Toy and Game Stores Industry Overview The toy store industry, like many other retail industries in the U.S., has changed radically since the 1970s. Before then, most toy stores were independent, momn-pop shops or small chains. The advent of Toys “R” Us, the first toy “superstore discounter,” and its imitators changed the landscape of the business. Customers flocked to these stores because they offered the most complete selection of toys at the lowest prices. In the 1990s, toy superstores began to lose market share to mass merchandisers like Wal-Mart and Target. Superstore chains like Lionel Kiddie City and Child World went bankrupt. The industry has been in a perpetual state of consolidation and acquisition for a decade, as more toy stores close and fewer major players are left in the field. Mass merchants and toy superstores currently account for more than half the toys sold in the country, while traditional toy stores comprise 17% of toy sales in the U.S.: U.S. Toy Industry Distribution Channels Other* - 26% Discounters/ mass merchants 57% Toy stores 17% Likely no surprise to anyone, Wal-Mart sells more “playthings” than any other retailer, chalking up sales of nearly $10 billion in the category (which, in Wal-Mart’s reporting, includes video games), due in large part to the sheer number of locations and annual “store adds.” It opened over 300 stores in 2006 alone (Playthings, “State of the Industry Report,” November 2006). Top Ten Retailers of Toys and Video Games Company/Headquarters # US Stores Wal-Mart, Bentonville, Arkansas 3,189 Toys “R” Us, Wayne, New Jersey 671 GameStop, Grapevine, Texas 3,624 Target, Minneapolis, Minnesota 1,397 Kmart, Troy, Michigan 1,480 Best Buy 1,416 KB Toys 640 American Girl 2 Circuit City 631 www.toysrus.com, Wayne, New Jersey NA Retailers of all sizes sell a wide variety of toys; no one type of toy dominates the industry. However, video games, which are not included in the chart below, generate almost three times the revenue of the largest traditional toy segment (toys for infants and preschoolers). U.S. Toy Industry $21.9 Billion - By Toy Category Building sets - $704.2 million - 3.2% * “Other” includes entertainment and electronics specialists, online retailers, warehouse and membership clubs, department stores, and other outlets. Sources: NPD Group, Wall Street Journal, December 16, 2006. The changes in the retail climate have resulted in a two-tier toy market in the U.S. The big chains and merchandisers stock and heavily promote the toys of major manufacturers, such as Hasbro, Mattel, and Fisher-Price. Independent toy stores, on the other hand, now tend to focus on lesser-known manufacturers, upscale educational toys and games, customized storebrand merchandise, and niche products. Youth electronics - $924.3 million 4.2% Action figures - $1.3 billion 5.9% Plush toys - $1.3 billion 5.9% Toy vehicles - $1.9 billion 8.6% Other toys - $2.1 billion 9.6% Games and puzzles $2.4 billion 11.0% Infant and preschool $3.2 billion 14.6% Outdoor and sports toys $2.8 billion 12.8% Dolls $2.7 billion 12.3% Arts and crafts - $2.5 billion 11.4% Source: Toy Industry Association, "State of the Industry”; Investor’s Business Daily, January 8, 2007. © 2007 Profile America, Inc. All rights reserved. www.profileamerica.biz Issues and Trends The rising popularity of home video games has had an undeniable impact on the toy store industry. Many traditional toy stores were initially reluctant to stock video game hardware, as the profit margin is considerably lower than for traditional toys. But the enormous demand for these products inspired toy stores, particularly the larger stores, to reluctantly embrace them. An estimated $10 billion is spent by U.S. households on video games, and the category is growing by around 6% annually, according to the Toy Industry Association. As recently as the early 2000s, many toy stores began stocking fewer traditional toys and more video games, to satisfy the nearly half of U.S. children who start on video games at 4 to 5 years of age (Time magazine, December 2004). But while the video game category continues to generate a lot of attention and revenue, traditional toys are poised to make a comeback, after dropping by around 3% in 2005 and 2006. With the growing number of children in the preschool age group, and with many parents looking for more “balance in the toybox,” traditional toys that encourage creativity are rebounding (Investor’s Business Daily, January 8, 2007). That trend will benefit high-end specialty retailers (like F.A.O. Schwarz), which typically emphasize unique, ornate, handcrafted, and exclusive toys (Wall Street Journal, December 16, 2006). The biggest category winners of late have been youth electronics, which refers not to video games but instead to educational DVDs for preschoolers -- like Baby Einstein and its new rival Little Steps -- as well as Digital Song and Story Player from Fisher-Price, VCamNow (a video recorder), and the Kid-Tough Digital Camera. Suffering the biggest losses have been action figures and accessories, as well as stuffed animals (“plush”): Toy Supercategories: Winners and Losers Youth electronics Vehicles Building sets Arts and crafts -3% -3% -3% -5% - 9% -13% -15% -15 4% 2% 0 1 2 3 4 5 6 10 15 20 25 Toy Industry Trends and Forecasts • Despite all the hype generated by video games, traditional toys still occupy more of kids’ playtime. A study conducted by NPD Group in the Fall of 2006 reported that children spend about 9% of their free time playing with traditional toys, compared to 6% with video games and other electronic items. Traditional toys also typically enjoy higher profit margins than video games. • The trend toward “more active parenting” will help drive sales of traditional toys. As parents look for more ways to engage with their children and spend quality time together, they’ll turn to construction blocks, art materials and crafts. These toys are also desirable because they are simple to use: parents open a box and are able to immediately sit on the floor with their children and play -- with no need to read operating instructions or technical specifications, or assemble sophisticated products. • Another reason parents are returning to traditional toys is to encourage social interaction. Unlike digital technology, which promotes a solitary pattern of play, traditional toys also encourage kids to develop math skills and creativity. 