MarketLineIC GlobalToysGames 280820 PDF
MarketLineIC GlobalToysGames 280820 PDF
MarketLineIC GlobalToysGames 280820 PDF
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1. Executive Summary
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TABLE OF CONTENTS
1. Executive Summary 2
2. Market Overview 7
3. Market Data 9
4. Market Segmentation 10
5. Market Outlook 12
7. Competitive Landscape 24
7.2. Has there been any recent merger or acquisitions in recent years? ..........................................25
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7.3. How have online retailers affected traditional bricks and mortar toy stores? .............................25
7.4. How is increased awareness about plastic pollution affecting the market? ...............................26
8. Company Profiles 27
9. Macroeconomic Indicators 48
Appendix 49
Methodology............................................................................................................................................ 49
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LIST OF TABLES
Table 1: Global toys & games market value: $ billion, 2014–18 9
Table 2: Global toys & games market geography segmentation: $ billion, 2018 10
Table 3: Global toys & games market distribution: % share, by value, 2018 11
Table 4: Global toys & games market value forecast: $ billion, 2018–23 12
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LIST OF FIGURES
Figure 1: Global toys & games market value: $ billion, 2014–18 9
Figure 2: Global toys & games market geography segmentation: % share, by value, 2018 10
Figure 3: Global toys & games market distribution: % share, by value, 2018 11
Figure 4: Global toys & games market value forecast: $ billion, 2018–23 12
Figure 5: Forces driving competition in the global toys & games market, 2018 13
Figure 6: Drivers of buyer power in the global toys & games market, 2018 15
Figure 7: Drivers of supplier power in the global toys & games market, 2018 17
Figure 8: Factors influencing the likelihood of new entrants in the global toys & games market, 2018 19
Figure 9: Factors influencing the threat of substitutes in the global toys & games market, 2018 21
Figure 10: Drivers of degree of rivalry in the global toys & games market, 2018 22
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2. Market Overview
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Hypermarkets, supermarkets and hard discounters account for the largest proportion of sales in the global toys &
games market in 2018, sales through this channel generated $14,356.0m, equivalent to 13.7% of the market's overall
value. Sales through the online pureplay generated revenues of $13,390.2m in 2018, equating to 12.8% of the
market's aggregate revenues.
Contributing to this rise is a shift in retail attitudes, which allows supermarkets to be considered by the consumer for
toys and games where previously the company would be mainly associated with food products. Consumers are now
able to shop for toys whilst buying their groceries and household items.
Moreover, more consumers are purchasing toys and games online. Globally the online retail sector is growing and
according to China’s official statistics, online retail sales surged 17.8% year-on-year in the first half on 2019,
accounting for nearly 20% of the overall retail sales of consumer goods.
Moreover, according to a report from the Commerce Department the total market share of “non-store,” or online U.S.
retail sales was higher than general merchandise sales for the first time in history in 2019.
The performance of the market is forecast to follow a similar pattern with an anticipated CAGR of 5.1% for the five-
year period 2018 - 2023, which is expected to drive the market to a value of $133,634.2m by the end of 2023.
Comparatively, the Asia-Pacific and US markets will grow with CAGRs of 8.8% and 1.1% respectively, over the same
period, to reach respective values of $61,556.3m and $27,508.7m in 2023.
This market will remain in growth driven by new toy releases linked to popular upcoming movies such as The
Incredibles 2, which was released in 2018, Toy Story 4 (2019), Frozen 2 (2019), The Lego Movie 2 (2019), and How to
Train Your Dragon 3 (2019). Collectible toys will also continue to be a key growth driver in this market.
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3. Market Data
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4. Market Segmentation
Table 2: Global toys & games market geography segmentation: $ billion, 2018
Geography 2018 %
Asia-Pacific 40.3 38.6
United States 26.0 24.9
Europe 25.8 24.7
Middle East 2.3 2.2
Rest of the World 10.0 9.5
Figure 2: Global toys & games market geography segmentation: % share, by value, 2018
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Table 3: Global toys & games market distribution: % share, by value, 2018
Channel % Share
Hypermarkets, Supermarkets and Hard Discounters 13.7%
Online Pureplay 12.8%
Department Stores 4.2%
Music, Video, Book & Software Specialists 4.0%
Other 65.2%
Total 100%
Figure 3: Global toys & games market distribution: % share, by value, 2018
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5. Market Outlook
Table 4: Global toys & games market value forecast: $ billion, 2018–23
Figure 4: Global toys & games market value forecast: $ billion, 2018–23
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6.1. Summary
Figure 5: Forces driving competition in the global toys & games market, 2018
The fact that this market is fragmented, with a number of large multinational retailers operating alongside smaller
independent retailers, intensifies the rivalry level.
The buyers in this market are end-consumers. This significantly weakens buyer power; the loss of any one buyer’s
custom is unlikely to have a significant effect on a player’s revenues. Additionally, the standing of any individual
customer is diminished because of the sheer volume of potential customers. However, when taken as a collective, the
lack of switching costs and the tendency to switch between whoever provides the best deal increases buyer power,
particularly when it comes to popular toys.
