Research and Markets (http://www.researchandmarkets.com/reports/c47730) has announced the addition of Toys and Games - Germany to their offering.
The Toys and Games in Germany 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
Content Outline:
- Executive Summary
- Key Trends and Developments
- Market Data
- Definitions
TOYS AND GAMES IN GERMANY : LOCAL COMPANY PROFILES
- Geobra Brandstätter GmbH & Co Kg
- Märklin Holding GmbH
- Ravensburger AG
- Simba-dickie Group GmbH & Co Kg
TRADITIONAL TOYS AND GAMES IN GERMANY : SECTOR BRIEFING
- Headlines
- Trends
- Competitive Landscape
- Prospects
- Sector Data
VIDEO GAMES IN GERMANY : SECTOR BRIEFING
- Headlines
- Trends
- Competitive Landscape
- Prospects
- Sector Data
Video Games and Consoles Stimulate The Market
The market for traditional toys and games has been in decline for several years, and the overall health of the market has been maintained by the increasing sales of video games and related products. In 2005, the market for video games was merely approaching its potential and not even close to fully exploiting it. About 10% of German households owned video consoles, while close to 90% of children owned mobile phones. According to the annual review of the market for children's products, KidsVerbraucherAnalyse (KVA) 2005, more than 60% of boys and about 25% of girls played video and computer games, and 12% of girls who did not play were interested in doing so. In addition, as older generations are gradually becoming more computer literate, their interest in playing video games is also growing.
Video games and traditional toys and games continue to develop independently, since the two sectors address different needs and groups within their consumer base. Video games traditionally attract an older, male consumer base but producers are seeking to extend this market as they seek to exploit their products' full potential. Suppliers of traditional toys and games increasingly emphasise their educational, health and social benefits. The educational factor is now becoming more of a force in the video games market, with the development of "edutainment software", as video games and consoles are sold to children as young as ten.
Companies Mentioned Include:
- Nintendo of Europe GmbH
- Sony Deutschland GmbH
- Lego GmbH
- Mattel GmbH
- Geobra Brandstätter GmbH & Co KG
- Simba-Dickie Group GmbH & Co KG
- Ravensburger Spielverlag GmbH
- Electronic Arts GmbH
- Microsoft Deutschland GmbH
- Hasbro Deutschland GmbH
- Zapf Creation AG
- Activision Deutschland GmbH
- Habermas GmbH
- Brio GmbH
- Take-Two Interactive Software Inc
- Schmidt Spiele GmbH
- Steiff GmbH, Margarete
- Ubisoft Entertainment SA
- Märklin Holding GmbH
- Vivendi Universal GmbH
- Atari Europe
- Nokia Deutschland GmbH
- Novalogic Inc
For more information visit http://www.researchandmarkets.com/reports/c47730
Source: Euromonitor