6% Source: U. S. Cenusu Bureau 5 According to a review of several articles about the toy industry, there may just be reason to celebrate in 2007. Target Market Population Growth Projections 9 to 12 0 U.S. toy producers and retailers have struggled for years with price competition, kids’ changing toy preferences, and escalating operating costs (driven by high energy costs, increasing interest rates, and the growing costs of marketing and advertising). Industry participants of all stripes are ready for a few good years. Stability, if not growth, should return to the industry if for no other reason than the population of children is expected to grow. Consider the chart that follows, which indicates that the preschool set (age five and younger) is expected to increase by 6% between 2005 and 2010, outpacing growth of other age groups. 6 to 8 -5 Source: Playthings, “State of the Industry,” November 2006. Around 62% of industry revenue is generated by toys for the 7-and-under set, with the 18-and-older segment (primarily “gamers”) generating 19%. The remaining two segments (the 8-to-12 age group and teenagers aged 13 to 17) generate 16% and 3%, respectively, of industry revenue (Playthings, November 2006). 5 and under -10 +23% +8 +3% 0% Total toy industry Games and puzzles Outdoor and sports toys All other toys Dolls Plush Action figures and accessories Sources: Investor’s Business Daily, January 8, 2007; New York Times, February 11, 2006; Playthings, January 2007. © 2007 Profile America, Inc. All rights reserved. www.profileamerica.biz Differentiation strategies used by many independent retailers help set them apart from their big-box competitors. They not only stock unique, hand-crafted items and educational toys, they also use a variety of other strategies, including the following: Independents’ Differentiation Strategies • • • • Hosting birthday parties in the store, for a fee (ranging from an ice-cream treats party for $25 per child, to an all-out all-nighter for thousands). Creating giant displays of unusual items, especially those that provide some interactivity to more fully “engage” children (which gives their parents time to browse through the store). Offering frequent-buyer loyalty programs to reward customers, which encourages them to return (giving a gift or a half-off coupon when they reach a certain level of spending within a designated period of time). Assembling (for a price) toys that consumers may have purchased at big-box retailers (and encouraging parents to browse while assembly is taking place). While it’s parents who actually pay for toys, the real decisions about what toys to buy are made by kids. Producers and retailers alike are in a competitive contest to win the hearts and minds of youngsters, so most advertising is geared toward children. And since online sales of toys are increasing by around 35% annually (Forrester Research, “The 2006 State of Retailing Online”), many retailers are taking their messages to the Internet, in addition to using traditional offline advertising vehicles like television and radio (used largely by national chains), as well as newspapers, local magazines, Yellow Pages, and direct mail (used routinely by independents). Value of Products and Services in the Industry Toy costs run the gamut from a $1 bag of marbles to a $15,000 miniature Mercedes-Benz that travels up to 15 miles an hour. Average per-visit spending on toys also varies dramatically, depending on the outlet where they’re purchased; Wal-Mart or Target items cost considerably less, on average, than toys at FAO Schwarz or at specialty toy stores. Determining average household spending on toys can help a specialty retailer determine market size and market share. The industry’s $21.9 billion in retail revenue translates to average annual household spending of $195. In an area of 30,000 households, it is fair to assume that $5.8 million is spent on toys. If a specialty toy retailer generates revenue of $1 million annually, his or her market share would be 17%, a baseline for comparison against future performance. Typical prices for a variety of popular toys follows: Brand Name / Type of Toy Average Price Atari Flashback $69.95 Emerson Radio, Spongebob DVD-CD Player $35.24 Oregon Scientific Smart Globe $99.99 Playskool Weebles Castle $39.95 Dora’s Talking Dollhouse $49.99 Spider-Man, Itsy Bitsy Spider-Man $24.99 Chatnow Communications 2-Pack $74.99 Xbox 360 Console $299.99 Kid-Tough Camera $65.99 TMX Elmo $44.99 Critical Success Factors CSFs For Toy Retailers • Hire enthusiastic employees who are customerservice “ambassadors,” and train them to be knowledgeable enough to help educate parents and patient enough to guide children in the selection of age- and personality-appropriate items. • Stock a vast array of toys: trendy toys, classic toys, toys that appeal to every age group, active indoor toys, and toys that shoppers can feel good about giving their children and grandchildren. • Know the demographics of the area in which the store is located, and target advertising messages and promotions accordingly. To neighborhoods populated primarily by older people, convey “gifts for grandchildren” messages. In an area populated by young couples with preschoolers, describe the many offerings of stimulating educational products. • Monitor the competition and stock what they do not, and become friendly with the service desk folks and toy department employees at the “big boxes.” Ask them to refer customers to the store for items they do not carry. Most will be happy to do so, rather than sending them to their mass merchant competitors. • Rearrange the store and change window displays frequently, to create awareness of the breadth and depth of the store’s merchandise. Sources: Playthings, January 2007; Investor’s Business Daily, January 8, 2007; Wall Street Journal, December 16, 2006; Playthings, November 2005. Industry Resources Playthings magazine, www.playthings.com Toy Industry Association, www.toy-tia.org The Toy Book, www.toybook.com © 2007 Profile America, Inc. 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