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Market Research Report

Character Merchandising - US - August 2009

Published by Mintel International Group Ltd, Contact us : +1-860-674-8796
Published 2009/08 Content info  
Product code MT99582
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Description TOC
  • Scope and Themes
  • What you need to know
  • Definition
  • Data sources
  • Sales data
  • Consumer survey data
  • Advertising creative
  • Abbreviations and terms
  • Abbreviations
  • Executive Summary
  • Sales decline rapidly as consumers become more frugal
  • Population growth among kids aged 1-11 offsets some losses
  • Case studies
  • Insights and opportunities
  • SpongeBob SquarePants and iCarly among the most popular characters
  • Sesame Street viewed as good influence by most adults
  • Most adults report that character merchandise is not a good value
  • Adults most likely to report purchasing food and personal care products
  • Fast food and t-shirts especially popular with parents
  • Young adults more likely to report increased spending
  • Most kids cite media as part of their favorite activities but feel school is important
  • Character Merchandising Case Studies
  • Case Study 1: Largest film franchise ever rolls out museum exhibit and theme park
  • Harry Potter: The Exhibition
  • Harry Potter: The Theme Park
  • Case study 2: Fast food chains remain a prime target for licensing opportunities
  • Self-regulation doesn' t work
  • Case Study 3: Higher-end apparel tie-ins making waves
  • SpongeBob gets precious with 12-carat diamond jewelry
  • Disney and Warner Bros. wooing designer crowd
  • Case Study 4: Video game tie-ins drive growth in a struggling category
  • Electronic Arts tops 1 million units with Harry Potter
  • Case Study 5: Mobile gaming tie-ins are heavy on film adaptations
  • Market Size and Forecast
  • Key points
  • Retail sales and forecast of entertainment/character merchandise
  • Sales and forecast
    • Figure 1: Retail sales of licensed entertainment/character merchandise, at current prices, 2004-10
    • Figure 2: Retail sales of licensed entertainment/character merchandise, at inflation-adjusted prices, 2004-10
  • Segmentation and Distribution
  • Key points
  • Entertainment/character merchandise segments
    • Figure 3: Retail sales of licensed entertainment/character merchandise, by product category, 2006 and 2008
  • Distribution of licensed entertainment/character merchandise
    • Figure 4: Distribution of licensed entertainment/character merchandise, by retailer type, U.S. and Canada, 2006 and 2008
  • Competitive Context
  • Agelessness trend increases threats from celebrities, sports and trademarks/brands
    • Figure 5: Sales of licensed goods, by property types, 2006 and 2008
  • Market Drivers
  • Increasing number of children bodes well for market growth
    • Figure 6: Population, by relevant age groups, 2004-14
  • Minority populations key to market growth
    • Figure 7: Population, by race and Hispanic origin, 2004-14
    • Figure 8: Households, by presence of children--Hispanics vs. non-Hispanics, 2006
  • Recession boosts movie admissions
    • Figure 9: Sales of movie tickets at box office, 2004-14
  • Rise of the Screenager: Online and gaming platforms beg customization, interaction
    • Figure 10: Hours of filmed entertainment consumption per person per year, 2003-07
    • Figure 11: Activision' s Transformers: Revenge of the Fallen (video game) television ad, July 2009
    • Figure 12: Hours of game play--kids, by age and age/gender, October 2007-December 2008
    • Figure 13: Incidence of game play while connected to the web--kids/teens, by age and gender/age, October 2007-December 2008
  • Most Popular Characters and Role Models
  • Key points
  • Kids' favorite characters
    • Figure 14: Hasbro' s Connect 4 SpongeBob SquarePants Edition television ad, July 2009
    • Figure 15: Kids' favorite characters/shows, by age, April 2009
  • Characters viewed as good role models
    • Figure 16: Cartoon and movie characters seen as good role models, by age, May 2009
  • Cartoon characters designed for adults most likely to be seen as a bad influence on children
    • Figure 17: Perceptions cartoon and movie characters as good role models or not appropriate for children, May 2009
  • Attitudes Towards Character Merchandising
  • Key points
  • Products with characters not seen as good value
    • Figure 18: Value perceptions of character merchandise, by age, May-June 2009
  • Social influence does not drive sales among adults; many concerned about potentially negative impact in children
    • Figure 19: Influence of character merchandise on purchasing behavior, by age, May-June 2009
  • Characters lead to pestering
    • Figure 20: Attitudes towards character merchandise; pester power, and childhood memories, by age, May-June 2009
