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4 / 2013 |
1.500,00 €
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Despite higher demand for toys in emerging markets, global toymakers have found difficulties in converting market growth into actual sales. Latin America may be the talking point for Mattel, and LEGO is doing well in Eastern Europe; nevertheless, emerging markets, in particular Asia Pacific, have yet to reveal their true potential for multinational toy manufacturers. This briefing investigates the common strategies of global toymakers i...
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3 / 2013 |
825,00 €
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Sales of toys and games were driven by a number of factors in the United Arab Emirates over the review period, such as a rise in the population and the proliferation of video games, in addition to parents wanting to pamper their children with the latest offerings. In 2011, sales growth was further aided by the continued recovery of the economy and a rise in disposable incomes. Furthermore, an increase in the number of tourists and visit...
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3 / 2013 |
675,00 €
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The performance of video games was boosted by two factors in 2011. Firstly, teenagers, the key target audience for video games, also benefited from the rise in disposable incomes, albeit in the form of their pocket money, which they are keen to spend on video games. According to a survey conducted by AMRB, a Dubai-based market research agency, nearly two-thirds of teenagers said that they planned to spend more in 2011 than they had in 2...
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3 / 2013 |
675,00 €
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The performance of video games was boosted by two factors in 2011. Firstly, teenagers, the key target audience for video games, also benefited from the rise in disposable incomes, albeit in the form of their pocket money, which they are keen to spend on video games. According to a survey conducted by AMRB, a Dubai-based market research agency, nearly two-thirds of teenagers said that they planned to spend more in 2011 than they had in 2...
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2 / 2013 |
825,00 €
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Overall toys and games saw a strong growth in constant value terms during the review period. However, this growth was concentrated in the first half of the review period. In 2009, South Africa experienced an economic downturn with recovery being slower than expected. Consequently, many consumers cut back on their spending where possible, which hit toys and games hard.
Euromonitor International's Toys and Games in South Africa...
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2 / 2013 |
675,00 €
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There was a marked rise in the household penetration of computers and mobile phones during the review period, with this continuing into 2011. Almost 20% of households had computers in 2011, with this up from 18% in 2010 and less than 14% in 2006. Similarly, the household penetration of mobile phones rose from 70% in 2006 to 88% in 2011, with an additional gain of over two percentage points over 2010. Within computers, tablets and netboo...
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1 / 2013 |
825,00 €
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Despite slowdown in the country’s economy during the year, sales of toys and games improved at a high single-digit rate in 2011, surpassing growth in the previous year. Video games continued to outpace the larger traditional toys and games category with a better performance supported by the expansion of distribution channels, increasing number of video gamers, as well as rising incomes of urban dwellers.
Euromonitor Interna...
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1 / 2013 |
825,00 €
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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 ...
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1 / 2013 |
825,00 €
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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 ...
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1 / 2013 |
675,00 €
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Sales of video games in the Philippines continue to grow, up 17% in 2011 buoyed by the growing numbers of Filipino gamers during the year. It is estimated that there are more than 30 million Filipino gamers comprised of both children and adults. This expansion is credited to the popularity of social networking which introduced and popularised games, such as Farmville, to previous non-gamers. The increasing number of casual games, which ...
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1 / 2013 |
675,00 €
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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 entert...
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1 / 2013 |
675,00 €
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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 entert...
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12 / 2012 |
400,00 €
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Takara TOMY is the fifth largest toymaker globally, present mainly in Japan, but expanding globally. Within Japan, Takara TOMY is the original producer of the Beyblade, Transformers and Duel Masters toys, as well as the Licca line of dolls. Outside Japan, Takara TOMY is mainly known for its pre-school range of toys and Plarail/TOMICA line of model vehicles. In 2011, Takara TOMY acquired RC2 Corp, a toymaker mainly present in Western Eur...
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12 / 2012 |
825,00 €
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In 2011, toys and games registered positive value growth once again thanks only to video games sales, while traditional toys, after a good performance in 2009 declined in 2010 and deeper still in 2011. The success of video games was mainly due to the double-digit growth of digital gaming, especially mobile gaming. Traditional toys and games suffered for several factors. such as the age compression of children, that even more prefer vide...
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12 / 2012 |
825,00 €
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Due to the growing concern over age compression among children in Singapore, the switch from traditional toys to video and mobile games at a younger age is impacting on the growth of traditional toys. On top of that, the majority of the categories in traditional toys and games registered sluggish growth in 2011 with their value sales failing to perform as well as they did in 2010. On the other hand, video games proved to be more recessi...
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12 / 2012 |
825,00 €
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Sales of toys and games in 2011 registered double-digit growth despite a low birth rate. One of the reasons for this is the so-called large 'Angel Industry”, a generic term used to refer to all child-related products. In addition, a phenomenon referred to as 'Six Pocket” where one child per every six adults per family - usually two parents and four grandparents — benefits from the adults willing to spend money. Such parents/gr...
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12 / 2012 |
825,00 €
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2011 marked the second consecutive year when practically all of the product categories experienced a decline in value and only two categories registered positive growth. In comparison to the previous year, 2011 performance evidently endured the economic situation more positively and the decline in market value growth was less than half that of 2010. This can be attributed to the top two star performing categories, dolls and accessories ...
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12 / 2012 |
825,00 €
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Traditional toys and games sales value increased for the fourth consecutive year in 2011, thanks to positive GDP growth, declining unemployment rate, continued product innovation and favourable demographic trends. On the contrary, although a new handheld game console, Nintendo 3DS, was launched in March 2011, sales of video games dropped sharply in 2011 compared to sales in the previous year, partly due to the strong Swiss franc which e...
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12 / 2012 |
675,00 €
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In 2011, video games in Italy registered positive growth of 5% in current value terms and this increase was driven by the double-digit growth of digital gaming that saw current value growth of 17% and video games hardware accessories that grew by 21% in current value terms. Italians, in fact, responded well to the introduction of the Kinect for Xbox 360 and Play Station Move for Play Station 3, also during 2011.
Euromonitor I...
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12 / 2012 |
675,00 €
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Hand-held video game consoles has been faced with a major challenge from the increasing usage of smartphone and tablets among Singaporeans. Due to the lack of strong game selection in hand-held portable consoles, the fickle-minded casual gamers have started to switch over to smartphones and tablets. The ease of download and lower pricing of mobile game apps has made hand-held video game consoles pale in comparison with smartphones.
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