p1 final deliverable

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Date: February 14, 2016 To: Professor Javadi, Professor Keifer Professor Marchese, Professor Levallet From: PM107 Team 3- Samuel Kunau, Riley Swartz, Kylie Bell Brett Osborn, Bayli Cyrus Subject: Analysis of the Toy Manufacturing Industry The following report has been requested by the managers of the Ohio University College of Business Integrated Business Cluster. The final deliverable given on February 14, 2016 is a comprehensive analysis of the toy manufacturing industry. This report includes an overview of the industry as well as emphasis on the three key success factors that we deem most valuable to be successful within the industry. An overview of each company is provided as well as our recommendations for Mattel, Inc. Key Success Factors Following the competitor analysis, the three keys success factors for the toy manufacturing industry are outlined: The ability of companies to obtain major brand licensing rights to produce toys The use of innovation and technology in the production of toys The ability to break into emerging markets, specifically in China and India. Once we collected information and statistics on the current state, future prospects, and industry trends we, Team 3, were able to determine the three key success factors in order to have a successful company in the industry. After discussing each key success factor in detail, we compared the performance of each company against them. In addition to our research of the KSFs, we are able to support them through our appendices in the report. Final Remarks We appreciate the time that we have been given from each faculty member in assisting us with the direction of our project. It has been extremely beneficial and we would like to personally thank Professor Javadi, Professor Keifer, Professor Marchese, Professor Levallet, Catherine Penrod, and Marie Strasbaugh. It has been quite the experience to be able to evaluate the toy manufacturing industry as a team. If any questions arise, please do not hesitate to ask, we can be reached at [email protected] . Sincerely Team 3, Samuel Kunau, Riley Swartz, Kylie Bell, Brett Osborn and Bayli Cyrus

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Page 1: P1 Final Deliverable

Date: February 14, 2016 To: Professor Javadi, Professor Keifer

Professor Marchese, Professor Levallet From: PM107 Team 3- Samuel Kunau,

Riley Swartz, Kylie Bell Brett Osborn, Bayli Cyrus

Subject: Analysis of the Toy Manufacturing Industry The following report has been requested by the managers of the Ohio University College of Business Integrated Business Cluster. The final deliverable given on February 14, 2016 is a comprehensive analysis of the toy manufacturing industry. This report includes an overview of the industry as well as emphasis on the three key success factors that we deem most valuable to be successful within the industry. An overview of each company is provided as well as our recommendations for Mattel, Inc.

Key Success Factors

Following the competitor analysis, the three keys success factors for the toy manufacturing industry are outlined:

• The ability of companies to obtain major brand licensing rights to produce toys

• The use of innovation and technology in the production of toys

• The ability to break into emerging markets, specifically in China and India.  Once we collected information and statistics on the current state, future prospects, and industry trends we, Team 3, were able to determine the three key success factors in order to have a successful company in the industry. After discussing each key success factor in detail, we compared the performance of each company against them. In addition to our research of the KSFs, we are able to support them through our appendices in the report.

Final Remarks

We appreciate the time that we have been given from each faculty member in assisting us with the direction of our project. It has been extremely beneficial and we would like to personally thank Professor Javadi, Professor Keifer, Professor Marchese, Professor Levallet, Catherine Penrod, and Marie Strasbaugh. It has been quite the experience to be able to evaluate the toy manufacturing industry as a team. If any questions arise, please do not hesitate to ask, we can be reached at [email protected]. Sincerely Team 3, Samuel Kunau, Riley Swartz, Kylie Bell, Brett Osborn and Bayli Cyrus

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The  Compe))ve  Advantage:        

A  Market  Analysis,  Company  Analysis,  Industry  Analysis  and  the  Key  Success  Factors  of  the  

Toy  Manufacturing  Industry  

Prepared  For:    Copeland  Associates  (Professor  Javadi,  Professor  Keifer,  

Professor  Marchese,  Professor  Levallet)  

Prepared  by:  PM107  Team  3-­‐Samuel  Kunau,  

Riley  Swartz,  Kylie  Bell  BreO  Osborn,  Bayli  Cyrus  

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Objec0ve:  This  report  will  examine  the  toy  manufacturing  industry  as  well  as  the  three  key  factors  that  have  been  found  crucial  in  order  for  any  company  to  have  success  in  the  industry.  This  report  will  also  analyze  the  strategic  posi)ons  of  the  three  top  toy  manufacturers  MaOel,  Hasbro,  and  Jakks  Pacific.  Through  close  examina)on  and  analysis  of  these  companies  financials,  future  plans,  and  ability  to  use  technology  and  innova)on,  we  have  developed  a  criteria  that  will  enable  the  reader  to  have  an  understanding  of  each  company  as  well  be  able  to  determine  which  company  is  most  suscep)ble  to  have  success  in  the  future  of  the  toy  manufacturing  industry.    

This  report  was  wriOen  by  the  associates  of  the  Ohio  University  Integrated  Business  Cluster.  It  is  intended  for  the  managers  of  the  Ohio  University  Business  Cluster  along  with  anyone  interested  in  the  toy  manufacturing  industry.  Poten)al  or  current  investors,  toy  company  owners  or  simply  individuals  that  may  desire  to  enter  the  industry  in  the  future  may  be  interested.    

The  Toy  manufacturing  industry  generated  approximately    $92.2  billion  in  2014.  The  drivers  in  the  toy  manufacturing  industry  come  from  consumer  demand  and  are  directly  related  to  the  amount  of  disposable  income  of  families  related  to  their  discre)onary  spending.  

Current  Trends  impac)ng  the  toy  industry  are:  Interac)ve/app  compa)ble  toys  such  as    “smart  toys”,  collectable  toys,  educa)onal  toys,  gender-­‐neutral  toys,  and  3D  printable  toys.    

We  have  selected  several  segments  of  the  toy  industry  to  analyze:  Ac)vity  toys,  games  and  puzzles,  infant/pre-­‐school,  outdoor,  plush  and  lastly  an  “other”  segment  including  all  toys  not  belonging  to  the  previously  listed  segments.    

By  combing  our  analysis  of  current  trends  together  with  what  we  have  iden)fied  as  the  most  important  segments  in  the  toy  industry,  we  were  able  to  create  three  key  success  factors  that  will  lead  to  the  ability  of  a  company  to  be  successful  in  the  toy  industry.    

Key  Success  Factors  

Through  our  research,  the  three  most  crucial  key  success  factors  to  companies  in  the  toy  manufacturing  industry  are:  

The  ability  of  companies  to  obtain  major  brand  licensing  rights  to  produce  toys    

The  use  of  innova0on  and  technology  in  the  produc0on  of  toys    

The  ability  to  break  into  emerging  markets,  specifically  in  China  and  India.  

A_er  researching  the  Toy  Industry,  it  has  been  found  to  be  fluid  and  ever-­‐changing.  It  has  endless  opportuni)es,  which  are  ripe  and  ready  to  be  taken  advantage  of.  Innova)on  is  everywhere,  whether  it  be  in  the  informa)on  systems  used  by  corpora)ons  throughout  the  supply  chain  or  in  the  produc)on  and  development  of  new  and  exis)ng  toys  themselves.  Innova)ve  toys  can  be  technical    and  extremely  intricate.  Licensing  has  proven  to  play  a  crucial  role  in  the  success  of  major  players  in  the  industry.  Emerging  markets  present  the  opportunity  for  the  growth  of  these  companies.  

Execu)ve  Summary  

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Introduc)on              1  Key  Success  Factor  Matrix  &  Breakdown    2  Company  Assessment  of  MaOel,  Inc.                    3,4  Compe)tor  Analysis  of  Hasbro,  Inc.      5  Compe)tor  Analysis  of  JAKKS  Pacific,  Inc.    6  Key  Success  Factors  and  Criteria      7  Key  Success  Factor  #1                        8,9  Key  Success  Factor  #1  Matrix  &  Analysis                    10  Key  Success  Factor  #2                11,12  Key  Success  Factor  #2  Matrix  &  Analysis                      13  Key  Success  Factor  #3                14,15  Key  Success  Factor  #3  Matrix  &  Analysis                      16  Recommenda)ons                  17,18  Conclusion                                19  References                    20-­‐23  Appendices                    24-­‐37          

Table  of  Contents  

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List  of  Figures  Figure  1:  Toy  Manufacturing  Industry  Key  Success  Factor  Matrix                  2  Figure  2:  Breakdown  of  Scoring                                2    Figure  3:Figure  X:  MaOel:  Revenue  by  FY2010-­‐2014                          3  Figure  4:  Key  Ra)os  of  MaOel  vs  Industry  Standard                          3  Figure  5:MaOel:  Retail  Sales  by  Geography  2014                          4  Figure  6:  Hasbro  FY2014  Revenue  Breakdown                            5  Figure  7:  Key  Ra)os  of  Hasbro  vs  Industry  Standard                          5  Figure  8:  JAKKS  Future  Revenue                              6  Figure  9:  Key  Ra)os  of  Hasbro  vs  Industry  Standard                          7  Figure  10:  :  Distribu)on  of  Star  Wars  Earnings                            8  Figure  11:  Tradi)onal  Toys  and  Games  by  Licensing,  2014                        9  Figure  12:  Key  Success  Factor  #1  Matrix                        10  Figure  13:  Revenue  Generated  from  3-­‐D  prin)ng                      11  Figure  14:  Children  12  &  Under  Play  Preferences                      12  Figure  15:  Key  Success  Factor  #2  Matrix                        13  Figure  16:  Tradi)onal  Toys  &  Games  Forecast                            14  Figure  17:  :  Emerging  Markets  Tradi)onal  Toys  and  Games  Sales  

 2014/2019                              15  Figure  18:  Expected  Growth  of  Middle  Class  (Millions)                        15  Figure  19:  Key  Success  Factor  #3  Matrix                        16  Figure  20:  Spending  on  Research  &  Development  (Millions  USD)              16          

     

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Purpose  and  Preview  The  purpose  of  this  report  is  to  analyze  what  makes  various  firms  in  the  toy  industry  successful.  In  addi)on  to  this,  we  provide  recommenda)ons  that  will  help  toy  manufacturers  stay  on  top  of  the  industry.  There  are  three  key  success  factors  in  the  toy  manufacturing  industry:  •  The  ability  of  companies  to  obtain  major  brand  licensing  rights  to  produce  toys.    •  The  use  of  innova)on  and  technology  in  the  produc)on  of  toys.    •  The  ability  to  break  into  emerging  markets,  specifically  in  China  and  India.  We  then  compared  the  three  companies,  MaOel,  Hasbro  and  JAKKS  Pacific  to  these  three  key  success  factors  to  see  their  ability  to  implement  them  into  their  strategic  posi)on.  We  gave  each  key  success  factor  a  weight  according  to  the  importance  we  felt  that  it  had  on  the  success  of  each  company.  