The size of toy manufacturers ranges from smaller companies, specializing in specific toys and/or games, to large
corporations such as Hasbro and Mattel that produce and market a wide variety of products. These larger
corporations experience higher supplier power, as the loss of a contract with such a supplier could affect players’
revenues. A significant feature of the large toy manufacturers in this market is their acquisition of brands. Acquiring a
popular brand can have a huge impact on supplier power, with manufacturers who acquire the most popular brands
possessing significant power.
Low cost switching for buyers and the relative ease of access to both buyers and suppliers makes market entry
relatively simple. However, there exists a high level of product differentiation, so newcomers may find it harder to
attract buyers away from existing incumbents. Additionally, the strength of incumbent brands may prove a difficult
entry barrier to overcome.
The most significant substitute to the toys and games market is digital alternatives including games consoles, tablets,
and mobile phone apps. These substitutes are becoming more prevalent in an increasingly digital age. Children now
have grown up surrounded by digital media. Consoles, PCs, tablets, and mobile phones are playing an ever growing
part in children's lives by providing games, education and entertainment.
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Some market players, primarily specialized toy retailers, are highly dependent on revenues from toy and game sales.
These players experience increased rivalry, as players must be profitable within that particular market at all times.
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The buyers in this market are end-consumers. This significantly weakens buyer power; the loss of any one buyer’s
custom is unlikely to have a significant effect on a player’s revenues. Additionally, the standing of any individual
customer is diminished because of the sheer volume of potential customers.
Furthermore, the fact that there are many different types of toys for different ages, sexes and interests means the
high degree of differentiation found in the toys and games market works against buyer power, as toy shops can tailor
their offerings regardless of price knowing there is a market for their products.
However, when taken as a collective, the lack of switching costs and the tendency to switch between whoever
provides the best deal increases buyer power, particularly when it comes to popular toys. This is impeded somewhat
by the issue of price sensitivity, which becomes less of an issue when toys and games are purchased during the
holiday season or for special occasions such as birthdays. This is particularly prevalent for ‘must have’ toys which tend
to change year to year. However, generally price sensitivity is high in this market. Consumers have actually become
increasingly price sensitive given the rise of e-commerce and the ability to search online for the cheapest option.
Online pureplay retailers now account for over 12% of sales globally. Sales through such retailers in the Japanese,
Mexican, and German markets are significantly higher than the global average, standing at 29.3%, 20.9%, and 19.4%
respectively.
Players can attempt to increase customers’ likelihood to return with loyalty schemes. For example, Walmart is a
leading player of toys & games in this market; in March 2016, Walmart introduced its 3-2-1 Save program in which all
Walmart Credit Cards, Walmart MasterCards and Walmart MoneyCards offer 3% cash back on online purchases made
on Walmart.com and 1% cash back on purchases at Walmart. What’s more, online retailers may encourage consumers
through fast delivery. For example, consumers with Amazon Prime membership, which operates in a variety of
markets including the US, Canada, Germany, the UK, China, and Japan, benefit from fast, free delivery on many items,
which is likely to entice such consumers to purchase toys & games from this retailer. Discouraging movement across
retail outlets can reduce consumer mobility which, in the long term, can weaken buyer power.
The likelihood of end consumers integrating backward and making their own toys is unlikely, although not impossible,
due to the popularity of arts and crafts hobbies and websites, such as Etsy and Pinterest. It is, however, impossible for
market players to forward integrate due to their position in the supply chain. Despite being inherently a part of
childhood, toys and games are not vital goods and this tends to increase buyer power somewhat as customers can
forego the products in times of financial adversity.
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The size of toy manufacturers ranges from smaller companies, specializing in specific toys and/or games, to large
corporations such as Hasbro and Mattel that produce and market a wide variety of products. These larger
corporations experience higher supplier power, as the loss of a contract with such a supplier could affect players’
revenues. They tend to fuel demand for their toys through extensive marketing activities often resulting in the large
companies producing the ‘must have’ toys.
A significant feature of the large toy manufacturers in this market is their acquisition of brands. Acquiring a popular
brand can have a huge impact on supplier power, with manufacturers who acquire the most popular brands
possessing significant power. The larger manufacturers such as Mattel and Hasbro tend to have the licensing rights to
popular brands made famous by television, film or book, such as Marvel, DC, Star Wars or Transformers.
Hasbro has seen its power surge in recent times, leaving Mattel struggling somewhat. Hasbro managed to win a deal
to manufacture Disney Princess toys in 2014, taking the rights from Mattel. At the time, Mattel had valued its Disney
Princess business at $300m. Hasbro has continued to make key acquisitions. In 2018, the toy manufacturer entered a
$522m agreement to acquire Saban’s Power Rangers and a range of other entertainment brands including My Pet
Monster, Popples, and Treehouse Detectives. Furthermore, Hasbro announced in August 2019, that it has agreed to
buy Entertainment One in a $4 billion deal. The toy giant's takeover of the "Green Book" and "The Hunger Games"
distributor promises to boost its brand portfolio, accelerate its growth, and give it access to a $2 billion content
library. Buying Entertainment One will add children's cartoon franchises such as Peppa Pig and PJ Masks - which
generated $2.5 billion in retail sales last year.
