Executive Summary
This report considers the UK market
for traditional toys and games, which was valued at £1.64bn at retail selling
prices (rsp) in 2000. The sectors covered in this report include action toys,
activity toys, dolls, infant/preschool, games/puzzles, plush, ride-ons, vehicles
and other miscellaneous toys and games. For detailed information on the
electronic market, Key Note publishes a report on Electronic Games. Sales in the
total toys and games market (including electronic) increased year-on-year until
1999, when there was a slight decline. However, these improvements were due to
the relatively strong performance of electronic games, while sales of
traditional products have stagnated.
The traditional toys and games
market has been strongly affected by a number of factors. The number of children
in the population is declining, as the impacts of falling birth rates over the
past decade are being felt. Tastes are maturing and becoming more sophisticated
at younger ages, reducing the available time slot for many products and leading
to companies targeting younger groups in order to maximise sales. However, the
market has also benefited from increasing levels of spend per child, as
disposable income levels have risen, family sizes fallen and the age of parents
has increased.
The toys and games market has many
international businesses with global brands. Most of the major companies source
and distribute internationally to benefit from economies of scale, not only in
costs, but also in marketing. The two biggest UK toy companies are Hasbro UK Ltd
and Mattel UK Ltd, both of which are owned by US corporations. These companies
operate across most sectors of the traditional toys and games market and own
major brands such as Barbie, Action Man, Furbies, and Pokémon Trading Cards.
UK-owned companies tend to be smaller in scale.
Character merchandising continues to
be a strong feature of the traditional toys and games market, with over a
quarter of goods in the sector carrying this element. The other growing
influence on the sector is that of increasing electronic content. Companies are
endeavouring to make toys more exciting by increasing functionality and
interactivity. This electronic trend will continue to increase, as technology
improves and costs are brought down.
Sales of toys and games are likely
to increase in current prices over the 5-year period to 2005. However,
electronic games will take a greater share of the total market. Traditional toys
and games will experience falling volumes as the child population decreases.
However, the development of more sophisticated technological products will
contribute to maximising sales.
|