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Country Report

Toys and Games in Turkey

Jan 2013

Price: US$1,100

About this Report

EXECUTIVE SUMMARY

Post-recession optimism fuels growth of toys and games

Toys and games registered positive growth in 2011 in almost all categories, mainly caused by increased sales of video games, thanks to the launch of new hand-held consoles and games and dynamic growth in digital games. The recovery of the Turkish economy increased purchasing power and consumer confidence, which has led to consumers lifting their self-imposed constraints on spending on consumer goods. However, the recession made parents even more demanding and they are pushing manufacturers to develop toys that offer good value for money. Parents are also increasingly demanding toys that incorporate a high-tech or “virtual world” component, but at a reasonable price. Increased awareness of educational toys as a result of more educated parents, have increased sales of baby, infant and pre-school toys.

Grandparents as key gift givers

Grandparents, mostly pensioners, with high purchasing power spent an increased amount on toys and games products to be given as gifts to their grandchildren. As there are fewer babies being born, more money is being spent on older children by both parents and grandparents. Children in Turkey tend to get spoiled with toys and clothing when they are young. Even in the middle class, during special occasions such a New Year and School holidays, grandparents do not hesitate to spend more on their grandchildren. As they get older the presents are changing into video games and smart phones rather traditional games. Manufacturers and retailers target baby boomer grandparents as they are financially comfortable and often find themselves inclined to buy more expensive toy and games.

Global manufacturers dominate the market

The Turkish toys and games market is dominated by global producers and their well-known brands that are all imported. The market share of Turkish toy manufacturers is still very low. Multinationals, such as Mattel, Lego and Hasbro, have the largest shares with brands such as Barbie, Lego or Monopoly in traditional toys and games. In video games hardware, there are no local producers and there is fierce competition between Nintendo and Sony, with their highly advanced consoles and new accessories. There was increased competition and concentration in both categories as manufacturers tried to gain value share from Turkey’s young and dynamic population.

Retailers on the move

Currently, consumers in small towns and cities have limited access to all of the brands available in the marketplace and therefore retailers such as Toyzzshop, Armagan Oyuncak or Hayal Dunyasi Oyuncak have focused their expansion plans to increase national coverage. Toyzzshop is looking to increase the number of stores it operates throughout Turkey and plans to reach 80 stores in 2012. Armagan Oyuncak opened two stores in Antalya and in Merter region in Istanbul in 2011. Adore Oyuncak, distributer of Lego, opened its first store in Istinye Park in 2010 as a showroom and plans to open five more stores in Turkey in two years’ time. Although the internet is one of the main tools used by retailers to reach many consumers throughout the country, the internet and computer usage in smaller cities is lower than in large conurbations.

Innovation expected to fuel growth

The launch of new consoles, such as Nintendo’s Wii U, the new generation Xbox and the future launch of PS4, is expected to boost sales over the forecast period, encouraging consumers to replace their existing products. Video games is experiencing the fastest growth in toys and games, boosted by Nintendo’s Wii becoming very popular, not just among children and young men, but also increasingly among women; a trend which further expanded the target consumer group for video games brands. Sony will increase its focus on female consumers with PS Move, especially Move Fitness, and expects that 40% of gamers will be female by the end of the forecast period. Electronic devices, such as video games, mobile phones and DVD players, increased in popularity among children over the age of 10, who prefer video games to traditional alternatives.