Moreover, there has been a lot of talk in the past year or two of Hasbro potentially acquiring Mattel, which has
suffered financially in recent times. However, Mattel refused an offer by Hasbro in 2017, but rumors surrounding a
potential deal still persist. As such, at present, Hasbro possesses significant supplier power as major toy retailers
would see their sales drop significantly without Hasbro products.
While toy retailers are reliant on the large toy manufacturers in this market, the situation is similar when reversed.
The likes of Hasbro and Mattel are reliant on the leading players for much of their revenues. This is evident in the
impact that the collapse of toy retailer Toys ‘R’ Us has had on these suppliers. It is estimated that Hasbro generated
around 9% of its revenue from the retailer. Hasbro Inc. reported a 13% decline in sales during the holiday season, the
latest indication of how toy makers struggled following last year’s liquidation of Toys “R” Us. Rival Mattel Inc. also
reported a drop in sales for 2018’s final quarter, down 5%. As such, supplier power is impeded to an extent in this
respect.
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Many retailers are unlikely to backward integrate into manufacturing toys and games. However this is not impossible,
with now defunct retailer Toys ‘R’ Us being an example. Similarly, retailers Hamleys and The Entertainer manufacture
and sell a range of own-branded toys and games, while Walmart has a range of 1,000 toys that are exclusive to the
retailer. This backward integration significantly impacts supplier power, as does the low switching costs for retailers.
However, suppliers are able to forward integrate, particularly through online sales, and this helps to negate this
impact. A successful example of forward integration includes the Lego stores.
Retailers are dependent on providing popular products and products of high quality and this, coupled with the high
level of product differentiation in the market, boosts supplier power. Government regulation is strict as toys must
pass certain safety tests in order to be sold. Products that have been deemed unsafe after sale are often recalled,
which can impact heavily on not only retailers' revenues and brand reputation but also the suppliers. In March 2017,
Kids II recalled 680,000 rattles due to a potential choking hazard. In April 2019, the U.S. Consumer Protections Safety
Commission issued the recall of 36 Kids II rocking sleeper models, which affects 694,000 units sold. The move came
just two weeks after Fisher-Price recalled five million of its similar Rock 'n Play sleepers, which were linked to at least
32 baby deaths over the last 10 years.
Supplier power in the toys and games market is assessed as moderate overall.
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Low cost switching for buyers and the relative ease of access to both buyers and suppliers makes market entry
relatively simple. However, there exists a high level of product differentiation, so newcomers may find it harder to
attract buyers away from existing incumbents. Additionally, the strength of incumbent brands, such as Carrefour and
Amazon, may prove a difficult entry barrier to overcome.
Entry on a small scale is achievable – targeting niche markets (i.e. crafts or traditional wooden toys) or stocking the
latest tech-savvy toys for teens can be lucrative options. However, such strategies may prove difficult to compete
effectively with established brands and retailers of considerable size who benefit from economies of scale. Entering
via a cheaper price point is a viable option, particularly if done exclusively online due to lower fixed costs. However, an
additional capital outlay would be required to cover lower profit margins and loss leaders. Relatively high fixed costs
in the form of sales and storage space in shops, staff, and delivery costs can be obstacles to entry and fast expansion;
however, online operations generally tend to involve lower costs and can be an effective alternative strategy.
However, any new players in that arena would need to compete with Amazon, which is a major player in Europe.
In recent years plastic toys have come under scrutiny as many countries are committing to reduce the amount of
plastic waste that they produce. An Ellen MacArthur Foundation report has claimed that, by 2050, there will be more
plastic waste in the sea than fish by weight. Plastic is one of the most widely used materials in the manufacture of toys
and games but unfortunately much of it eventually ends up at a landfill. Certain components in toys and games use
technical plastics like polyamide, polycarbonate or polymethyl methacrylate. These tend to have a short life span and
cannot usually be reused so are thrown away. With the production of toys and games being very plastic heavy,
increasingly strict regulation on its use could be detrimental to the market, especially for smaller companies that
cannot afford to pump money into research of biodegradable materials. Bioplastics, which are made wholly or in part
from organic matter rather than oil, could be one solution in the market and some toymakers are replacing their
traditional materials in order to become more environmentally friendly. One US based company, Green Dot
Bioplastics, is actively working with manufacturers of toys and games to introduce different biodegradable plastic
alternatives into the manufacturing stage of this market. This can however, be costly especially for new entrants.
Hasbro has also claimed that it will start using plant-based bio-polyethylene terephthalate (PET) to produce the
packaging for its products starting from 2019.
One rising distribution channel in recent years has been supermarket and hypermarket retailers, who, because of their
bulk buying power are able to capture an increasingly large section of the market that requires more budget items.
This channel accounted for over 13% of sales in this market in 2018. Also contributing to this rise is a shift in retail
attitudes, which allows supermarkets to be considered by the consumer for toys and games where previously the
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company would be mainly associated with food products. Consumers are now able to shop for toys whilst buying their
groceries and household items. This can be enticing especially as there is no need for consumers to go to specialist
retailers because they are able to do their entire shopping under one roof.
The exit of Toys ‘R’ Us from the market opens up possibilities for potential new entrants. The company was a leading
player in this market prior to its demise. However, while this will offer entry opportunities to an extent, it is likely that
many of the leading players will expand aggressively to take the share left by Toys ‘R’ Us.