MaOel  Striving  for  Great  Industry  Overview  Like  most  industries,  the  toy  manufacturing  industry  was  hurt  badly  during  the  2008  economic  recession.  Dumaine,  B.  2015).  The  industry  has  shown  steady  and  constant  growth  since  then.  The  toy  manufacturing  industry  in  2014  was    valued  at  92.2  billion  dollars  and  is  expected  to  grow  to  116  billion  dollars  by  2019.This  is  a  growth  of  25.8%(Marketline,  2015).  The  growth  of  this  industry  is  driven  by  many  different  factors  we  have  found.  In  2014,  the  largest  geographical  segment  was  Europe  with  31.3%.  The  United  States  represented  24.9%  of  the  market.  Asia-­‐Pacific  is  expected  to  be  the  largest  region  by  2019  (Morris,  D.  Z,  2015).  While  sales  of  toys  in  the  Europe  seemed  to  have  finally  started  maturing,  sales  in  India  and  China  are  increasing  by  almost  double-­‐digits.  The  UK  and  Germany  both  have  nega)ve  growth  rates  in  this  industry.  

MaOel  is  a  6.02  billion  dollar  company  situated  in  the  toy  industry.  It  is  a  world  renowned  and  has  a  rich  history  of  successful  products.  MaOel  is  currently  reposi)oning  and  bringing  out  more  innova)ve  lines,  such  as  Barbies  that  portray  different  body  types,  skin  tones,  and  more.  The  hope  of  this  revamp  is  that  it  will  make  MaOel  more  relevant  in  the  average  household  again.    MaOel  has  mul)ple  sales  channels  which  allows  for  further  exposure  in  different  markets.  The  company  also  has  manufacturing  facili)es  across  the  globe  which  has  enabled  MaOel  to  avoid  any  disrup)ons  that  may  occur.  Due  to  the  lack  of  capable  leadership,  MaOel  has  been  experiencing  decreases  in  sales.  In  September  2015,  MaOel  brought  in  4  new  execu)ves  that  are  helping  to  bring  revenues  and  stock  prices  back  up.        

Introduc)on   Market  Analysis  

Key  Success  Factors   Conclusion  

Introduc)on  

1  

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Toy  Manufacturing  Industry  Key  Success  Factor  Matrix    

Introduc)on   Market  Analysis  

Key  Success  Factors   Conclusion  

Introduc)on  

Key  Success  Factor  #1:  A_er  an  analysis  of  the  toy  manufacturing  industry  we  were  able  to  see  the  importance  of  licensing  in  the  industry.  We  weighted  this  KSF  with  40%  due  to  the  ability  to  produce  revenue  through  licensed  products.  Evidence  shows  how  large  of  a  segment  licensed  products  play  in  the  revenue  with  these  companies.  It  assists  them  in  the  marke)ng  of  their  products  due  to  the  already  established  brand  recogni)on  from  the  license.  Key  Success  Factor  #2:  The  ability  of  a  firm  to  u)lize  innova)on  and  technology  within  their  products  to  keep  up  with  changing  trends  is  vital.  This  KSF  is  weighted  at  30%,  because  there  will  always  be  some  demand  for  tradi)onal  toys  and  games  without  any  technology  use  at  all.  Without  companies  evolving,  the  risk  of  becoming  outdated  or  obsolete  increases.  Changing  consumer  wants  and  needs  prompt  companies  to  be  able  to  adapt  to  these  changes  to  stay  compe))ve.  

Key  Success  Factor  #3:  Emerging  markets  are  fueled  by  several  factors  that  enable  them  to  be  prime  opportuni)es  for  growth  for  companies  in  the  toy  industry.  This  KSF  is  weighted  at  30%  due  to  the  fact  that  companies  have  some  sort  of  presence  in  these  markets,  they  need  to  expand  the  presence.  Increase  in  disposable  income,  middle  class  and  working  condi)ons  within  China  are  factors  in  the  expected  growth  of  Asia-­‐Pacific  to  be  the  leader  of  the  toy  market.  

2  

Figure  1  

Figure  2  

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MaOel  is  number  one  MaOel  had  a  revenue  of  6.02  billion  in  2014.  MaOel  is  facing  a  major  difficultly  with  the  loss  of  Disney  and  Frozen  at  the  beginning  of  2016.  In  2014  alone  the  sales  of  the  two  vital  licenses  accounted  for  7.3%  (440  million)  of  their  total  revenue  (Euromonitor,  2015).  They  will  likely  look  to  expand  their  porpolio  with  new  licenses  to  make  up  the  difference.  

Source:  (Euromonitor,  2015)  

MaOel  has  been  a  huge  compe)tor  in  the  toy  industry  since  concep)on.  It’s  execu)ves  were  not  afraid  to  try  than  fail,  and  this  is  reflected  in  the  success  of  the  company.  Even  though  they  have  been  struggling  to  keep  up  with  changing  ideas  of  play,  they  have  con)nued  to  do  well  and  outperform  the  rest  of  the  industry.  It  tweaks  and  adjusts  current  lines  such  as  Barbie,  Hot  Wheels,  and  American  Girl.  Analysts  expect  MaOel  to  con)nue  to  operate  at  its  current  level,  albeit  growing  slightly  in  the  next  few  years.  In  this  sec)on,  we  will  analyze  various  important  aspects  of  the  company.    

Company  History  MaOel  was  founded  in  1945  by  Ruth  and  Elliot  Handler.  The  duo  had  started  to  be  successful  thanks  to  Elliot’s  wonderful  ideas  and  Ruth’s  ability  to  sell  anything.  A_er  having  their  first  child,  Barbara,  the  Handlers  were  inspired  to  create  the  Barbie  doll,  which  is  known  around  the  world  as  one  of  the  most  successful  toys  to  ever  be  created,  boos)ng  them  into  the  na)onal  eye.  Now  MaOel  owns  several  well  known  product  lines,  such  as  Hot  Wheels  and  Fisher  Price.  It  is  headquartered  in  El  Segundo,  California  and  employees  31,000.  

Introduc)on   Market  Analysis  

Key  Success  Factors   Conclusion  

Company  Assessment  

MaOel  Takes  Huge  Hit  

MaOel  fell  from  from  2013  to  2014  due  to  the  fact  of  key  brands  declining  like  Barbie  and  Fisher-­‐Price.  Of  MaOel  brands,  Fisher-­‐Price  accounts  for  27%  of  the  company  revenue  (Euromonitor,  2015).  MaOel  is  considering  transforming  the  brand  to  produce  in  the  early  childhood  development  segment  in  order  to  help  combat  the  decrease  in  sales.  

Figure  4:  Key  Ra0os  of  MaTel  vs  Industry  Standard  

Source:  (OneSource,  2016)  

Figure  3:  MaTel:  Revenue  by  FY2010-­‐2014  

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Key  Customers  &  Brands    Company  Posi)on  MaOel’s  largest  customers  are  Walmart  (1.1  billion),  Toys  R  Us  (0.6  billion)  and  Target  (0.5  billion).  These  large  customers  account  for  35%  of  MaOel’s  worldwide  sales  (Hoovers,2016).  But  MaOel  is  focusing  on  selling  their  products  to  customers  more  directly,  all  of  their  America  Girl  Brands  are  sold  this  way.    MaOel’s  major  brands  include  Barbie,  Hot  Wheels,  MatchBox  and  Fisher  Price.  Above  is  a  chart  of  the  breakdown  of  MaOel’s  Q1  gross  sales  between  2014  and  2015.  Each  of  their  major  brands  have  declined  between  the  quarters.  The  coming  years  are  expected  to  be  challenging  for  MaOel  as  well  due  to  the  fact  that  they  lost  the  licensing  rights  to  Disney  and  Frozen.  

The  firm  operates  through  three  different  segments,  North  American  Segment,  Interna)onal  Segment  and  American  Girl  Brand.  MaOel  has  been  able  to  get  into  the  Asian-­‐Pacific  market  which  is  expected  to  be  the  largest  in  the  toy  industry  by  2019.  This  is  an  advantage  for  the  company  because  there  is  some  level  of  brand  recogni)on  established.  

Figure  5:  MaTel:  Retail  Sales  by  Geography  2014  

Source:  (Euromonitor,  2015)    

MaOel,  Inc.  is  s)cking  with  its  old  and  trusty  toy  lines,  such  as  Barbie,  American  Girl,  and  Hot  Wheels.  Some  of  these  lines  are  maturing,  but  instead  of  leung  them  fade  or  fail,  MaOel  refreshes  them  as  needed.  This  seems  to  be  working  for  them  because  they  are  not  openly  struggling  financially,  and  have  rela)vely  steady  annual  revenues.  Their  marke)ng  is  consistent  (think  about  how  o_en  you  see  their  commercials  on  children’s  TV  channels),  and  they  are  currently  riding  on  the  massive  wave  that  they  made  by  releasing  the  new  Barbie  body  shapes.    

Company  Assessment  

Broken  into  Asia-­‐Pacific  

Introduc)on   Market  Analysis  

Key  Success  Factors   Conclusion  

Acquiring  Lego’s  Compe)tor  In  April  of  2014,  MaOel  acquired  Mega  Brands  for  $460  million,  which  is  Lego’s  biggest  compe)tor.  In  2013,  Mega  Brands  had  a  revenue  of  $405  million,  $300  million  of  this  coming  from  construc)on  toys  (Katje,  C.  2014).  This  will  help  increase  their  presence  in  the  construc)on  toys  segment.  In  2019,  construc)on  toys  are  expected  to  be  one  of  the  largest  segments  of  the  market.  The  acquisi)on  will  allow  MaOel  to  be  able  to  capitalize  on  this  expected  growth  opportunity.      

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Hasbro  is  the  world  wide  leader  in  family  )me  and  leisure  products.  The  company  is  based  out  of  Rhode  Island  with  roughly  5,200  employees  that  is  traded  on  the  NASDAQ  (OneSource,  2016).  Some  of  the  popular  brands  under  Hasbro  are,  Transformers,  Nerf,  LiOlest  Pet  Shop,  My  LiOle  Pony,  Monopoly,  and    G.  I.  Joe.  Hasbro  is  focused  on  revamping  all  of  their  old  products  while  inven)ng  new  toys  for  the  market  to  stay  current  with  trends.  The  company  operates  through  product  segments  based  on  boys,  games,  girls  and  preschool  toys.  Hasbro,  Inc.  had  a  revenue  of  4.27  billion  dollars  in  2014.  The  largest  was  the  boy  segment  with  1.48  billion,  which  was  roughly  35%  of  net  revenues  for  2014.  (See  Appendix  G)  In  2013  the  revenue  for  Hasbro  was  at  4.08  billion  and  the  increase  was  due  to  a  dras)c  rise  in  the  boy  segment  from  the  Star  Wars  toys  licensed  products.  Hasbro’s  revenue’s  between  Interna)onal  and  US  &  Canada  are  abouOhe  same,  only  differing  by  about  500,000  dollars.  (Fig  6)        

The  chart  to  the  le_  compares  Hasbro  to  the  benchmarks  for  the  toy  manufacturing  industry.    

 

Introduc)on   Market  Analysis  

Key  Success  Factors   Conclusion  

Hasbro,  Inc.  

