Leisure: Germany Industry Guide
- Published: February 2010
Our 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
With a network of over 600 analysts worldwide, we have the unique capability to develop reliable information resources to help drive informed strategic planning.
- Executive Summary
Consumers Increasing Spending But Still Far From Spendthrift
Video Games and Consoles Stimulate The Market
2006: King Football To Save The Day
The Far East: Promise and Threat
Games for The Older Generation
- Key Trends and Developments
Mind and Body
Children Will Always Have Money: Or Generous Grandparents
New Sources of Revenue for Retailers
Innovation: Games Hybrids and Other Crossovers
Quality, Fairness and Tradition
- Market Data
Table 1 Retail Sales of Toys and Games by Sector: Value 2001-2006
Table 2 Retail Sales of Toys and Games by Sector: % Value Growth 2001-2006
Table 3 Retail Sales of Toys and Games by Distribution Format: % Analysis 2001-2006
Table 4 Toys and Games Company Shares by Value 2002-2005
Table 5 Forecast Retail Sales of Toys and Games by Sector: Value 2006-2011
Table 6 Forecast Retail Sales of Toys and Games by Sector: % Value Growth 2006-2011
- Definitions
Toys and Games
TOYS AND GAMES IN GERMANY : LOCAL COMPANY PROFILES
- Geobra Brandstätter GmbH & Co Kg
Strategic Direction
Key Facts
Summary 1 Geobra Brandstätter GmbH & Co KG: Key Facts
Summary 2 Geobra Brandstätter GmbH & Co KG: Operational Indicators
Company Background
Production
Competitive Positioning
Summary 3 Geobra Brandstätter GmbH & Co KG: Competitive Position 2005
- Märklin Holding GmbH
Strategic Direction
Key Facts
Summary 4 Märklin Holding GmbH: Key Facts
Summary 5 Märklin Holding GmbH: Operational Indicators
Company Background
Production
Summary 6 Märklin Holding GmbH: Production Statistics 2004
Competitive Positioning
Summary 7 Märklin Holding GmbH: Competitive Position 2005
- Ravensburger AG
Strategic Direction
Key Facts
Summary 8 Ravensburger AG: Key Facts
Summary 9 Ravensburger AG: Operational Indicators
Company Background
Production
Summary 10 Ravensburger AG: Production Statistics 2004
Competitive Positioning
Summary 11 Ravensburger AG: Competitive Position 2005
- Simba-dickie Group GmbH & Co Kg
Strategic Direction
Key Facts
Summary 12 Simba Toys GmbH & Co KG: Key Facts
Summary 13 Simba Toys GmbH & Co KG: Operational Indicators
Company Background
Production
Competitive Positioning
TRADITIONAL TOYS AND GAMES IN GERMANY : SECTOR BRIEFING
- Headlines
- Trends
- Competitive Landscape
- Prospects
- Sector Data
Table 7 Retail Sales of Traditional Toys and Games by Subsector: Value 2001-2006
Table 8 Retail Sales of Traditional Toys and Games by Subsector: % Value Growth 2001-2006
Table 9 Retail Sales of Traditional Toys and Games by Distribution Format: % Analysis 2001-2006
Table 10 Traditional Toys and Games Company Shares by Value 2002-2005
Table 11 Forecast Retail Sales of Traditional Toys and Games by Subsector: Value 2006-2011
Table 12 Forecast Retail Sales of Traditional Toys and Games by Subsector: % Value Growth 2006-2011
VIDEO GAMES IN GERMANY : SECTOR BRIEFING
- Headlines
- Trends
- Competitive Landscape
- Prospects
- Sector Data
Table 13 Retail Sales of Video Games by Subsector: Value 2001-2006
Table 14 Retail Sales of Video Games by Subsector: % Value Growth 2001-2006
Table 15 Retail Sales of Video Games by Distribution Format: % Analysis 2001-2006
Table 16 Video Games Company Shares by Value 2002-2005
Table 17 Forecast Retail Sales of Video Games by Subsector: Value 2006-2011
Table 18 Forecast Retail Sales of Video Games by Subsector: % Value Growth 2006-2011
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
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