There are a number of stringent regulations and safety tests that toys must pass and this may act as a deterrent to
new entrants. For example, members of the European Union, manufacturers and distributors must comply with the
EU Toy Safety Directive, published in 2009. This came into force in two phases; physical requirements in July 2011, and
chemical requirements in July 2013. From design and production, to the final product in store, toys must meet and
demonstrate compliance to a complex combination of requirements. In China, manufacturers and distributors must
comply with the Safety of Toys (Safety aspects related to mechanical and physical properties), Safety and Quality of
Sewn, Plush and Cloth Toys and Labeling and Instructions for Toys under the new toy safety standards. The US Child
Safety Protection Act (Small Parts Hazard Warning Rule and Rules for Reporting Choking Incidents), Consumer Product
Safety Commission Engineering Test Manual for Rattles and the U.S. Consumer Product Safety Commission Labeling
Requirements for Art Materials Presenting Chronic Hazards (LHAMA) are just some of the precautions new entrants to
the US market would need to ensure.
Interactive toys are becoming increasingly popular and new entrants that can utilize the latest technologies are likely
to thrive. Toys that have an extra dimension on an app, for example, are doing well because they bridge the gap
between real life and toys. There is an increasing realization, however, that children are spending too much time on
digital devices so the sale of traditional toys and games can be boosted by parents trying to dissuade their children
away from these.
Advertising through social media, particularly on YouTube, is becoming increasingly popular and items such as
Shopkins and LOL Surprise Dolls are unlikely to have become a hit if it was not for these videos. The top toy review site
on YouTube, ‘Fun Toys Collector Disney Toys Review’, has over 10 million subscribers.
The global market has been growing solidly in recent years, which is likely to entice new entrants. Parts of the Asia-
Pacific region, such as China, India and Indonesia, have been seeing particularly good growth in recent years. Some
countries, such as Denmark, the Netherlands, Hong Kong, and Japan, have seen negligible growth and are likely to be
avoided by new entrants.
Overall, the threat of new entrants is assessed as moderate.
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The most significant substitute to the toys and games market is digital alternatives including games consoles, tablets,
and mobile phone apps. These substitutes are becoming more prevalent in an increasingly digital age. Children now
have grown up surrounded by digital media. Consoles, PCs, tablets, and mobile phones are playing an ever growing
part in children's lives by providing games, education and entertainment.
Despite not providing a cheaper alternative on the whole, digital and video games are becoming more popular to the
detriment of traditional toys and games, where customer loyalty is low with minimal switching costs. Smartphone
penetration rates are on the increase globally with the US, Germany, and Australia reaching 77%, 78.8%, and 69%
respectively in 2018. In Russia, internet penetration rates have risen from 68% in 2013 to 75% in 2018, while in Brazil
penetration has grown from 51% in 2013 to 70% in 2018. In 2018, games software for games consoles, tablets, PCs,
and mobile phones generated revenues of $51bn globally, around 49% of the size of the traditional toys & games
market. This trend towards video games and electronics will continue to take consumer spend away from traditional
toys & games in the coming years as technology and innovation continue to develop.
Another option is purchasing second-hand toys from charity shops and internet sites such as eBay or making toys from
scratch. These would likely be a lower cost option. However, children with more affluent parents still provide a stable
source of revenue for more traditional toys and games. Counterfeit toys can be a significant threat to the revenues of
manufacturers with seizures by customs not uncommon. Toys accounted for 14% of goods detained by EU customs
officials, the second largest category behind cigarettes. Nearly 3.8 million potentially dangerous fake toys were seized
in 2018. China is the biggest manufacturer of counterfeit toys in the world.
There is a growing trend towards giving experiences and days out as gifts rather than buying toys & games; however,
this is unlikely to become a complete substitute in this market.
The threat of substitutes is assessed as strong overall.
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The toys and games market is fairly fragmented, with numerous players present, boosting competition within the
market. However, there are some large incumbents, such as Amazon and Carrefour, which operate globally and
benefit from economies of scale, allowing them to compete more intensely on price.
Some market players, primarily specialized toy retailers such as Ludendo, are highly dependent on revenues from toy
and game sales. These players experience increased rivalry, as players must be profitable within that particular market
at all times. One particular retailer that has fallen victim to this is Toys ‘R’ Us. This retailer was the leading player
globally but closed down all of its stores in the US, UK, and Australia in 2018 following bankruptcy. The exit of Toys ‘R’
Us from these markets eases competitive pressures on other retailers to an extent. However, the existing leading
players in are keen to seize the share of the market left behind by the demise of this retailer. The Entertainer in
particular has benefitted from the demise of Toys ‘R’ Us in the UK, seeing its total sales rise by 7.4% and online sales
grow by 28% in 2017/2018 financial year.
In other countries, such as France, Spain, and South Africa, Toys ‘R’ Us is still in operation due to buy outs from
investment firms. However, the toy retailer in these countries has been significantly affected by the collapse of its
parent company and is not as competitive as it once was. In April 2018, Irish toy retailer Smyths Toys signed a deal to
acquire all Toys ‘R’ Us stores in Germany, Austria and Switzerland. This has involved the company taking over 93
stores and four online stores, giving the company a significant competitive advantage as it enters mainland Europe.