Compe)tor  Analysis  

Data  Source:  (OneSource,  2016)  

According  to  the  data  pulled  from  Hasbro’s  financial  statements,  Hasbro  has  been  able  to  stay  in  a  relevant  range  for  with  their  ra)os,  sales,  and  net  income.  The  overall  net  income  would  have  been  beOer  off  if  it  did  not  take  out  as  much  opera)ng  expenses  as  it  did  in  2013.  In  2014,  it  was  able  to  improve  the  profit  margin  by  2.71%.  Hasbro  also  has  been  borrowing  money  and  has  let  their  long-­‐term  debt  reach  over  50%.  This  money  needs  to  be  going  towards  research  and  development  for  the  company.  Refer  to  Appendix  ?  for  more  data  on  Hasbro’s  ra)os.  

Source:  (OneSource,  2016)  

Figure  7:  Key  Ra0os  of  Hasbro  vs  Industry  Standard  

Figure  6  

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JAKKS  Pacific,  Inc.  JAKKS  Pacific  became  incorporated  in  1995  and  is  based  out  of  Malibu,  California  with  783  employees.  This  makes  the  company  rela)vely  new  in  comparison  to  MaOel  and  Hasbro.  The  segmenta)on  of  their  sales  is  based  in  two  categories  tradi)onal  toys  &  electronics  and  role  play,  novelty  and  seasonal  toys.  Some  of  JAKKS  key  brands  are  Club  Penguin  (Online  based),  Pokemon,  The  Smurfs,  Hello  KiOy  and  The  Big  Wheel.    

Their  profit  margin  was  nega)ve  in  2012  and  2013.  The  sales  are  expected  to  drop  in  FY2015  then  slowly  climb  back  up.  (Fig  X)  JAKKS  three  largest  customers  are  Walmart,  Target  and  Toys  R  US  which  account  for  18%,  16%  and  12%  of  their  total  sales  respec)vely.  As  opposed  to  MaOel  and  Hasbro  who  have  a  large  interna)onal  presence,  JAKKS  is  severely  lacking.  JAKKS  is  heavily  reliant  on  sales  within  the  United  States,  only  19.3%  of  sales  or  156.6  million  came  from  interna)onal  sales  in  2014  (OneSource,  2016).  

Compe)tor  Analysis  

Introduc)on   Market  Analysis  

Key  Success  Factors   Conclusion  

Source:  (OneSource,  2016)  

In  all  but  2  key  ra)os  JAKKS  is  under  performing  compared  to  the  Industry  benchmark.  

Figure  8:  JAKKS  Future  Revenue  

Small  but  Diverse  Products  Jakks  was  a  810  million  dollar  company  in  2014,  which  makes  in  dras)cally  smaller  compared  to  MaOel  and  Hasbro.  JAKKS  produces  children’s  toys,  electronics,  indoor  and  outdoor  kids  furniture  and  even  pet  toys.  They  are  a  mul)-­‐brand  company  which  adds  diversity  to  their  product  mix.  JAKKS  tries  to  spread  all  their  profits  across  the  four  seasons,  as  a  opposed  to  being  heavily  reliant  upon  the  fourth  quarter  (Hoovers,  2015).    The  put  an  emphasis  on  this  unique  strategy,  “Counter-­‐seasonalizing”  by  ensuring  that  their  products  have  an  extended  shelf  life.  Even  though  the  claim  this  on  their  website,  they  s)ll  had  74.5%  of  their  net  sales  in  the  fourth  quarter  in  2014.   Figure  9:  Key  Ra0os  of  Hasbro  vs  Industry  Standard  

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Licensing  

KSF  #1:  The  ability  of  companies  to  obtain  major  brand  licensing  rights  to  produce  toys.    

Key  Success  Factors  

Introduc)on   Market  Analysis  

Key  Success  Factors   Conclusion  

•  Gain  licensing  rights  to  blockbuster  movies  that  are  popular  amongst  children  

 •  Develop  long  term  rela)onships  with  licensors  

 •  Penetrate  the  global  market  

 

KSF  #2:  The  use  of  innova)on  and  technology  in  the  produc)on  of  toys.    

 

KSF  #3:  The  ability  to  break  into  emerging  markets,  specifically  in  

China  and  India.  

•  Ability  of  companies  to  promote  smart  toys  to  appeal  to  parents  desires  

 •  U)liza)on  of  3-­‐D  Prin)ng  

•  The  use  of  technology  in  the  produc)on  of  products  

 

 

•  Ability  to  provide  toys  specific  to  market  trends  

 •  Companies’  spending  resources  on  Research  and  Development    

 •  The  presence  of  each  company  within  these  regions  

     

Key  Success  Factors   Criteria  

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Due  to  the  overwhelming  amount  of  evidence  that  supports  licensed  toy  sales  as  a  major  contribu)ng  factor  to  industry  growth  and  opportuni)es,  our  team  has  concluded  that  the  ability  of  toy  manufacturers  to  obtain  licensing  rights  to  major  brands.  We  have  broken  down  this  KSF  into  three  sec)ons:  licensing  rights  to  produce  toys  rela)ng  to  major  movies,  long-­‐term  rela)onships  with  licensors,  and  global  market  penetra)on  of  licensed  toys.    

Hasbro  has  been  the  most  successful  player  in  the  toy  industry  three  )mes  in  the  last  twelve  years,  in  2007,  2009,  and  2014,  because  the  company’s  top  toy  sales  all  carried  popular  movie  licenses,  such  as  the  Transformers  (Banjo,  S.,  2015).  Highly  an)cipated  movies  that  appeal  to  children  expected  to  come  out  in  the  next  2-­‐3  years,  such  as  Finding  Dory,  Transformers  5,  and  Toy  Story  4,  are  crea)ng  huge  opportuni)es  to  drive  sales  and  influence  the  annual  success  of  toy  manufacturers.      

 

Overview  

Blockbuster  Releases  Blockbuster  movies  that  appeal  to  children  create  huge  opportuni0es  for  toy  manufacturers  to  increase  sales  with  a  licensing  agreement.    For  example,  Star  Wars  toys  has  generated  $12  billion  of  revenue  since  the  beginning  of  the  franchise,  where  box  office  and  DVD  sales  have  only  generated  about  $8  billion  (Wells,  N.,  &  Fahey,  M,  2015).  In  addi)on  to  already  well-­‐established  movie  franchises,  toy  manufacturers  have  to  be  willing  to  take  risks  on  up  and  coming  children’s  movies.  Manufacturers  did  not  purchase  licensing  rights  to  Disney’s  frozen  un)l  a_er  the  movie  was  released,  and  Frozen  increased  the  sales  of  licensed  toys  by  3%  in  2014,  while  genera)ng  $531  million  in  revenue  (Kell,  J.,  2015).  Properly  )med  movie  themed  toy  releases  can  have  a  huge  impact  on  the  industry.  

Introduc)on   Market  Analysis  

Key  Success  Factors   Conclusion  

Key  Success  Factor  #1  

Figure  10:  Distribu0on  of  Star  Wars  Earnings  

Source:  (Wells,  N.,  &  Fahey,  M,  2015)      

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Licensing  creates  a  mutually  beneficial  rela0onship  between  the  licensor  and  licensee.  The  licensor  will  receive  revenue  from  the  selling  of  the  license,  and  will  also  benefit  from  the  inadvertent  adver)sing  of  their  product  through  the  sales  of  toys.  The  licensee  will  save  the  )me  and  money  of  developing  a  new  product,  and  will  benefit  from  the  already  well-­‐established  brand.  Large  licensors  like  Disney  and  Pixar  con)nuously  release  hit  movies  that  are  extremely  popular  among  children.  Developing  strong  rela)onships  with  these  licensors  can  create  opportuni)es  for  toy  manufacturers  to  obtain  a  license  earlier  than  compe)tors,  which  provides  a  significant  compe))ve  advantage,  or  even  gain  sole-­‐licensing  rights.  Hasbro  was  able  to  obtain  sole-­‐licensing  rights  to  produce  Star  Wars  toys  in  1999,  and  increased  revenue  by  nearly  a  billion  dollars  that  year  (Kell,  J.  2015).  In  order  to  succeed  in  the  industry,  it  is  crucial  for  companies  to  capitalize  on  successful  movie  franchises,  such  as  Star  Wars  and  Frozen,  and  obtain  licensing  rights  to  produce  toys  throughout  the  dura)on  of  their  popularity.    

The  map  below  shows  that  the  U.S.  is  beat  out  by  countries  in  South  America,  Western  Europe,  the  Middle  East,  and  Asia-­‐Pacific  when  it  comes  to  retail  value  share  of  licensed  toys.  Toy  licensing  is  gaining  popularity  all  around  the  world,  but  is  s)ll  rela)vely  lowly  concentrated  in  several  large  markets.  Less  than  15%  of  toys  sold  in  China  carry  licenses,  and  China  is  expected  to  see  strong  growth  in  per  capita  disposable  income  in  the  years  leading  up  to  2030  (Euromonitor  2015).    In  order  to  see  success,  toy  manufacturing  companies  need  to  penetrate  these  emerging  markets  with  toys  carrying  licenses  that  appeal  to  children  while  the  markets  are  expected  to  see  extreme  growth.  Brazil,  Mexico,  India  and  Russia  are  in  a  similar  situa)on  and  are  also  expected  to  see  growth  in  the  licensed  toy  market  size  (2015).  

Long-­‐term  Rela)onships  

Introduc)on   Market  Analysis  

Key  Success  Factors   Conclusion  

Key  Success  Factor  #1  

A  Global  Perspec)ve  Licensed  toys  are  sold  all  around  the  world.  It  is  vital  for  companies  to  penetrate  the  market  with  licensed  toys  because  of  the  already  established  brand  is  aTached  to  their  product.  The  US  sells  more  licensed  toys  than  any  other  country  in  the  world,  however  it  does  not  have  the  highest  retail  value  share  in  the  world  (Euromonitor,  2013).      

Figure  11:  Tradi0onal  Toys  and  Games  by  Licensing,  2014  

Source:  (Euromonitor,  2015)  

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Introduc)on   Market  Analysis  

Key  Success  Factors   Conclusion  

Key  Success  Factor  #1  

Hasbro,  Inc.  We  decided  to  give  Hasbro  a  raw  score  of  8  on  the  “licensing  rights  to  major  blockbuster  movies”  criterion  because  of  their  significant  amount  of  popular  movie  licenses,  such  as  Frozen,  G.I.  Joe,  Avengers,  Transformers,  and  Star  Wars.  The  main  factor  that  caused  Hasbro  to  come  out  on  top  was  the  recent  acquisi)on  of  the  Frozen  and  Disney  Princesses  license  from  its  larger  compe)tor  in  the  industry,  MaOel.  With  the  highly  an)cipated  Frozen  sequels  and  never  ending  popularity  of  Disney  Princess  toys,  Hasbro  will  be  at  a  significant  advantage  over  MaOel  for  the  next  few  years.  Because  of  this  rela)onship  with  Disney,  Hasbro  received  an  8.5  in  the  “long-­‐term  rela)onships  with  licensors”  criterion.  With  nearly  half  of  their  sales  taking  place  outside  of  the  United  States,  Hasbro  also  received  a  score  of  8  in  the  “global  market  penetra)on”  criterion.  