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Overview

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

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

EXECUTIVE SUMMARY

Post-recession optimism fuels growth of toys and games

Grandparents as key gift givers

Global manufacturers dominate the market

Retailers on the move

Innovation expected to fuel growth

KEY TRENDS AND DEVELOPMENTS

Licenced toys as a driving factor in traditional toys and games

Women as primary focus

Blurring boundaries between traditional toys and video games

New habits among Turkish pre-teens and teenagers

Internet retailing boosts sales of toys and games

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 Turkey - Company Profiles

Adore Oyuncak ve Egitim Araclari AS in Toys and Games (Turkey)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 3 Adore Oyuncak ve Egitim Araclari San Tic AS: Competitive Position 2011

Hasbro Turkiye in Toys and Games (Turkey)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 5 Hasbro Turkiye: Competitive Position 2011

Mattel Oyuncakcilik Tic Ltd Sti in Toys and Games (Turkey)

STRATEGIC DIRECTION

  • Summary 6 Mattel Oyuncakçilik Tic Ltd Sti: Key Facts

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 7 Mattel Oyuncakçilik Tic Ltd Sti: Competitive Position 2011

Nortec Eurasia AS in Toys and Games (Turkey)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 9 Nortec Eurasia AS: Competitive Position 2011

Sony Eurasia Pazarlama AS in Toys and Games (Turkey)

STRATEGIC DIRECTION

KEY FACTS

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

  • Summary 11 Sony Eurasia Pazarlama AS: Competitive Position 2011

Sunman Ltd Sti in Toys and Games (Turkey)

STRATEGIC DIRECTION

KEY FACTS

INTERNET STRATEGY

COMPANY BACKGROUND

PRIVATE LABEL

COMPETITIVE POSITIONING

  • Summary 14 Sunman Ltd Sti: Competitive Position 2011

Teknosa Ic ve Dis Ticaret AS in Toys and Games (Turkey)

STRATEGIC DIRECTION

KEY FACTS

INTERNET STRATEGY

COMPANY BACKGROUND

PRIVATE LABEL

COMPETITIVE POSITIONING

  • Summary 17 Teknosa Ic ve Dis Ticaret AS: Competitive Position 2011

Traditional Toys and Games in Turkey - Category Analysis

HEADLINES

TRENDS

  • Traditional toys and games are still seen as a luxury expenditure and therefore were negatively affected by the 2009 crisis. Nevertheless, after the recovery period, the category registered positive growth in 2010 and 2011. Recovery of the Turkish economy led to a more positive outlook and increased purchasing power, as well as increased consumer confidence.

COMPETITIVE LANDSCAPE

  • Hasbro and Mattel have been the category leaders for many years and they are expected to retain their leading positions on the market over the forecast period, mainly due to new product developments and licensed products against safety issues.

PROSPECTS

  • Due to the effect of the increasing number of working women in Turkey, sales of traditional toys and games are expected to grow at a CAGR of 4% over the forecast period. The sales development of action figures and dolls and accessories, as well as outdoor and sports toys, baby and infant will be more dynamic compared to the category average.

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 Turkey - Category Analysis

HEADLINES

TRENDS

  • Continued “cocooning” trend increased home entertainment expenditure in the post-crisis period and led growth in video games in 2011. The growing young population in Turkey is another factor fuelling growth of video games. The video game-playing population are mainly teenagers (13-19-years-old), which constitute 11% of all population in 2011. Interactive games are suitable for all audiences and have increased popularity of home entertainment tools.

COMPETITIVE LANDSCAPE

  • Sony is the indisputable market leader in video games followed by Nintendo in 2011, with value shares of 18% and 8%, respectively, due to the fact that they offer consumers advanced technology and well-established brand names. Sony’s PlayStation Move competes with Nintendo’s Wii to attract more female gamers to the industry. The most challenging factor Sony Eurasia will face over the forecast period is the upward trend of Nintendo’s Wii U launch. Microsoft does not provide official support to Xbox as it does not want to enter a market which has a high piracy rate.

PROSPECTS

  • Video games is expected to develop at a constant value CAGR of 28% over the forecast period, due to the increasing popularity of both static and hand-held video games consoles as well as dynamic growth of digital games. The increasing young population in Turkey will be another factor fuelling growth of video games. Licensing will continue to be a key element in software during the forecast period, with references to characters from popular movies and cartoons attracting new consumers through the familiarity of a story.

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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