In the UK, price is a key point of competition, with many consumers being price sensitive. This is evidenced by the rise
in sales of toys through discount chains in this market such as B&M, Aldi, The Works, and Home Bargains. B&M has
now entered the top 10 leading toy retailers in the country, growing its share to almost 3% of the market. Conversely,
for retailers that do not wish to compete on price, focusing on customer experience can be a key strategy. For
example, Hamleys – while not amongst the leading retailers – sees success through this strategy in various European
and Asian countries. The retailer offers an exciting and engaging experience for children, resulting in consumers
spending longer in the store.
The dominance of Amazon in this market is hard to compete with. This retailer sees significant customer loyalty,
largely driven by its Amazon Prime offering. The broad range of toys & games available from the retail giant, along
with its competitive pricing and delivery subscription makes for a formidable incumbent.
In Russia, the dominance of two major online retailers, Wildberries and Ulmart, makes it hard for other online
pureplay retailers to compete with. These retailers are dominant in Russia; Ulmart operates in 240 cities. Ulmart has
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invested in 46 urban fulfilment centers located in the major Russian cities that stock the most popular products,
enabling the company to offer efficient delivery, which other retailers will struggle to compete with. Similarly,
Wildberries has heavily invested in logistics to overcome the difficulties with operating in such a large country.
Turkey is currently seeing a number of international retailers enter its toys and games market, which has the potential
to significantly increase the rivalry level. For example, Lego opened its first store in Turkey in 2018, while Amazon
began e-commerce operations in the country in the same year.
Department stores, supermarkets and retailers such as Carrefour and Tesco, being less dependent than specialized
stores due to the wide variety of goods they stock, experience decreased rivalry as variations in the performance of
one market are easier to cope with. These players are also able to reduce their profit margins, competing largely on
price, creating a significant threat to specialized toy stores and further increasing rivalry.
Exit barriers are not a huge issue in this market due to the relative ease with which players can divest their assets,
such as retail units and fixtures and fittings, which can be used across a number of industries. The tendency for
customers to move between toys and games vendors coupled with low switching costs, also serves to increase
competition. Furthermore, 'Black Friday', sees retailers slash prices on a variety of goods including toys and games in
the run-up to Christmas, leading to chaotic scenes at retailers. As a result, it is easy for customers to move from one
retailer to another based on price and this boosts the intensity of rivalry. The popularity of many toys and games is
short-lived and/or seasonal, which means the retail market is subject to rapid change, further boosting rivalry.
Overall, the degree of rivalry is strong.
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7. Competitive Landscape
Overall, the global toys & games market has experienced healthy growth in recent years. Asia-Pacific is the largest
region globally and it is also the fastest growing. China is the largest market in the Asia-Pacific region and the second
largest globally. Rising incomes and a move towards higher priced toys are contributing to the very strong growth in
the Chinese market.
The most significant threat to the toys and games market is digital alternatives including games consoles, tablets, and
mobile phone apps. These substitutes are becoming more prevalent in an increasingly digital age. Children now have
grown up surrounded by digital media. Consoles, PCs, tablets, and mobile phones are playing an ever growing part in
children's lives by providing games, education and entertainment.
However, in November 2019, China has announced drastic curfew measures on children in an attempt to curb video
game addiction in the country. Gamers under the age of 18 will be banned from playing online games for more than
90 minutes on week days. Official government guidelines outlining the new restrictions were issued by China's
General Administration of Press and Publication and will be imposed directly through gaming platforms operating in
the country. This curfew should further aid growth in the toys and games market.
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7.3. How have online retailers affected traditional bricks and mortar
toy stores?
In September 2017 the US-based parent company of Toys R Us announced that it had entered into bankruptcy
protection proceedings and planned to close more than 10% of its US stores and a quarter of its UK stores. During
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2018, the company had closed all of its stores in the UK and the US. Hamleys, Woolworths and Hawkins Bazaar all
suffered from the onslaught of internet shopping, plus the discounters and supermarkets before them, but Toys R Us
didn't learn from their example. When it comes to toys, brand loyalty is to the manufacturer however, it doesn't
matter who you buy from. This makes the market on and offline fiercely price-competitive.
Moreover, Companies such as Amazon have made billions in profit by utilizing the power of the internet and have
shifted consumer shopping habits away from physical stores and onto the internet. Toys R Us ultimately failed
because it lagged behind more dynamic companies. Amazon’s two-day free shipping and a widespread availability of
products has seen the online retailers cut into the market share of traditional toy retailers.
Other toy stores are in danger of following the same fate if consumer habits continue to change. Companies that are
unable to compete with the likes of Amazon in terms of price will likely lose their customers. For example, in May
2018, specialist in games and toys La Grande Récré’s parent company, Ludendo, announced the closure of 53
integrated, unprofitable La Grande Récré stores. The company, which generated 460m euros (approx. $510m) in sales
for the year ending February 2017, has kept 109 stores open from a total of around 250. Moreover, a disappointing
Christmas season saw the company sales down 5.6%. Ludendo, has had a series of expensive acquisitions in recent
years, including that of the British Hamleys which it bought for £60m (approx. $78.8m) back in 2012, which was then
resold. Ludendo, which was finally released by its creditors, was struggling under a debt of 105m euros, a situation
that forced the company’s owner, Jean-Michel Grunberg, to announce the search for a new investor in late 2017.