MaTel,  Inc.  With  notable  movie  licenses  such  as  Batman,  DC  Universe,  Toy  Story,  and  Superman,  we  decided  to  give  MaOel  a  score  of  7.5  on  the  “licensing  rights  to  major  blockbuster  movies”  criterion.  MaOel  only  received  a  6  in  the  “long-­‐term  rela)onships  with  licensors”  criterion  because  of  their  recent  loss  of  the  Frozen  and  Disney  Princesses  licensing  rights  to  Hasbro.  MaOel  also  has  nearly  half  of  their  sales  taking  place  in  overseas  markets,  which  allowed  them  to  score  an  8  in  the  “global  market  penetra)on”  criterion.  

JAKKS  Pacific,  Inc.  carries  licenses  to  several  popular  movie  and  TV  series,  such  as  Star  Wars,  Marvel,  DC  Comics,  Power  Rangers,  and  Nickelodeon.  Due  to  this,  we  decided  to  score  Jakks  Pacific  7.5  on  the  “licensing  rights  to  major  blockbuster  movies”  criterion.  Jakks  Pacific  also  received  a  7.5  on  the  “long-­‐term  rela)onships  with  licensors”  criterion  because  of  the  highly  an)cipated  Star  Wars  movie  releases,  as  well  as  upcoming  Marvel  and  DC  movies.  However,  because  only  about  20%  of  Jakks  Pacific’s  sales  come  from  outside  the  United  States,  we  gave  Jakks  Pacific  a  score  of  4  on  the  “global  market  penetra)on”  criterion.  

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Figure  12  

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Overview  If  companies  in  the  toy  manufacturing  industry  want  to  be  successful,  it  is  crucial  that  they  use  innova0on  and  technology  in  the  produc0on  of  their  products  in  order  to  appeal  to  children  and  their  parents.  Technology  is  an  ever  changing  and  evolving  being.  Because  of  this  it  is  vital  that  companies  be  innova)ve  not  only  in  the  way  they  produce  their  products,  but  also  with  what  products  they  are  producing.  The  idea  of  being  innova)ve  is  the  act  or  process  of  introducing  new  ideas,  devices,  or  methods.  (Merriam-­‐Webster)  

One  aspect  of  technology  and  innova)on  that  is  becoming  a  big  player  in  the  toy  industry  is  the  use  of  3D  prin0ng.    The  toy  industry  can  be  one  of  the  biggest  benefactors  of  3D  prin0ng  in  several  ways.  First,  in  the  produc)on  of  toys  such  as  ac)on  figures  that  is  made  up  of  primarily  plas)c.  3D  prin)ng  technology  enables  these  products  to  be  produced  in  a  much  shorter  )me  and  require  fewer  resources.  3D  prin)ng  enables  crea)vity  and  customiza)on  which  is  a  benefit  for  the  toy  industry.  Not  only  does  it  appeal  to  consumers  but  it  also  can  localize  produc)on  and  reduce  transporta)on  costs  for  the  firm.        

Key  Success  Factor  #2  

3-­‐D  Prin)ng  

Introduc)on   Market  Analysis  

Key  Success  Factors   Conclusion  

Source:  (Seeking  Alpha,  2013)  

When  3D  prin)ng  technology  first  came  out,  it  posed  a  big  threat  to  toy  manufacturing  companies  such  as  Hasbro  and  MaOel.  This  was  due  to  the  possibility  of  counterfei)ng  toys.  So,  these  toy  manufacturing  companies  aOacked  the  new  technology  with  the  autude  of  “if  you  cant  beat  it,  join  it”.  Hasbro  announced  that  it  would  be  partnering  up  with  3D  Systems  last  February  in  order  to  deliver  new  immersive,  crea)ve  play  experiences”(Business  Insider,  2014).  They  now  have  over  4,200  toys  available  to  be  customized  using  3D  prin)ng  (Business  Insider,  2014).  Revenue  brought  in  from  3D  prin)ng  is  expected  to  be  $8.43  billion  by  2020  (MarketsandMarkets  2014).  20%  of  that  revenue  is  forecasted  to  come  from  consumer  goods  and  toys  totaling  around  $1.68  billion.  

Partnerships  

Advantages  of  3D  prin)ng:  ·∙            Customizable  manufacturing  op)ons  ·∙            Rapid  Prototyping  ·∙            Manufacturing  speed  ·∙            Reduced  costs  ·∙            Warehousing,  only  need  to  produce  goods  that  have  been  sold  

Figure  13:  Revenue  Generated  from  3-­‐D  prin0ng  

11  

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Smart  Toys  are  In  The  typical  child  now  has  never  known  a  world  without  the  internet,  computers,  or  smart  phones.  This  new  genera0on  prefers  technologically  enhanced  toys,  whether  it  be  robo)c  or  )ed  into  an  app.  One  study  showed  that  as  many  as  72  million  children  that  were  interviewed  are  interested  in  smart  toys,  22.4  million  of  which  were  in  the  United  States  (Interpret,  2014).  When  The  NDP  group  surveyed  parents,  77%  said  that  buying  an  interac)ve  gaming  toy  was  definitely  or  probably  worth  the  investment.  Slightly  more  than  half  also  said  that  adults  were  included  in  this  play  (NDP  Group,  2015).  Any  )me  that  parents  get  to  spend  posi)vely  interac)ng  with  their  children  is  greatly  appreciated,  as  both  parents  work  in  many  households.  This  could  contribute  to  the  high  sa)sfac)on  in  this  area  of  toys.  Whatever  the  case  may  be,  smart  toys  are  the  future,  and  are  a  great  way  to  both  create  revenue  for  toy  manufacturers  and  bring  families  together.  

 

As  you  can  see  in  figure  14  (below),  Children  12  and  under  prefer  touch-­‐screened  toys  to  any  other  type  of  toy.  This  translates  into  revenue  for  toy  companies  that  can  integrate  any  sort  of  tablet  into  their  products.  One  example  of  the  popularity  of  touch  screens  is  Leapfrog’s  LeapPad  tablet.  They  sold  out  of  pre-­‐sale  units  in  just  under  2  weeks,  which  helped  Leapfrog’s  revenue  grow  10%  in  2012    (Mitra,  S.  2012).  This  success  may  be  because  the  LeapPads  also  include  what  parents  want  in  their  children’s  toys:  educa)onal,  balanced  play.  Due  to  the  fact  that  the  LeapPad  hits  desires  on  children’s  and  parent’s  lists,  it  won  3  Toy  of  the  Year  awards  in  2012:  Toy  of  the  Year,  Educa)onal  Toy  of  the  Year,  and  Preschool  toy  of  the  year  (Toy  Industry  Associa)on,  2012).  This  goes  to  show  how  important  innova)on  is  in  toys.    

Introduc)on   Market  Analysis  

Key  Success  Factors   Conclusion  

Figure  14:  Children  12  &  Under  Play  Preferences  

Key  Success  Factor  #2  

12  

Source:  (Michael  Cohen  Group  LLC,  2014)  

Another  way  technology  is  being  u)lized  to  aid  companies  with  their  produc)on  decisions  are  through  the  collec)on  of  “big  data”.  This  term  refers  to  the  ability  to  collect  very  large  amounts  of  data  on  customers.  Every  )me  a  customer  buys  something  online,  their  purchases,  searches,  and  almost  everything  else  they  do  is  being  recorded.  When  companies  are  trying  to  figure  out  what  is  hot  at  that  point  in  )me  or  prepare  for  what  might  be  popular  in  the  future,  the  collec)on  of  big  data  allows  them  to  do  so.    

Big  Data    

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Introduc)on   Market  Analysis  

Key  Success  Factors   Conclusion  

13  

Key  Success  Factor  #2  Figure  15  

MaTel,  Inc.  This  company  lacks  in  innova)on  compared  to  its  compe)tors.  They  have  been  trying  new  lines,  such  as  Hello  Barbie,  which  was  not  very  successful.  However,  In  September  2015,  MaOel  completely  revamped  its  leadership  team  in  the  hopes  of  being  more  compe))ve  on  the  innova)on  front.  Since  their  implementa)on  of  the  new  leadership  team,  the  price  of  MaOel  stock  has  jumped  over  $10,  from  a  low  of  $19.38  on  October  1  to  32.29  on  February  4th.  Their  newest  line  is  the  Fashionista  Barbie,  which  incorporates  different  body  types,  skin  colors,  hair  cuts,  and  eye  colors.  This  new  leadership  team  helps  MaOel  earn  a  score  of  4  in  the  “Ability  of  companies  to  promote  smart  toys”  criterion.  As  far  as  the  “U)liza)on  of  3D  prin)ng”  criterion,  MaOel  received  a  raw  score  of  3,  for  their  new,  but  unfinished,  venture  into  3D  prin)ng.  Their  version  of  a  3D  printer,  the  ThingMaker,  will  allow  children  to  make  ac)on  figures,  jewelry,  and  other  things  from  home  (Kell,  2016).  MaOel’s  current  score  is  rather  low,  at  just  5.3,  but  they  have  shown  promise  and  may  have  a  much  higher  score  when  compared  in  the  future.      JAKKS  Pacific,  Inc.  JAKKS  has  not  taken  up  3D  prin)ng,  but  the  concept  of  3D  prin)ng  has  influenced  some  of  their  product  lines,,  giving  them  a  raw  score  of  5    in  the“U)liza)on  of  3D  prin)ng”  criterion.  They  boast  a  toy  making  machine  that  children  can  use  to  make  their  own  characters.  This  machine  uses  wax  and  molds  that  interlock  to  create  these  characters.  Jakks  also  has  a  ac)on  figure  and  video  game  hybrid  named  Hero  Portal,  which  allows  users  to  change  out  their  character  on  the  video  game  by  placing  a  different  ac)on  figure  on  the  portal.  This  mixes  real  play  with  virtual  play,  much  to  the  delight  of  parents,  which  gives  them  a  raw  score  of  6  in  the  “Ability  of  companies  to  promote  smart  toys”  criterion.  Both  of  these  lines  are  interac)ve  and  fun  for  kids,  and  in  turn  hit  innova)on  on  the  head.  However,  because  Jakks  does  not  u)lize  3D  prin)ng,  they  earned  a  6.3  in  innova)on.        

Hasbro,  Inc.  This  company  is  a  leader  in  innova)on.  Hasbro  was  on  of  the  first  major  players  in  the  industry  to  invest  in  and  u)lize  3D  prin)ng.  They  now  have  4200  customizable  toys,  which  allow  children  to  personalize  products  in  the  My  LiOle  Pony,  Transformers,  Star  Wars,  Scrabble,  Play-­‐Doh  and  Monopoly  lines  (Anusci,  2015).  This  scores  Hasbro  a  raw  score  of  7  on  the  “U)liza)on  of  3D  prin)ng”  criterion.  They  also  offer  more  than  150  electronic  toys,  which  span  from  Furreal  Friends  to  Star  Wars  themed  voice  changer  masks  or  even  to  electronic  board  games.  These  innova)ve  toys  give  Hasbro  a  raw  score  of  8  in  the  “Ability  of  companies  to  promote  smart  toys”  criterion.  This  versa)le  product  mix  translates  into  an  all  around  innova)ve  company,  giving  Hasbro  a  total  weighted  score  of  6.8.    