  • Ambivalence about using characters to educate children
    • Figure 21: Attitudes towards using characters to educate kids, by age, May-June 2009
  • Most parents, especially men, unsure about how characters motivate child' s behavior
    • Figure 22: Influence of character merchandise on children' s product preferences, parents by gender, May-June 2009
  • Impact of income on influence of characters on children' s product preferences
    • Figure 23: Influence of character merchandise on children' s product preferences, by household income, May-June 2009
  • Purchase of Character-linked Products
  • Key points
  • Food, clothing and personal care top the list
    • Figure 24: Purchase of character-linked products, by type of product and nature of purchase, May-June 2009
  • Products Parents Buy for Their Kids
  • Key points
  • Characters drive food purchases; moms generally more likely to be purchasers
    • Figure 25: Character merchandise purchased for child/children in the last 12 months, by gender, May-June 2009
  • Lower-income households more likely to buy character merchandise
    • Figure 26: Character merchandise purchased for child/children in the last 12 months, by household income, May-June 2009
  • How Parental Attitudes are Evolving in Recession
  • Key points
  • About one in three report buying fewer character products than last year but nearly half are buying the same amount
    • Figure 27: Purchase of character merchandise relative to last year, by age of parent, May-June 2009
  • Children' s Attitudes Toward Media, School, Friends and Self
  • Key points
  • Television is a favorite pastime of most respondents under 12
    • Figure 28: Kids' attitudes towards TV, movies and video games, by gender and age, October 2007-December 2008
  • Most enjoy school and think academic work is important
    • Figure 29: Children' s attitudes towards school, by gender and age, October 2007-December 2008
  • Most kids report being quite social; demand for social networking likely to continue growing as kids become teens and adults
    • Figure 30: Children' s attitudes towards friends, by gender and age, October 2007-December 2008
  • Most feel confident, curious and distinct from parents
    • Figure 31: Children' s personal preferences and attitudes about self, by gender and age, October 2007-December 2008
  • The Impact of Race and Hispanic Origin
  • Key points
  • Child' s favorite cartoon or movie character
    • Figure 32: Hannah Montana' s The Hannah Montona Light-up Dance Lounge television ad, July 2009
    • Figure 33: Child' s favorite cartoon or movie character, by race/Hispanic origin, May-June 2009
  • Character merchandise purchased in the last 12 months
    • Figure 34: Character merchandise purchased in the last 12 months, by race/Hispanic origin, May-June 2009
  • Appendix: Additional Consumer Tables
  • Demographic comparisons of parents
    • Figure 46: Use of character merchandise relative to last year, by gender, May-June 2009
    • Figure 47: Influence of character merchandise on children' s preferences, by age, May-June 2009
    • Figure 48: Influence of character merchandise on children' s preferences, by race/Hispanic origin, May-June 2009
    • Figure 49: Perception of child' s favorite cartoon or movie character, by gender, May-June 2009
    • Figure 50: Perception of child' s favorite cartoon or movie character, by age of parent, May-June 2009
    • Figure 51: Perception of child' s favorite cartoon or movie character, by household income, May-June 2009
  • Favorite programs of boys and girls aged 6-17
    • Figure 52: Kids' favorite characters/shows, by gender, April 2009
  • Additional demographic comparisons of adults who are not parents
    • Figure 53: Attitudes towards price and quality of character merchandise, by household income, May-June 2009
    • Figure 54: Influence of character merchandise on purchasing behavior, by household income, May-June 2009
    • Figure 55: Attitudes towards character merchandise, by household income, May-June 2009
    • Figure 56: Attitudes towards price and quality of character merchandise, by race/ethnicity, May-June 2009
    • Figure 57: Influence of character merchandise on purchasing behavior, by race/Hispanic origin, May-June 2009
    • Figure 58: Attitudes towards character merchandise, by race/Hispanic origin, May-June 2009
    • Figure 59: Good role models, by household income, May 2009
    • Figure 60: Good role models, by race/Hispanic origin, May 2009
    • Figure 61: Inappropriate role models, by age, May 2009
    • Figure 62: Inappropriate role models, by household income, May 2009
    • Figure 63: Inappropriate role models, by race/Hispanic origin, May 2009
    • Figure 64: Classic characters, by age, May 2009
    • Figure 65: Classic characters, by household income, May 2009
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