Hamleys has felt the effects of the increasingly competitive toy market, the company’s previous successors have tried
to turn the British household name into a global brand, with limited success. In 2017 it closed a number of loss-making
stores in the UK, Ireland and Nordic countries. This restructuring helped turn that year’s £12m loss into a profit of
£2.4m in 2018. The toy seller has 167 stores in 18 countries, the majority of them in India, where Reliance is already
its franchise partner. Hamley’s is another example of an iconic brand which are finding it difficult to compete in the
market following increased competition from online retailers and it is anticipated that the company will continue to
grow following the acquisition by Reliance.
However, Toys R Us Asia has stayed resilient through all the turmoil endured by its parent company. The Asia
subsidiary divorced itself from its US Company last year. As a result Toys R Us Asia, is now a wholly independent
entity, unaffected by the financial strife suffered by the beleaguered Toys R Us in the U.S. Toys ‘R’ Us Asia plans to
expand its presence in the region, mainly in China, Japan and Singapore included opening 68 new stores. The company
is also looking at new markets such as Indonesia and Vietnam. According to the CEO of Toys ‘R’ Us Asia, Andre Javes,
Toys ‘R’ Us Asia had been growing rapidly despite the troubles in the US, registering “double digit” revenue growth
over the last five years and opening 49 stores in the past year, most of them in China. In addition to this, Toys ‘R’ Us
has a very loyal customer base in Asia and according to the company consumer prefer going to its store, unlike most
other product categories that are switching rapidly to online channels.
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8. Company Profiles
Target Corp (Target) is a retailer of general merchandise and food products. The company’s product portfolio includes
baby and beauty products, clothing, electronic equipment, furniture, grocery, home and pet products, school and
office supplies, shoes, sports and outdoor products, toys and sports equipment. It also offers optical, clinics and other
amenities, home delivery, photo printing service, rewards and gift card services. The company leases certain retail
stores, warehouses, distribution centers, office space, land, and equipment. Target markets products under owned
brands and exclusive brands. It operates stores under Target, SuperTarget and Bullseye Design banners. Target is
headquartered in Minneapolis, Minnesota, the US.
The company reported revenues of (US Dollars) US$75,356 million for the fiscal year ended February 2019 (FY2019),
an increase of 3.6% over FY2018. In FY2019, the company’s operating margin was 5.5%, compared to an operating
margin of 5.6% in FY2018. In FY2019, the company recorded a net margin of 3.9%, compared to a net margin of 4% in
FY2018.
Target Corp (Target) retails general merchandise and food items. The company generates revenue from two sources:
General Merchandise Sales and Other Sources.
As of February 2019, the company operated through a network of 1,844 stores across the 50 states in the US with a
total retail space of 239,581 thousands sq. ft. It operated 1,525 company-owned stores, 161 leased stores and 158
owned building on leased land stores.
Target also operates 40 distribution centers with total space of 51,688 thousands sq. ft. in the US, including 33 owned
and seven leased distribution centers.
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8.2. Lego AS
Lego A/S (Lego), a subsidiary of KIRKBI A/S, is a privately-held consumer product company, which designs,
manufactures and markets a wide range of toys, and play materials. The company offers creativity development
products, and teaching materials for children. Lego’s products are focused on the concept of learning and
development through play. Its product portfolio includes traditional toys, brick building sets, education products,
robots, video games and online games. The company markets its products under the brand name LEGO. Along with its
subsidiaries, the company has presence across Europe, Americas, Africa, and Asia-pacific. Lego is headquartered in
Billund, Denmark.
Lego A/S (Lego) is a manufacturer of toys. It carries out design, development, production and marketing of toys and
play materials. The company offers a wide range of learning toys, video games and online games for different age
groups. Its products are commercialized in about 140 countries worldwide. Lego operates through a network of
manufacturing plants in Denmark, Hungary, Czech Republic, Mexico, the US, Germany and the UK.
The company offers products for different age groups covering 1.5 to 11 years. It provides toys and games for
kindergarten toddlers, school children and teenagers and others. It designs products that stimulate the imagination
and the emergence of ideas and creative expression in children. The company sells products under the brand LEGO
and several themes covering pre-school, bricks and more, play themes, licensed products, Mindstorms NXT, Lego
Education.
Lego offers an array of pre-school products for children who have not started attending school. The products are
specially developed to sharpen the capabilities of young children through creative play. The series is graded for
children aged 2-6 years. The company also offers products including bricks and special parts such as windows, wheels,
roof tiles and other items. Along with these products, the company offers free booklets with illustrations.
Lego designs and manufactures play theme products that are built around a story such as a fire station, police, airport,
knights, castle, racers and others. As part of licensed products, the company offers play themes based on movies or
books. The company’s designers recreate the universe and characters in Lego bricks. Some of its popular play theme
products include The Angry Birds, Star Wars and the Batman.
Under Lego Mindstorms NXT, it provides the design and build of real robots, which can be programmed to perform
different operations using software. The company’s LEGO Education products category caters specially to the
educational sector. Lego provides learning solutions based on LEGO brick, curriculum-relevant material, and physical
and digital resources for children at preschool, elementary, middle school, and after school.