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Overview  It  is  vital  for  companies  in  the  toy  industry  to  break  into  emerging  markets,  specifically  in  China  and  India.  Evidence  shows  several  economic  changes  and  advances  in  these  countries  that  will  contribute  to  growth  in  the  toy  industry.  We  have  broken  this  KSF  into  three  sec)ons:  Companies’  presence  in  emerging  markets,  companies’  adapta)on  to  toy  trends  in  different  countries,  and  money  spent  on  research  and  development.  

As  the  graph  shows  below,  there  has  not  been  much  industry  growth  in  North  America  and  Western  Europe.    Most  of  the  industry  growth  from  2009  to  2014  can  be  contributed  to  markets  in  Asia-­‐Pacific  and  Western  Europe.    

Key  Success  Factor  #3  

Emerging  markets  In  order  to  capitalize  on  the  opportuni)es  created  by  emerging  markets,  companies  need  to  establish  a  presence  in  countries  with  rapidly  developing  economies.    The  more  developed  North  American  and  Western  European  markets  may  provide  for  more  sales  than  developing  na)ons,  however,  the  largest  opportuni)es  for  growth  is  within  emerging  markets.    The  toy  market  in  China  is  expected  to  grow  faster  than  in  any  other  country  in  the  world  through  2017  (Euromonitor,  2015).    The  median  income  there  will  increase  by  51%  through  2019  as  well  (Euromonitor,  2015).  The  tradi)onal  toys  and  games  market  grew  by  90.2  %  in  India  from  2009  to  2014  (Euromonitor  India).  In  addi)on  to  the  growth  that  Asia-­‐Pacific  regions  are  experiencing,  Brazil  is  expected  to  become  the  fourth  largest  market  for  toys  by  2017  (Euromonitor  Brazil).      

Source:  (Euromonitor,  2015)    

Figure  16:  Tradi0onal  Toys  &  Games  Forecast      

14  Introduc)on   Market  

Analysis  Key  Success  Factors   Conclusion  

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Market  Trends  Trends  in  the  toy  industry  can  vary  around  the  world,  and  companies  need  to  produce  products  that  align  with  market  trends  in  emerging-­‐markets.    Whereas  collectable,  technological,  and  3D  printed  toys  may  be  trending  in  Western  countries,  construc)on  and  plush  toys  may  be  gaining  popularity  in  emerging  markets  (HKTDC,  2015).    In  order  for  toy  manufacturers  to  capitalize  on  the  projected  economic  growth  of  emerging  markets,  they  need  to  have  products  that  sa)sfy  the  wants  of  the  consumers.    

Key  Success  Factor  #3  

59%  of  Middle  Class  in  Asia  Pacific  

Introduc)on   Market  Analysis  

Key  Success  Factors   Conclusion  

The  emerging  markets  are  fueled  by  several  factors  that  make  them  prime  opportuni)es  for  growth.  23%  of  the  middle  class  is  currently  in  the  Asia-­‐Pacific  region.  By  2030,  it  is  forecasted  that  approximately  59%  of  the  world’s  middle  class  will  be  represented  from  this  Asia-­‐Pacific  region.(Fig  18)  In  result,  this  will  increase  the  amount  of  disposable  income  in  these  countries,  expanding  the  consumer  base  of  toys.        

Figure  17:  Emerging  Markets  Tradi0onal  Toys  and  Games  Sales  2014/2019  

Source:  (Euromonitor,  2015)  

The  graph  above  shows  the  expected  sales  of  the  tradi)onal  toys  and  games  market  in  emerging  countries.  China  is  expected  to  be  at  nearly  14  billion  US  dollars.  In  2014  the  market  was  9.4  billion  (Euromonitor,  2015).  

Figure  18:  Expected  Growth  of  Middle  Class  (Millions)    

Source:  (Kharas,  H.  2011)  

15  

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Introduc)on   Market  Analysis  

Key  Success  Factors   Conclusion  

Hasbro,  Inc.  Hasbro  ul)mately  has  had  the  upper  hand  when  it  comes  to  the  ability  to  iden)fy  specific  toy  trends  within  the  Asia-­‐Pacific  region,  which  is  why  it  received  a  7.5  in  the  “ability  to  iden)fy  specific  toy  trends  in  each  country”  criterion.  This  could  change  in  the  future  due  to  new  steps  that  MaOel  is  taking  to  gain  a  larger  market  share  in  these  region  such  as  building  toy  labs.  Hasbro  spent  $222  million  on  research  and  development  in  2014.  This  could  be  a  main  reason  for  their  increase  in  sales  that  year.  Hasbro  did  not  end  up  performing  as  well  as  MaOel  in  an  evalua)on  of  the  company’s  presence  in  the  Asia-­‐Pacific  region.  MaOel  consistently  ranks  above  Hasbro  in  market  share  size  in  this  region.    

0  

50  

100  

150  

200  

250  

2014   2013   2012  

MaOel  

Hasbro  

Jakks  

Figure  20:  Spending  on  Research  &  Development  (Millions  USD)  

MaTel,  Inc.  MaOel  did  not  end  up  being  the  best  when  it  came  to  the  ability  to  iden)fy  trends  within  the  Asia-­‐Pacific  region.  However,  MaOel  was  not  far  behind  their  compe)tor  Hasbro.  MaOel  has  also  developed  some  new  ideas  that  will  help  them  in  the  future  such  as  create  toy  labs  in  China  and  India  where  thousands  of  children  come  play  with  new  toys.  This  will  help  them  iden)fy  toy  trends  in  these  areas.  A_er  evalua)ng  each  company’s  presence  in  the  Asia-­‐Pacific  region,  MaOel  did  score  highest  in  the  “presence  within  emerging  regions”  criterion.  MaOel  consistently  ranks  above  Hasbro  and  among  the  top  10  as  far  as  their  market  share  size  in  this  region.  MaOel  spent  209  million  dollars  on  research  and  development  in  2014.  This  was  13  million  less  than  what  Hasbro  spent  on  R&D,  and  their  revenue  was  less  than  it  was  the  previous  year  in  almost  every  region  (Onesource  2016).    

Data  Source:  (OneSource,  2016)  

16  

JAKKS  Pacific,  Inc.  Jakks  by  far  performed  the  worst  out  of  all  three  companies  that  were  analyzed.  They  are  much  smaller  than  Hasbro  and  MaOel  and  have  not  been  around  for  near  as  long.  In  the  past  5  years,  their  annual  reports  have  shown  research  and  development  totals  to  be  zero  dollars.  Only  about  20%  of  their  total  sales  are  outside  of  the  United  States  (Onesource,  2016).  This  means  that  they  are  fairly  unknown  in  the  Asian  Pacific  region,  and  is  why  they  only  received  a  2  in  the  “presence  within  the  region”  criterion.    

Key  Success  Factor  #3  Figure  19  

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RECOMMENDATION  #1:  Obtain  licensing  rights  to  upcoming  blockbuster  releases  in  order  to  increase  revenues.    

A_er  thorough  research  and  analysis,  team  3  of  cohort  PM107  of  Copeland  Associates  derived  three  key  success  factors  for  the  toy  manufacturing  industry.  We  then  evaluated  MaOel,  Hasbro,  and  Jakks  Pacific  on  their  company’s  current  posi)on  rela)ng  to  the  top  three  criteria  we  developed  for  each  key  success  factor.  Based  on  the  results  of  the  key  success  factor  analysis,  Hasbro  ranked  as  the  top  company  in  the  toy  industry,  followed  by  MaOel  and  then  Jakks  Pacific.  A_er  further  looking  into  opportuni)es  and  trends  in  the  industry,  our  team  decided  on  three  main  recommenda)ons  that  can  boost  MaOel  into  the  top  posi)on  in  the  toy  manufacturing  industry.  

Recommenda)ons  

Introduc)on   Market  Analysis  

Key  Success  Factors   Conclusion  

MaOel  recently  lost  the  licensing  rights  of  Disney’s  Frozen  to  Hasbro,  which  can  put  MaOel  at  a  large  disadvantage  due  to  the  previous  success  of  Frozen  and  high  an)cipa)on  of  the  sequels.  In  2014  alone  these  two  licenses  accounted  for  7.3%  of  their  total  revenue  (Euromonitor  2015).  MaOel  needs  to  acquire  licenses  to  produce  toys  rela)ng  to  upcoming  children’s  movies  that  are  expected  to  come  out  within  the  next  2-­‐3  years,  such  as  Star  Wars,  Toy  Story  4,  The  Lego  Movie  2,  The  Avengers,  and  Captain  Marvel.  Developing  rela)onships  with  large  licensors  such  as  Disney  could  create  opportuni)es  for  MaOel  to  gain  sole  licensing  rights  to  a  movie  or  even  a  movie  series.  Companies  that  have  been  able  to  do  this  in  the  past  have  seen  huge  success  and  large  increases  in  sales,  such  as  Hasbro  did  before  the  1999  release  of  Star  Wars.    However,  obtaining  sole-­‐licensing  rights  to  movie  licenses  is  very  difficult,  therefore  the  majority  of  licensed  toys  produced  by  MaOel  will  be  compe)ng  with  other  toy  manufacturers  that  are  producing  toys  that  carry  the  same  license.  Due  to  this,  MaOel  needs  to  be  highly  innova)ve  and  make  sure  to  u)lize  technology  when  designing  and  producing  their  licensed  toys.    MaOel  scored  very  low  in  the  company  evalua)on  of  the  innova)on  and  technology  key  success  factor,  and  is  known  to  be  very  tradi)onal  when  it  comes  to  style  of  toys  produced,  mainly  due  to  their  top  brands  of  Barbie  and  Hot  Wheels.    Combining  innova)ve  development  and  and  the  implementa)on  of  technology  with  the  acquisi)on  of  major  movie  licenses  will  allow  MaOel  to  create  a  product  that  stands  out  from  those  of  compe)ng  toy  manufacturers,  and  create  a  higher  return  on  investment  of  their  brand  licenses.        

RECOMMENDATION  #2:  U0lize  3D  prin0ng  and  increase  research  and  development  within  the  smart  toy  category.    

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3D  prin)ng  has  poten)al  to  completely  transform  the  toy  manufacturing  industry.  It  is  gaining  popularity  but  s)ll  is  not  very  well  established.  MaOel  should  invest  in  3D  prin)ng  and  adver)se  its  benefits  to  customers  before  compe)tors  in  the  industry  are  able  to.  The  increase  in  online  retailing  can  make  the  implementa)on  of  3D  prin)ng  in  the  toy  industry  seem  even  more  aOrac)ve.      MaOel’s  two  best-­‐selling  brands  are  Barbie  and  Hot  Wheels,  and  are  typically  viewed  as  simpler,  tradi)onal  toys.  The  addi)on  of  the  more  interac)ve  Hello  Barbie  was  a  step  in  the  right  direc)on,  but  MaOel  s)ll  is  lagging  behind  Hasbro  and  JAKKS  in  the  smart  toy  category.  Technology  is  becoming  accessible  to  children  of  younger  ages,  and  smartphone  and  tablet  technology  is  becoming  increasingly  prevalent  in  the  toy  industry.  In  order  to  capitalize  on  the  growth  in  this  field,  MaOel  needs  to  research  ways  to  incorporate  popular  technology  with  their  already  well-­‐known  brands  Barbie  and  Hot  Wheels.    

