses were not entirely unexpected as the seventh generation of consoles (which includes Xbox, PlayStation and Wii) is currently at the end of its cycle and consumers are waiting to purchase new systems. In fact, Nintendo’s Wii U is expected to roll out during the holiday season of 2012 to start the next generation of video game consoles.

COMPETITIVE LANDSCAPE

  • The US video games category is top heavy, with three companies – Nintendo of America, Microsoft Corp and Sony Corp of America – accounting for 45% of total sales in 2011. This dominance is especially prevalent in video games hardware, as they accounted for 93% of sales value, making it difficult for new entrants to penetrate this category. Market penetration for the current generation of hardware devices is very high, with many Americans owning two or three different systems. As a result software manufacturers have a slightly more level playing field, with their products possibly being available on more than one system.

PROSPECTS

  • Sales of US video games are projected to see a 2% constant value CAGR over the forecast period, to reach US$22.1 billion in 2016. The 2012 holiday launch of Nintendo Wii U marks the first new static console launch since 2007 and will help drive sales in both hardware and software for the first few years of the forecast period. Hand-held hardware and software should receive a bit of a boost with the Sony Vita launch in February 2012 and additional software support for the Nintendo 3DS. Sales are expected to fade out following the initial purchasing period of new systems; however, the release of a new Sony or Microsoft system may delay the cyclical decline for a year.

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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