The company reached nearly 100 million children through joint activities of LEGO Group, LEGO Education and the
LEGO Foundation. It developed LEGO Learning Institute that focuses on collecting experience and expertise in play,
Industry Profiles
learning and creativity as well as generating feedback to the people who design and build the play experiences. It also
offers online games covering action, strategy, adventure, creative and preschool categories. Some of its popular
games include Lego Atlantis, Lego Toy Story, Lego Ben 10, Lego Star Wars, Lego City, Bionicle, and Lego Space Police. It
also operates Legoland parks that comprise kid-powered rides, building challenges, coasters and interactive
attractions.
The company's research and development (R&D) activities focus on the development of new games as well as
enhancement of existing products. Its activities range from trend spotting and anthropological studies to the actual
development of specific products and campaigns. Lego emphasizes on manufacturing products with sustainable and
environmental friendly materials. It operates in collaboration with several education institutions covering various
research projects such as children’s play area and new technologies.
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Hamleys of London Ltd (Hamleys) is a retailer of toys. The company offers dolls, action toys, games, make and create
articles, arts and crafts, traditional toys, fashion dolls, vehicles, soft toys, preschool toys, build it models, magic puzzles
and flying toys, among others. Its services include delivery, gift vouchers, returns and shipping services. Hamleys
markets products under the brands of Harry Potter, Hamleys, Playmobil, Barbie, Lego, Steiff, Hornby, VTech, Thomas
the Tank Engine, Fisher Price and Yoo Hoo. The company also retails products through its website. It retails its
products through a network of stores located in different parts of the globe. Hamleys is headquartered in London, the
UK.
Head office: 2 Fouberts Place Regent Street, London, Greater London, United Kingdom
Website: www.hamleys.com
Financial year-end: December
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Alibaba Group Holding Limited (Alibaba or "the company") is an operator of online and mobile marketplaces in retail
and wholesale trade. The company is involved in logistics services business, retail and wholesale commerce
businesses, and local consumer services business. It also provides cloud services, including elastic computing,
database, storage and content delivery network, large scale computing, security, management and application
services, Internet of Things (IoT), big data analytics and a machine learning platform. It also operates innovation
initiatives and digital media and entertainment business. Alibaba has interest in Ant Financial Services, which operates
Alipay that provides digital payment processing services to online and offline merchants and consumers. It has offices
in China, Singapore, India, the UK and the US. The company is headquartered in Hangzhou, Zhejiang, China.
The company reported revenues of (Renminbi) CNY376,844 million for the fiscal year ended March 2019 (FY2019), an
increase of 50.6% over FY2018. In FY2019, the company’s operating margin was 15.1%, compared to an operating
margin of 27% in FY2018. In FY2019, the company recorded a net margin of 23.2%, compared to a net margin of
25.6% in FY2018.The company reported revenues of CNY114,924 million for the first quarter ended June 2019, an
increase of 22.9% over the previous quarter.
Alibaba Group Holding Limited (Alibaba or "the company") is a provider of technology infrastructure and marketing
for merchants, brands and other businesses. The company conducts its business through its subsidiaries.The company
has offices in China, India, Singapore, Japan, Australia, Korea, Germany, the UK and the US.
The company operates through four segments: Core Commerce, Cloud Computing, Digital Media and Entertainment,
and Innovation Initiatives and Others.
The Core Commerce segment comprises of the company’s the logistics services business, retail and wholesale
commerce businesses, and local consumer services business. The retail commerce businesses include China mobile
commerce destination (Taobao Marketplace) and China third-party platform for brands and retailers (Tmall). The
company’s retail commerce businesses includes global marketplace targeting consumers from around the world to
buy directly from manufacturers and distributors in China (AliExpress) and e-commerce platforms in Southeast Asia
(Lazada). Its wholesale commerce businesses include China domestic wholesale marketplace and international online
wholesale marketplace (Alibaba.com). The company’s logistics services business includes a logistics data platform and
a nationwide fulfillment network through Cainiao Network. Its local consumer services business includes the
restaurant and local services guide platform for in-store consumption operated by Koubei and the on-demand delivery
and local services platform operated by Ele.me. In FY2019, the Core Commerce segment reported revenue of
CNY323,400 million, which accounted for 85.8% of the company’s revenue.
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Under the Cloud Computing segment consists of Alibaba Cloud, a provider of cloud services, including elastic
computing, database, storage and content delivery network, large scale computing, security, management and
application services, Internet of Things (IoT), big data analytics and a machine learning platform. In FY2019, the Cloud
Computing segment reported revenue of CNY24,702 million, which accounted for 6.6% of the company’s total
revenue.
The Digital Media and Entertainment segment serves its customers through two distribution platforms, such as Youku
and UC Browser, and through Alibaba Pictures. It also has other diverse content platforms, which offer online videos,
news feeds, films, literature, music and live events. In FY2019, the Digital Media and Entertainment segment reported
revenue of CNY24,077 million, which accounted for 6.4% of the company’s total revenue.
The Innovation Initiatives and Others segment includes businesses such as Tmall Genie, DingTalk, and Amap. In
FY2019, the Innovation Initiatives and Others segment reported revenue of CNY4,665 million, which accounted for
1.2% of the company’s total revenue.