Recommenda)ons  

Introduc)on   Market  Analysis  

Key  Success  Factors   Conclusion  

18  

RECOMMENDATION  #3:  Increase  presence  in  Asian  Pacific  markets  to  capitalize  on  projected  economic  growth.  

   RECOMMENDATION  #2:  U0lize  3D  prin0ng  and  increase  research  and  development  within  the  smart  toy  category.    

A  high  number  of  children  per  country,  rapidly  growing  middle  class,  and  rising  amount  of  disposable  income  per  family  are  just  some  of  the  reasons  why  the  Asia  Pacific  region  has  poten)al  to  transform  the  toy  industry.  It  also  has  the  largest  number  of  heavily  licensed  markets  in  the  world  (Euromonitor  2013).MaOel  currently  only  has  6.9%  of  their  sales  taking  place  in  Asia  Pacific  (Onesoure,  2016).  Although  not  a  very  high  percentage  of  company  sales  take  place  in  Asia  Pacific,  MaOel  s)ll  has  a  higher  presence  in  the  region  than  its  compe)tors.  Aggressively  pursuing  opportuni)es  in  these  markets  will  allow  MaOel  to  dominate  the  region  and  make  it  difficult  for  compe)tors  to  enter  the  highly  profitable  emerging  markets.    Another  way  MaOel  can  capitalize  on  the  growth  of  the  Asia-­‐Pacific  region  and  set  itself  apart  from  major  compe)tors  is  by  inves)ng  heavily  into  region-­‐specific  licenses.  Asia-­‐Pacific  is  the  most  heavily  licensed  region  in  the  world,  however  many  of  these  licenses  that  are  sold  there  are  not  possessed  by  American  companies.    Every  region  has  its  own  form  of  popular  culture,  and  some)mes  a  major  license  that  is  popular  in  the  United  States  may  not  sell  as  well  in  the  Asia-­‐Pacific  region.  MaOel  needs  to  start  producing  toys  rela)ng  to  popular  movies  and  TV  shows  in  specific  countries  in  the  Asia-­‐Pacific  region.  By  acquiring  more  region-­‐specific  licenses,  MaOel  can  further  globalize  their  company  and  create  new  product  lines  that  other  American  companies  may  have  not  pursued  yet.        

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A_er  researching  the  Toy  Industry,  it  has  been  found  to  be  fluid  and  ever-­‐changing.  It  has  endless  opportuni)es,  which  are  ripe  and  ready  to  be  taken  advantage  of.  Our  team  analyzed  MaOel,  Hasbro  and  JAKKS  Pacific  based  upon  these  the  three  Key  Success  Factors  that  we  deemed  to  be  the  most  influen)al  in  the  success  of  a  company  within  the  toy  manufacturing  industry.      Key  Success  Factor  #1:  Licensing:  Licensing  helps  make  toys  more  appealing  for  the  consumer,  because  it  adds  a  popular  brand  element  into  a  toy.  The  movie  companies  build  the  brand,  and  they  toy  companies  get  to  reap  some  of  the  benefits,  for  a  cost  of  course.  Developing  long-­‐term  rela)onships  with  licensors  helps,  and  can  guarantee  sustainable  growth  in  sales  over  a  set  period  of  )me.  Licensing  may  also  be  the  easiest  way  to  enter  into  other  global  markets.  Popular  TV  shows  and  movies  are  already  well  established  brands,  so  using  these  as  a  method  of  penetra)on  into  the  markets  helps  save  the  )me  and  money  it  takes  to  develop  a  brand.  Key  Success  Factor  #2:  Successful  innova)on  in  technology  for  producing  products  decreases  produc)on  costs  while  increasing  produc)on  efficiency.  While  it  may  be  a  big  investment  upfront,  it  tends  to  pay  for  itself  in  the  long-­‐run.  3D  prin)ng  also  helps  with  research  and  development  costs  because  prototyping  is  made  faster  and  cheaper.  3D  prin)ng  does  not  just  help  with  prototyping,  however.  3D  prin)ng  is  great  when  u)lized  as  a  customizer  for  toys.  Hasbro  and  Jakks  both  offer  op)ons  on  their  websites  to  essen)ally  build  your  own  toy.  Children  get  to  pick  color  and  other  aspects  to  make  a  toy  that  they  feel  more  connected  to.  Smart  toys  are  a  great  way  into  customers  hearts,  too.  Many  children  enjoy  playing  with  smart  toys,  and  the  idea  of  smart  toys  is  more  appealing  to  parents  as  well.  Key  Success  Factor  #3:  Many  countries  with  large  popula)ons  around  the  world  are  rapidly  developing  into  economic  powerhouses  that  will  create  huge  opportuni)es  within  the  toy  industry  in  the  near  future.  Two  of  the  fastest  growing  countries  are  India  and  China.  Many  of  the  current  toy  suppliers  are  smaller  companies,  so  it  would  be  easy  for  large  companies  like  MaOel  and  Hasbro  to  swoop  in  and  absorb  not  only  the  companies,  but  the  knowledge  of  the  culture  that  comes  with  them.  While  technology  is  the  new  fad  in  western  countries,  these  new  players  prefer  construc)on  and  plush  toys.  It  is  important  for  toy  manufacturers  to  be  aware  of  cultural  and  industry  trends  within  a  country  before  heavily  inves)ng  in  the  region.  Recommenda0on  #1:  Acquire  licenses  to  upcoming  blockbusters  that  appeal  to  children.  Spending  large  amounts  of  money  and  taking  risks  has  proven  to  be  worth  it  when  it  comes  to  popular  movies  in  the  past.  Recommenda0on  #2:  U)lize  3D  prin)ng  and  create  more  tech-­‐centric  product  lines.  Technology  is  a  huge  trend  that  is  transforming  the  toy  manufacturing  industry,  and  MaOel  can’t  rely  on  its  older,  tradi)onal  brands  like  Barbie  and  Hot  Wheels  to  see  growth  in  the  future.  Recommenda0on  #3:  While  MaOel  is  outshining  its  compe)tors  in  the  Asia-­‐Pacific  region  for  now,  it  would  be  easy  for  a  compe)tor  to  overtake  them  if  they  do  not  con)nue  looking  into  ways  to  expand  within  the  region.  There  is  room  for  infinite  growth,  so  aggressively  taking  on  the  market  will  prove  to  be  highly  beneficial            

Conclusion  

Introduc)on   Market  Analysis  

Key  Success  Factors   Conclusion  

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References  

Introduc)on   Market  Analysis  

Key  Success  Factors   Conclusion  

Anusci,  V.  (2015,  January  15).  3D  Printed  Toys  from  Hasbro.  Retrieved  February  14,  2016  from  hOps://all3dp.com/3d-­‐printed-­‐toys-­‐hasbro/.  Auerbach,  S.  (2013,  July  17).  Dr.  Toy  Talks  about  Trends  in  Toys  and  Play  Towards  Technology.  Retrieved  January  25,  2016,  from  hOp://www.huffingtonpost.com/stevanne-­‐auerbach-­‐phd/dr-­‐toy-­‐talks-­‐about-­‐trends_b_3260335.html.  Banjo,  S.  (2015,  December  17).  Star  Wars:  The  Toy  Story.  Retrieved  February  03,  2016,  from  hOp://www.bloomberg.com/gadfly/ar)cles/2015-­‐12-­‐17/star-­‐wars-­‐merchandise-­‐the-­‐psychology-­‐of-­‐a-­‐hit.  Business  Source  Complete.  (2015).  Global  Toys  &  Games.  Toys  &  Games  Industry  Profile:  Global,  1-­‐31.  Retrieved  January  14,  2016  from  Business  Source  Complete.    Dumaine,  B.  (2015).  U.S.  Manufacturing  costs  are  almost  as  low  as  China's,  and  that's  a  very  big  deal.  Retrieved  January  25,  2016,  from  hOp://fortune.com/2015/06/26/fracking-­‐manufacturing-­‐costs/.  Euromonitor.  (2013).    Global  Licensing  Trends  in  TradiKonal  Toys  and  Games.  Retrieved  January  26,  2016,  from  hOp://www.euromonitor.com/global-­‐licensing-­‐trends-­‐in-­‐tradi)onal-­‐toys-­‐and-­‐games/report.  Euromonitor.  (2015,  August  6).  Toys  and  Games:  Trends,  Developments  and  Prospects.  Retrieved  February  8,  2016,  from  hOp://www.portal.euromonitor.com.proxy.library.ohiou.edu/portal/analysis/tab#.  Haider,  Z.  (2015,  May).  Toy,  Doll  &  Game  Manufacturing  in  the  US.  Retrieved  January  13,  2016  from  IBIS  World  hOp://clients1.ibisworld.com.proxy.library.ohiou.edu/reports/us/industry/productsandmarkets.aspx?en)d=894.  Hasbro.  (2015).  2014  Annual  report.    Retrieved  February  10,  2016  from  hOp://files.shareholder.com/downloads/HAS/1394946747x0x819559/8A09F66A-­‐4137-­‐45A9-­‐88BA-­‐C16F08E1AF90/Annual_Report_Website_FINAL.pdf.  Hasbro  [company  profile].  (n.d).Retrieved  February  4,  2016  from  hOp://globalbb.onesource.com.proxy.library.ohiou.edu/Web/NewsAndReports/NewsAndReports.aspx?TabId=secfilings.  Hong  Kong  Trade  Development  Council  (HKTDC).  (2015,  July  24).  China's  Toy  Market.  Retrieved  February  10,  2016,  from  hOp://china-­‐trade-­‐research.hktdc.com/business-­‐news/ar)cle/China-­‐Consumer-­‐Market/China-­‐s-­‐Toy-­‐Market/ccm/en/1/1X000000/1X002MRF.htm.  Hoover’s.  (2016).  Toy  and  Game  Manufacturing.  Retrieved  February  11,  2015  from  Hoover's  database.  Hoover’s.  (2016).JAKKS  PACIFIC,  Inc.  Retrieved  February  9,  2015  from  Hoover's  database.  

