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Toys and Games in Japan

DateOct, 2006
Pages32
Price / format€1000 / Electronic

€1 000 





Abstract:
Our Toys and Games in Japan report offers a comprehensive guide to the size and shape of the market at a national level. It provides the latest retail sales data (2001-2006), allowing you to identify the sectors driving growth. It identifies the leading companies, the leading brands and offers strategic analysis of key factors influencing the market – be they new product developments, distribution or pricing issues. Forecasts to 2006-2011 illustrate how the market is set to change.

Product coverage includes: traditional toys and games and video games

Data coverage: market sizes (historic and forecasts), company shares, and distribution data

Why buy this report?
- Get a detailed picture of the toys and games industry
- Pinpoint growth sectors and identify factors driving change
- Understand the competitive environment, the market’s major players and leading brands
- Use five-year forecasts to assess how the market is predicted to develop

Extract from Executive Summary:

2006 Japanese toys and games industry faces setbacks

Industry setbacks, which reduced the overall value sales of Japanese toys and games in the review period, included changing consumer preferences, increased competitiveness that led to aggressive price discounts, and market saturation on account of the declining birth rate. In 2006, overall value sales declined by 4% from 2001.. The economic setbacks experienced by Japan led to more consumers being reluctant to spend on more expensive toys.

Miniature and collectible toys showed positive performance

Despite the weak performance of the Japanese toys and games sector in 2006, when their overall sales declined by 0.9%, sales of the activity/construction, model vehicles and soft/plush toys sub-sectors all experienced positive growth. This reflected the change in market preferences, especially among adults, towards collectible toys and games. As the Japanese are increasingly favouring miniature and collectible toys, manufacturers have made this an avenue for growth.








Table of contents:
TOYS AND GAMES - JAPAN : MARKET INSIGHT

EXECUTIVE SUMMARY

2006 Japanese toys and games industry faces setbacks

Miniature and collectible toys showed positive performance

Traditional games under pressure from the video games sector

Video games sector struggling to perform in 2006

Outlook for toys and games industry may remain bleak

KEY TRENDS AND DEVELOPMENTS

Nostalgic toys to hit the stores

Miniature toys for big opportunities

Online games: the new trend for video games

From consumer-drain to brain-training

MARKET DATA

Table 1 Retail Sales of Toys and Games by Sector: Value 2001-2006

Table 2 Retail Sales of Toys and Games by Sector: % Value Growth 2001-2006

Table 3 Retail Sales of Toys and Games by Distribution Format: % Analysis 2001-2006

Table 4 Toys and Games Company Shares by Value 2002-2005

Table 5 Forecast Retail Sales of Toys and Games by Sector: Value 2006-2011

Table 6 Forecast Retail Sales of Toys and Games by Sector: % Value Growth 2006-2011

DEFINITIONS

Toys and games

TOYS AND GAMES - JAPAN : LOCAL COMPANY PROFILES

CAPCOM CO LTD - TOYS AND GAMES - JAPAN

STRATEGIC DIRECTION

KEY FACTS

Summary 1 Capcom Co Ltd: Key Facts

Summary 2 Capcom Co Ltd: Operational Indicators

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

Summary 3 Capcom Co Ltd: Competitive Position 2005

EPOCH CO LTD - TOYS AND GAMES - JAPAN

STRATEGIC DIRECTION

KEY FACTS

Summary 4 Epoch Co Ltd: Key Facts

Summary 5 Epoch Co Ltd: Operational Indicators

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

Summary 6 Epoch Co Ltd: Competitive Position 2005

KAWADA CO LTD - TOYS AND GAMES - JAPAN

STRATEGIC DIRECTION

KEY FACTS

Summary 7 Kawada Co Ltd: Key Facts

Summary 8 Kawada Co Ltd: Operational Indicators

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

Summary 9 Kawada Co Ltd: Competitive Position 2005

NAMCO LTD - TOYS AND GAMES - JAPAN

STRATEGIC DIRECTION

KEY FACTS

Summary 10 Namco Ltd: Key Facts

Summary 11 Namco Ltd: Operational Indicators

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

Summary 12 Namco Ltd: Competitive Position 2005

SQUARE ENIX CO LTD - TOYS AND GAMES - JAPAN

STRATEGIC DIRECTION

KEY FACTS

Summary 13 Square Enix Co Ltd: Key Facts

Summary 14 Square Enix Co Ltd: Operational Indicators

COMPANY BACKGROUND

PRODUCTION

COMPETITIVE POSITIONING

Summary 15 Square Enix Co Ltd: Competitive Position 2005

TRADITIONAL TOYS AND GAMES - JAPAN : SECTOR BRIEFING

HEADLINES

TRENDS

COMPETITIVE LANDSCAPE

PROSPECTS

SECTOR DATA

Table 7 Retail Sales of Traditional Toys and Games by Subsector: Value 2001-2006

Table 8 Retail Sales of Traditional Toys and Games by Subsector: % Value Growth 2001-2006

Table 9 Retail Sales of Traditional Toys and Games by Distribution Format: % Analysis 2001-2006

Table 10 Traditional Toys and Games Company Shares by Value 2002-2005

Table 11 Forecast Retail Sales of Traditional Toys and Games by Subsector: Value 2006-2011

Table 12 Forecast Retail Sales of Traditional Toys and Games by Subsector: % Value Growth 2006-2011

VIDEO GAMES - JAPAN : SECTOR BRIEFING

HEADLINES

TRENDS

COMPETITIVE LANDSCAPE

PROSPECTS

SECTOR DATA

Table 13 Retail Sales of Video Games by Subsector: Value 2001-2006

Table 14 Retail Sales of Video Games by Subsector: % Value Growth 2001-2006

Table 15 Retail Sales of Video Games by Distribution Format: % Analysis 2001-2006

Table 16 Video Games Company Shares by Value 2002-2005

Table 17 Forecast Retail Sales of Video Games by Subsector: Value 2006-2011

Table 18 Forecast Retail Sales of Video Games by Subsector: % Value Growth 2006-2011







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