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Amazon.com, Inc. (Amazon or 'the company') is a retailer that offers its products through online and physical stores.
The company offers a range of merchandise, including books, apparel, electronics, home and garden tools, toys and
baby games, sports and outdoor products, automotive and industrial products and other general merchandise
products. It also provides services that includes web services, order fulfillment, publishing, advertising and co-branded
credit cards services. The company manufactures and sells electronic devices, including Kindle e-readers, Fire tablets,
Fire televisions (TVs) and Echo. Amazon markets its products through its website, www.amazon.com. Amazon also
operates through various international websites. It has business presence across North America, Europe and Asia-
Pacific. The company is headquartered in Seattle, Washington, the US.
The company reported revenues of (US Dollars) US$232,887 million for the fiscal year ended December 2018
(FY2018), an increase of 30.9% over FY2017. In FY2018, the company’s operating margin was 5.3%, compared to an
operating margin of 2.3% in FY2017. In FY2018, the company recorded a net margin of 4.3%, compared to a net
margin of 1.7% in FY2017.The company reported revenues of US$63,404.0 million for the second quarter ended June
2019, an increase of 6.2% over the previous quarter.
Amazon.com, Inc. (Amazon or 'the company') is an online retailer. The company offers a range of products and
services through its physical stores and e-commerce site, amazon.com. . The company offers a range of merchandise,
including books, apparel, home and garden tools, toys and baby games, sports and outdoor products, automotive and
industrial products and other general merchandise products. It also sells electronic devices, such as Fire tablets, Kindle
e-readers, Echo devices and Fire TVs. Moreover, it offers a membership program called Amazon Prime, which provides
customers unlimited free shipping option on over 100 million items, access to unlimited streaming of thousands of
movies and TV episodes, and other benefits. The company also provides advertising services and order fulfillment
services to its consumers.
The company operates through three business segments: North America, International and Amazon Web Services
(AWS).
The North America segment focuses on retail sales of consumer products (including from sellers) and handles
subscriptions through North America-focused online and physical stores. This segment also includes export sales
generated from the online stores. In FY2018, the North America segment reported revenue of US$141,366million,
which accounted for 60.7% of the company's revenue.
The International segment includes the retail sales of consumer products (including from sellers) and subscriptions
from internationally focused online stores. This segment also includes export sales from international online stores
Industry Profiles
(including export sales from their respective sites to customers in the US, Canada and Mexico), but excludes export
sales from North American online stores. In FY2018, the International segment reported revenue of US$65,866
million, which accounted for 28.3% of the company's revenue.
The Amazon Web Services (AWS) segment includes global sales of compute, storage, database, and other AWS service
offerings for start-ups, enterprises, government agencies, and academic institutions. In FY2018, the AWS segment
reported revenue of US$25,655 million, which accounted for 11% of the company's revenue.
Amazon serves four primary customer sets: consumers, sellers, developers and enterprises, and content creators. The
company also develops and produces media content. Amazon fulfills customer orders through its fulfillment centers
and delivery networks that it operates in North America and other foreign countries; co-sourced and outsourced
arrangements in certain countries; and digital delivery. Amazon serves sellers by offering programs that enable them
to sell their products on their websites and also on Amazon's websites. The company earns fixed fees, per-unit activity
fees and interest on such transactions. The company serves developers and enterprises through AWS, which provides
a broad set of global compute, storage, database, and other service offerings. Amazon serves content creators such as
authors and independent publishers through Kindle Direct Publishing, an online platform that allows independent
authors and publishers to select a royalty option and make their books available in the Kindle Store. The company also
offers its own publishing arm, Amazon Publishing. It also offers programs that allow authors, musicians, filmmakers,
application developers, and others to publish and sell content.
Geographically, the company classifies its operations into five regions: the US, Germany, Japan, the UK, and Rest of
the World. In FY2018, the US accounted for 68.8% of the company's revenue, followed by Germany (8.5%), the UK
(6.2%), Japan (5.9%), and Rest of the World (10.5%).
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Toys"R"Us Asia Ltd (Toys"R"Us) is a retailer of toys, education and baby products. Its product offerings include action
figures and hero play; bikes, scooters and ride-on's; building blocks and plastic construction toys; playing cars, trucks
and trains; craft and activities; dolls and electronics toys; games and puzzles; learning toys; outdoor and sports games;
party accessories; pretend play and costumes; preschool and baby toys; soft toys; and batteries. The company
operates stores in Brunei, China, Japan, Macau, Malaysia, Philippines, Singapore, Taiwan and Thailand. Toys"R"Us is
headquartered in Kowloon, Hong Kong.
Website: www.toysrus.com.hk
Financial year-end: April
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9. Macroeconomic Indicators
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Appendix
Methodology
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provide the foundation for all related industry profiles
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profiles and macroeconomic & demographic information, which enable our researchers to build an accurate market
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Extensive secondary research activities ensure we are always fully up-to-date with the latest industry events and
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MarketLine aggregates and analyzes a number of secondary information sources, including:
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to be combined with related macroeconomic and demographic drivers to create market models and forecasts, which
can then be refined according to specific competitive, regulatory and demand-related factors
Continuous quality control ensures that our processes and profiles remain focused, accurate and up-to-date
Industry Profiles
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