 

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References  

Introduc)on   Market  Analysis  

Key  Success  Factors   Conclusion  

Hoover’s.  (2016).MaUel,  Inc.  Retrieved  February  10,  2015  from  Hoover's  database.  Hudak,  M.  (2015,  Dec.  04).  Small  but  Growing  Movement  towards  Gender  Neutrality  in  Toys.  Retrieved  January  12,  2016  from  the  Passport  Database.  ICEF  Inc.  (2014,  March  06).  The  growing  role  of  emerging  markets  in  shaping  global  demand  -­‐  ICEF  Monitor  -­‐  Market  intelligence  for  internaKonal  student  recruitment.  (2014,  March  06).  Retrieved  February  03,  2016,  from  hOp://monitor.icef.com/2014/03/the-­‐role-­‐of-­‐emerging-­‐markets-­‐in-­‐shaping-­‐global-­‐demand/.  Indian  Toy  Industry.  (n.d.).  Retrieved  February  08,  2016,  from  hOp://www.indianmirror.com/indian-­‐industries/toy.html.  Interpret.  (2014,  July).  Number  of  children  interested  in  smart  toys  in  selected  countries  worldwide  as  of  July  2014  (in  millions).  Retrieved  January  18,  2016  from  hOp://www.sta)sta.com.proxy.library.ohiou.edu/sta)s)cs/348507/children-­‐smart-­‐toys/.  JAKKS  Pacific.  (2015).  10-­‐K  Annual  Report  2014.  Retrieved  February  10,  2016  from  hOp://www.jakks.com/.  JAKKS  Pacific  .  (2015,  September  17).  JAKKS  Pacific  -­‐  How  To  Use  The  3DIT  Character  Creator  [Video  file].  Retrieved  February  14,  2016  from  hOps://www.youtube.com/watch?v=8DewDuKS3Bk.  Katje,  C.  (2014,  February  28).  MaUel  Hits  Home  Run  With  AcquisiKon  Of  Mega  Bloks  Parent  Company.  Retrieved  February  11,  2016,  from  hOp://seekingalpha.com/ar)cle/2060223-­‐maOel-­‐hits-­‐home-­‐r.  Kell,  J.  (2015).  Disney's  'Frozen'  led  a  rare  jump  in  toy  sales  last  year.  Retrieved  February  03,  2016,  from  hOp://fortune.com/2015/01/20/retail-­‐toy-­‐sales-­‐us-­‐2014/.  Kell,  J.  (2016,  February  12).  MaUel  Is  Using  3D  PrinKng  to  Resurrect  An  Old  Hit.  Retrieved  February  14,  2016.  hOp://fortune.com/2016/02/12/maOel-­‐3d-­‐prin)ng-­‐toys/.  Kharas,  H.  (June  2011).  The  Emerging  Middle  Class  in  Developing  Countries.  Retrieved  February  11,2016  from  hOp://siteresources.worldbank.org/EXTABCDE/Resources/7455676-­‐1292528456380/7626791-­‐1303141641402/7878676-­‐1306699356046/Parallel-­‐Sesssion-­‐6-­‐Homi-­‐Kharas.pdf.  Kudrowitz,  B.  (n.d.).  Emerging  Technology  and  Toy  Design.  Retrieved  January  25,  2016,  from  hOp://product.design.umn.edu/courses/pdes3711/documents/EmergingTech-­‐kudrowitz.pdf.  Marketline.  (2015,  November).  Toys  &  Games  in  Asia-­‐Pacific.  Toys  &  Games  Industry  Profile:  Asia-­‐Pacific,  1-­‐32.  Retrieved  January  13,  2016  from  Business  Source  Complete  database.    

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References  

Introduc)on   Market  Analysis  

Key  Success  Factors   Conclusion  

MaOel.  (2015).  2014  Annual  report.  Retrieved  February  10,  2016  from  hOp://files.shareholder.com/downloads/MAT/1520992041x0x820303/68C602DD-­‐88F3-­‐47F8-­‐ABB5-­‐46635E8495D8/MaOel_-­‐_Bookmarked_2014_Annual_Report_Final_.PDF.  Merriam-­‐Webster  Dic)onary.  Date  retrieved  February  6,  2016  from  hOp://www.merriam-­‐webster.com/dic)onary/innova)on.  Michael  Cohen  Group.  (2014,  February  17).  Toys,  Learning,  &  Play  Summit  TOUCH  SCREENS.  Retrieved  February  10,  2016  from  hOp://www.mcgrc.com/wp-­‐content/uploads/2015/03/MCGRC_Digital-­‐Kids-­‐Presenta)on_022014.pdf.    Mintel.  (2015,  April)    MarkeKng  to  Kids.  Retrieved  January  12,  2016  from  hOp://academic.mintel.com.proxy.library.ohiou.edu/display/736019/.    Mitra,  S.  (2012).  Leapfrog’s  Toy  Tablet  Scores  Successful  Turnaround.  Retrieved  February  10,  2016  from  hOp://www.sramanamitra.com/2012/02/22/leapfrogs-­‐toy-­‐tablet-­‐scores-­‐successful-­‐turnaround.  Morris,  D.  Z.  (2015).  Will  tech  manufacturing  stay  in  China?  Retrieved  January  25,  2016,  from  hOp://fortune.com/2015/08/27/tech-­‐manufacturing-­‐reloca)on/.    Muller,  L.  (2014,  June  13).  Toy  Licenses:  How  Important  Are  They?  Retrieved  February  01,  2016,  from  hOp://www.nasdaq.com/ar)cle/toy-­‐licenses-­‐how-­‐important-­‐are-­‐they-­‐cm361694.  NDP  Group.  (2015,  May).  InteracKve  Gaming  Toys  Viewed  As  PosiKve  Investments,  Keep  Families  And  Players  Engaged  In  Play.  Retrieved  January  26,  2016  from  hOps://www.npd.com/wps/portal/npd/us/news/press-­‐releases/2015/interac)ve-­‐gaming-­‐toys-­‐viewed-­‐as-­‐posi)ve-­‐investments-­‐keep-­‐families-­‐and-­‐players-­‐engaged-­‐in-­‐play/.    OneSource.  (2016).  Hasbro,  Inc.  Retrieved  February  10,  2015  from  OneSource  database.  OneSource.  (2016).  JAKKS  Pacific,  Inc.  Retrieved  February  10,  2015  from  OneSource  database.  OneSource.  (2016).  MaUel,  Inc.  Retrieved  February  10,  2015  from  OneSource  database.  Rohan.  (n.d.)  3D  PrinKng  Market  worth  $8.43  Billion  by  2020.  Retrieved  February  8,  2016  from  Markets  and  Markets.  hOp://www.marketsandmarkets.com/PressReleases/3d-­‐prin)ng.asp.  Rose,  I.  (2014,  November  26).  Can  Barbie  conquer  China?  -­‐  BBC  News.  Retrieved  February  03,  2016,  from  hOp://www.bbc.com/news/business-­‐30210261.  Seeking  Alpha  research  group.  (2013,  December  19).  A  Deep  Look  At  The  3D  RevoluKon  -­‐  Where  PrinKng  Money  Is  A  Reality.  Retrieved  February  2,  2016  at  Seeking  Alpha.    

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Introduc)on   Market  Analysis  

Key  Success  Factors   Conclusion  

Toy  Industry  Associa)on.  (2012,  February  22).  2012  TOTY  Winners.  Retrieved  February  10,  2016  from  hOp://www.toyassocia)on.org/Events2/TOTY_Awards/2012_TOTY_Winners.aspx#.VsEs-­‐JMrLLZ.  World  of  Toys:  The  Indian  toy  market.  (n.d.).  Toy  market  India.  Retrieved  February  02,  2016,  from  hOp://www.world-­‐of-­‐toys.org/india/toy-­‐market-­‐india/.  

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Current  State  Overview  The  market  value  of  the  toy  industry  was  es)mated  to  be  around  92.2  billion  in  2014  (Marketline,  2015).  The  industry  is  not  mature  and  highly  concentrated.  This  industry  is  dependent  on  large  retailers  for  the  majority  of  their  sales.  Cash  flow  within  this  industry  is  heavily  reliant  on  the  fourth  quarter  earnings  due  to  seasonal  sales.  Another  difficulty  within  the  toy  manufacturing  industry  is  the  fact  that  companies  are  dealing  with  a  fickle  target  market.  It  is  hard  to  predict  what  will  be  popular  in  the  minds  of  kids  and  for  how  long  it  will  aOract  aOen)on  from  consumers.  A  large  por)on  of  the  sales  of  manufactures  comes  from  licensed  merchandise.  Companies  use  third-­‐par)es  to  increase  their  sales  through  the  use  of  licenses.  Normally  royalty  agreements  between  the  manufactures  and  the  licensors  may  require  a  beginning  payment  followed  by  a  percentage  of  all  sales  (Hoovers,  2016).  

Like  most  industries,  the  toy  manufacturing  industry  was  hurt  badly  during  the  2008  economic  recession  but  has  shown  a  slow  recovery  since.    Industry  revenue  of  manufacturers  in  the  US  fell  30.5%  during  the  recession,  due  to  a  lack  of  demand  from  retailers  (Dumaine,  B.  2015).    Asia-­‐Pacific’s  countries  have  had  9%  growth(Morris,  D.  Z,  2015)  and  are  expected  to  be  the  largest  segment  within  the  market  by  2019.    In  2014,  Europe  was  the  largest  contributor  to  the  market  at  31%,  while  the  US  was  at  25%  (Marketline,  2015).  In  the  United  States,  companies  rely  on  outsourcing  labor  and  impor)ng  the  products.    The  major  buyers  of  the  industry  are  toy  retailers  such  as  Toys  “R”  Us,  Wal-­‐Mart,  and  Amazon.  The  toy  manufacturers  are  dependent  upon  the  demand  from  the  retailers.  These  retailers  primarily  depend  on  the  disposable  income  of  young  families  to  purchase  their  toys.    

Introduc)on   Market  Analysis  

Key  Success  Factors   Conclusion  

Figure:  Global  Toys  and  Games  Market  Value,  2010-­‐2014  

Source:  (Marketline,  2015)    

Appendix  A:  Industry  Analysis  

The  graph  below  shows  the  global  toy  and  game  market  value  from  2010  through  2014.  It  has  shown  as  steady  increases.  

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The  industry  can  be  broken  up  into  seven  main  product  categories.  Disregarding  the  other  category,  ac)vity  toys  represent  the  largest  segment  of  the  market  followed  by  infant/  pre-­‐school.  The  number  one  segment  can  be  accounted  for  because  in  2012  the  number  of  obese  children  was  20%.  Parents  want  what  is  best  for  their  children,  promp)ng  them  to  purchase  ac)vity  toys  to  encourage  their  children  to  be  ac)ve.  The  second  largest  segment,  infant/pre-­‐school,  with  16%  of  the  market,  is  due  to  parents  wan)ng  their  children  to  begin  early  development  with  educa)onal  toys.      Figure  X  below,  gives  the  percentage  of  all  segments  within  the  industry  globally.  

Overview  Segmenta)on  by  product  

Introduc)on   Market  Analysis  

Key  Success  Factors   Conclusion  

Source:  (Marketline,  2015)    

Figure:  Global  Toys  and  Games  by  category  segment,  2014  

Future  Prospects  The  toy  manufacturing  industry  has  a  perspec)ve  growth  of  25.8%  which  between  2014-­‐2019  which  will  be  valued  at  a  116  billion  (Marketline,  2015).  The  disposable  income  of  families  are  projected  to  grow  in  the  coming  years.    This  will  allow  families  to  be  able  to  have  more  money  in  their  budget  for  more  discre)onary  spending.    The  expected  revenue  for  the  toy  and  game  manufacturing  industry  in  India,  UK  and  Germany  in  2018  is  111  million,  694  million  and  4.1  billion  U.S.  Dollars  respec)vely  (Sta)sta,  n.d.).  Which  from  today  is  a  7%  increase  in  India,  2%  decrease  in  the  UK  and  a  6%  increase  in  Germany.    

