Abstract
Why buy this report
- Get insight into trends in market performance
- Pinpoint growth sectors and identify factors driving change
- Identify market and brand leaders and understand the competitive
environment
Executive summary
Continued growth of the toys and games market
Due to a strong Australian economy during the research period, consumers had
high discretionary incomes with which they could spoil their children and
increasingly grandchildren. Despite concerns that higher petrol prices over
2005-2006 would reduce consumption of indulgence items such as toys this does
not appear to have happened and the overall sales of toys and games is
expected to climb further in the future.
Video games grow strong
The video games sector experienced steady growth over 2004-2005, after a
period of more dramatic growth in 2002-2003 following the release of the
Microsoft X-Box and Sony PS2. Much of the steady growth in 2005 was due to the
release of portable consoles, Sony PSP and Nintendo DS. With the release of
the next generation of consoles from Microsoft (X-Box 360), Sony (PS3) and
Nintendo (Wii) expected over 2006-2007, growth is likely to be kick started
again in the short term before returning to steady sales growth.
Age compression
Despite continual growth, the Toys and games market is concerned about the
apparent trend of children to growing out of toy categories progressively
earlier than was the case in previous generations. Also referred to as KGOY or
Kids Growing Older Younger, this phenomenon is of particular concern to
manufacturers of traditional toys, such as dolls. Conversely, the video games
sector benefited from this trend.
Declining birth rates
Although Australia experienced a slight rise in the birth rate in 2005, this
was after decades of steady decline. This means that the target market for
toys and games in Australia has been progressively eroded, a trend that is
likely to continue in the future.
Increased technology in toys and games
The video games sector saw much greater growth than traditional toys,
suggesting an increase in the technological orientation of Australian
children. To regain these children' s attention traditional toy manufacturers
incorporated technology into their toys. This resulted in several success
stories, such as the Roboraptor and the virtual pet Tamagotchi, the two most
popular toys in Australia in 2005.
The rise of Funtastic
Over the last five years, one Australian company Funtastic grew to dominate
the traditional toys and games market in both Australia and New Zealand. It
considers itself to be in the business of creating ' lifestyle brands for
children' and as such, it gained the licences for ' hot toys' from around the
globe and marketed them within Australia. The result of this business model
was a long run of the best selling toys in the Australian market, including
the Roboraptor and Tamagotchi.