66 reports

  • STORE-BASED CHANNELS
  • CHANNEL SHIFTS

PASSPORT ## INTRODUCTION INDUSTRY SNAPSHOT CHANNEL SHIFTS STORE-BASED CHANNELS NON-STORE CHANNELS FUTURE DEVELOPMENTS Modern grocery retailers lead store-based retailing in 2017 STORE-BASED CHANNELS Replace Tableauchart accordingly With store based retailing, modern grocery retaile

  • Toy
  • Toy And Game
  • APAC
  • World
  • Demand
  • Channel competition is growing despite online dominance

PASSPORT ## Store-based retailing remains dominant in the region REGIONAL OVERVIEW PASSPORT ## Channel competition is growing despite online dominance REGIONAL OVERVIEW In 2017, Eastern European store-based retailing continued to account for the biggest share of sales of traditiona

  • Toy
  • Toy And Game
  • Eastern Europe
  • Demand
  • REGIONAL OVERVIEW
  • Key findings

Store-based retailing, however, still accounted for the vast majority of sales.

  • Toy And Game
  • Brazil
  • Latin America
  • Mexico
  • Demand
  • US: Toys "R" Us Store-Based and Internet Retailing 2012-2017
  • INTRODUCTION

Nerf, for example, was traditionally one of the fastest growing brands in the outdoor and sports category and one of the highest growth brands within the Hasbro portfolio.

  • Toy
  • Toy And Game
  • United States
  • Demand
  • Walmart Stores, Inc.
  • Toys Market in Mexico 2017−2023 ($ billion)
  • 18 LATIN AMERICA

In store-based retailing, the grocery retailers are the largest selling platform for toys.

  • Toy And Game
  • World
  • Market Size
  • Hasbro, Inc.
  • Mattel, Inc.

Another factor aiding this growth was the massive rise in demand for collectables such as dolls and accessories, which became one of the fastestgrowing categories after years of flat growth.

  • Toy And Game
  • Middle East
  • South Africa
  • United Arab Emirates
  • Forecast
  • Key finding
  • FUTURE DEVELOPMENTS

Non-store retailing is greatly outperforming in-store retailing in toys and games.

  • Grocery Store
  • Hobbies Store
  • Toy
  • Toy And Game
  • Wal-Mart Stores, Inc.
  • 8 MARKET DYNAMICS

The easy access to online platforms has resulted in the decline of store-based retailing.

  • Toy And Game
  • World
  • Market Size
  • Hasbro, Inc.
  • Mattel, Inc.
  • COLLECTIBLE CARD

The easy access to online platforms has resulted in the decline of store-based retailing.

  • Toy And Game
  • Europe
  • World
  • Market Size
  • Hasbro, Inc.

IT IS ONE OF THE LARGEST TOY MAKERS IN THE WORLD.

  • Toy And Game
  • China
  • Demand
  • Market Size
  • Supply
  • REGIONAL OVERVIEW

Games such as Warewolf, Dragon Castle, Avalon, ## Wonders Dixit Card are popular ones played by café-goers.

  • Toy
  • Toy And Game
  • APAC
  • China
  • Demand

However, the situation varies considerably from one category to another.

  • Toy
  • Toy And Game
  • United Kingdom
  • Demand
  • Hasbro, Inc.

The auto exports exceeded over ## million each year.

  • Toy And Game
  • China
  • Demand
  • Supply
  • Trade

High capital intensity is more than $##. ## of capital to $## of labor; medium is $##. ## to $##. ## of capital to $## of labor; low is less than $##. ## of capital for every $## of labor.

  • Toy And Game
  • United States
  • Supply
  • Hasbro, Inc.
  • Mattel, Inc.

ACE HARDWARE INDONESIA TBK PT IN RETAILING (INDONESIA) Euromonitor International January 2017 Passport I LIST OF CONTENTS AND TABLES Strategic Direction........................................................................................................................ ## Company Backgro

  • Home Hardware
  • Non-Store Retail
  • Toy
  • Toy And Game
  • Indonesia
  • Company Secretary Mr CD Campbell
  • 5.4. Technology, Research and Development (R&D) and Innovation

Of the ## studios based in the Western Cape, ## are located in Cape Town, one in George and one in Somerset West.

  • Toy And Game
  • FirstRand Bank Limited
  • Hasbro, Inc.
  • Mattel, Inc.
  • Nedbank Limited
  • Competitive Environment in A Fragmented Landscape
  • Passport 13

For example, PlayStation ## Pro and Xbox One X are updated models from their predecessors.

  • Toy
  • Toy And Game
  • Video Game
  • China
  • Nintendo Co., Ltd.

One notable example was PlayerUnknown' s Battlegrounds, which was one of the top new games of 2017, developed by PUBG Corp, a company that came into existence solely around this new title.

  • Toy
  • Toy And Game
  • United States
  • Nintendo Co., Ltd.

However, industry experts believe that an Xbox One VR headset is on its way.

  • Toy
  • Toy And Game
  • Video Game
  • Canada
  • Passport 2

Meanwhile, traditional toys and games stores gained value share in 2017 despite the downward trend in the value share of store-based retailing, largely due to the significant outlet expansion of traditional toys and games retailer chains.

  • Toy
  • Toy And Game
  • Video Game
  • Modern Toy Stores Suppress Traditional Toys and Games Stores, While Internet Retailing Grows

One example is Marble, a developer for popular monopoly online games, one being Get Rich.

  • Toy
  • Toy And Game
  • Indonesia

Mitashi Edutainment Pvt Ltd was one of the few companies active within video games in India that was focused on offering more affordable consoles in 2017.

  • Toy
  • Toy And Game
  • Video Game
  • India

Manufacturers have been launching new toys which fit into one or more of these educational areas.

  • Toy
  • Toy And Game
  • Australia

One of the common hurdles preventing mobile and online game titles from reaching the masses is the language barrier.

  • Toy
  • Toy And Game
  • Video Game
  • Thailand

ONE PRODUCT WAS LIMPEH SAYS, CREATED BY A LOCAL UNIVERSITY STUDENT AND A GAMES CAFÉ FOUNDER.

  • Toy
  • Toy And Game
  • Video Game
  • Singapore
  • Passport 13

These retailers primarily target parents by offering a wide selection of products across several toys and games categories, and as such are often viewed as a ##-stop destination for parents shopping for toys.

  • Toy
  • Toy And Game
  • Malaysia

This was introduced for Children' s Day (in August), one of the main dates for toys and games sales in the country.

  • Toy
  • Toy And Game
  • Video Game
  • Argentina

These large international players accounted for over one third of retail value sales.

  • Toy
  • Toy And Game
  • Video Game
  • Philippines
  • Passport 13

LEGO is one of the world' s most recognised and loved brands.

  • Toy
  • Toy And Game
  • South Africa
  • Competitive Environment in A Fragmented Landscape
  • Passport 6

Most consumers have access to gaming devices, owning at least one electronic gadget, such as a mobile phone, tablet or computer.

  • Toy
  • Toy And Game
  • China