Data  Source:  (Marketline,  2015)    

The  chart  below  describes  the  projected  growth  of  the  toy  and  game  industry  globally.    

Figure:  Global  Toys  and  Games  Projected  Market  Value,  

2014-­‐2019  

Appendix  A:  Industry  Analysis  

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Educa)onal   Ac)vity  Toys  Growing  up  STEM(Science,  Tech,  Engineering  and  Math)    are  instrumental  in  a  child’s  development  of  cogni)ve  and  social  skills.  Although  iPads  and  other  video  games  are  increasing  in  popularity  among  children,  tradi)onal  play  experiences  are  crucial  in  the  mental,  social  and  educa)onal  development  on  children  (Auebarch,  S.  2013).  Parents  are  more  focused  on  their  children  receiving  educa)onal  value  from  toys  and  not  just  enjoyment  (Mintel,  2015).Educa)onal  toys  are  beneficial  to  the  companies  in  the  industry  because  they  are  less  seasonal  than  others  compared  to  other  segments  and  have  longer  life  cycles.  

Parents  are  also  concerned  with  their  child’s  health,  because  of  this,  toys  promo)ng  ac)vity  are  popular.  A  study  was  done  with  a  large  sample  of  children  ranging  between  ages  of  6-­‐11  on  various  ac)vi)es.  It  found  that  67%  of  the  children  were  not  geung  enough  exercise  and  spent  more  )me  on  homework  and  watching  TV  than  playing  with  their  toys  (Mintel,2015).    With  children  unable  to  get  enough  exercise,  this  has  an  influence  on  the  growth  in  sales  for  toys  that  can  help  the  situa)on.  The  segment  appeals  not  only  to  children  having  fun  but  also  parents  because  of  the  health  benefit.  

Introduc)on   Market  Analysis  

Key  Success  Factors   Conclusion  

Social  pressure  has  forced  several  companies  into  producing  gender  neutral  toys.  This  enables  companies  to  appeal  to  both  genders  while  cuung  produc)on  costs.  This  occurs  by  applying  a  more  suitable  color  or  shi_ing  their  adver)sing  campaigns  to  aOract  both  genders  simultaneously.  For  example,    the  Easy  Bake  Oven  made  by  Hasbro  has  introduced  a  new  line  of  products  that  are  black  and  silver  to  appeal  to  boys.  This  trend  can  increase  popularity  among  companies  while  decreasing  produc)on  costs  because  they  do  not  have  a  variety  to  produce.    

Figure:  Feeling  Towards  Gender  Neutral  Toys  

The  graph  shows  responses  to  a  survey  conducted  by  the  NPD  Group  which  asked  par)cipants  if  they  were  in  favor  of  gender  neutral  toys.    

Source:  (The  NPD  Group,  2015)  

Gender  Neutral   Remote  Control  An  industry  trend  that  has  been  evident  is  remote  control  toys.  As  technology  changes  and  children  are  introduced  to  new  ideas,  consumer  needs  evolve.  Drones  can  be  used  for  fun  for  children  or  for  businesses  in  crea)ng  promo)onal  videos  or  geung  aerial  views  of  the  land  for  prospec)ng.  Children  are  becoming  “older  at  a  younger  age”,  and  because  of  this  parents  are  purchased  toys  that  

are  more  technologically  advanced,  such  as  remote  control.    

Appendix  A:  Industry  Analysis  

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POLITCIAL-­‐  China’s  broadcas)ng  policy  prevents  popular  licensed  toys  in  Western  countries  from  establishing  a  presence  in  the  large  emerging  market(Haider,  Z.  2015).  Increasing  regula)ons  in  Europe  are  causing  consumer  confidence  to  decrease  which  has  hurt  the  industry  for  Europe  as  the  biggest  regional  market  (Business  Source  Complete,2015).  These  factors  together  con)nue  to  make  the  US  and  Western  Europe  the  largest  markets  in  the  industry.  

ECONOMIC-­‐  In  order  to  remain  compe))ve  with  imported  toys,  domes)c  companies  have  been  forced  to  lower  prices  which  decreases  their  profit  margin.  The  Toy  industry  is  sensi)ve  to  the  price  fluctua)ons  in  raw  materials  such  as  oil  and  plas)c.  Disposable  income  was  down  in  the  last  several  years,  but  it  is  forecasted  to  rise  in  2016.  This  could  have  a  posi)ve  impact  on  the  toy  industry,  as  disposable  income  and  the  purchasing  of  toys  are  directly  related.      SOCIAL-­‐  As  social  trends  are  changing,  gender  neutral  toys,  green  toys  and  STEM  toys  are  becoming  more  popular.  This  raises  an  opportunity  for  companies  because  they  are  able  to  capitalize  on  societal  changes.  If  companies  choose  to  ignore  these,  consumers  will  switch  to  compe)tors.  Children  in  today's  society  are  also  leaving  behind  their  tradi)onal  toys  at  a  younger  age,  switching  to  electronic  toys  and  video  games  that  seem  to  keep  children  engaged  for  longer  periods  of  )me.    Technological-­‐  The  collec)on  of  data  and  the  capability  that  companies  have  to  stay  innova)ve  and  con)nue  to  keep  up  with  the  evolu)on  of  technology  will  greatly  impact  whether  companies  in  the  toy  industry  will  be  able  to  survive.  The  inability  to  u)lize  technology  to  produce  products  and  reach  out  to  customers  poses  a  great  threat  to  manufacturers  of  toys.      Legal-­‐  Consumer  Product  Safety  Improvement  Act  (CPSIA)  requires  companies  to  test  toy  intended  for  children  12  and  under.  If  they  do  not  comply,  companies  are  subject  to  fines.  The  major  threat  to  these  companies  are  the  produc)on  of  counterfeit  toys.      Environmental-­‐  It  has  become  increasingly  important  to  consumers  to  purchase  products  that  are  environmentally  friendly.  According  to  a  study  by  Nielsen,    55%  of  online  consumers  in  60  different  countries  are  willing  to  spend  more  money  for  goods  from  companies  that  are  socially  and  environmentally  conscious  (Adams,  A.  T.,  2014).  

Appendix  B:  PESTLE  

Introduc)on   Market  Analysis  

Key  Success  Factors   Conclusion  

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Threat  of  New  Entries:  The  top  6  toy  companies  such  as  MaOel  and  Namco  Bandai  have  been  long  well  established  and  provide  23.38  billion  dollars  to  the  industry.  Many  )mes,  this  big  companies  get  licenses  from  big  TV  shows  and  movies  which  create  a  lot  of  sales.  If  a  new  toy  company  wanted  to  emerge,  they  would  have  difficulty  finding  licenses  and  being  able  to  produce  sales  even  close  to  the  big  compe)tors.  Supermarkets  are  allowing  toys  to  enter  their  shelves  to  provide  customers  the  ability  to  shop  for  toys  and  grocery  all  at  once.  This  lowers  the  need  to  go  to  toy  retailing  store  for  the  consumer  and  lowers  the  threat  of  new  entries  (Marketline,  2015).  

Threat  of  Subs0tu0on:  Customer  loyalty  to  companies  tend  to  be  weak  for  consumers  are  looking  for  the  best  deals.    Threat  of  subs)tute  increases  due  to  the  fact  that  best  deals  are  what  the  consumers  are  looking  for.  Adults  tend  to  buy  these  toys;  but  children  have  taking  note  of  prices  for  their  toys.  In  a  study,  47%  of  the  children  said  their  favorite  brands  offer  great  discounts  on  their  favorite  toys  (Mintel,  2015).  Deals  are  not  the  only  factor  that  play  into  threat  of  subs)tute.  Toys  on  the  market  tend  to  have  same  func)on  as  popular  toys.  For  an  example,  LEGO  is  not  the  only  building  block  toy  out  there.  In  general,  building  block  toys  can  “enhance  a  child’s  skills  in  crea)vity,  reasoning  and  problem-­‐solving”  (Choi,  2014).  Consumers  can  look  and  find  toys  similar  to  LEGO  that  can  provide  the  same  benefits.  Buyer  Power:  The  buyers  have  the  power  to  buy  what  products  they  want  to  supply  in  their  stores.  These  wholesalers  and  retailers  tend  to  want  toys  that  are  crea)ng  high  demand  in  the  market.  Popular  licensed  merchandise  such  as  Star  Wars  are  what  the  buyers  want  since  they  are  crea)ng  big  sales  at  the  moment.  The  buyers  are  wan)ng  to  create  emo)onal  connec)on  to  the  brands  they  offer.  Toy  companies  need  to  make  sure  their  toys  can  help  provide  that  connec)on  buyers  are  wan)ng  to  give  to  their  customers.  

Supplier  Power:  Toy  companies  are  looking  for  green  products  and  are  now  looking  for  suppliers  for  their  raw  materials  to  help  provide  these  products.  This  have  lessen  the  power  of  suppliers.  Suppliers  may  be  looking  at  consumers’  best  interest.  One  of  the  suppliers  for  plas)c  called  American  Plas)c  Toys’  main  goal  is  that  want  to  try  to  keep  the  toys  affordable  for  consumers  of  United  States.(Walsh,  2015).    

Compe00ve  Rivalry:  The  rivalry  stays  high  within  this  industry  for  several  outside  influences.  Toy  companies  compete  to  keep  their  customers  buying  their  products.  The  companies  compete  to  gain  licenses  of  popular  shows  and  movies.  For  an  example,  Hasbro  paid  George  Lucas  a  large  amount  of  money  to  be  able  to  gain  the  license  for  the  original  Star  Wars.  There  are  ranges  of  toy  companies  to  toymakers  out  there  wai)ng  to  add  and  keep  their  toys  in  the  public  view.  Consumers,  popular  TV  shows  and  movies,  and  wide  of  companies  and  toymakers  all  play  a  role  into  keeping  the  compe))on  high.    

   Introduc)on   Market  

Analysis  Key  Success  Factors   Conclusion  

Appendix  C:  Porter’s  

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Introduc)on   Market  Analysis  

Key  Success  Factors   Conclusion  

Strengths:  Well  established  company  License  with  major  brands  Development  on  current  products  

Opportuni0es:  Grow  into  emerging  market  Provide  STEM  toys  that  protect  child  and  family's’  privacy  Gain  more  licensing  from  major  brands    

Weaknesses:  Declining  profitability  Gender  segmenta)on  Highly  seasonal  Costs  from  recalls    

Threats:  Trends  are  unstable  Decline  in  family  size  Children  are  growing  faster  Compe))on    

Appendix  D:  SWOT  Analysis  

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Introduc)on   Market  Analysis  

Key  Success  Factors   Conclusion  

Appendix  E:  Business  Model    

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Appendix  F:  MaOel  Financials    

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Appendix  F:  MaOel  Financials    

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Appendix  G:  Hasbro  Financials    

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Appendix  G:  Hasbro  Financials    

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Appendix  H:  JAKKS  Financials    

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Appendix  H:  JAKKS  Financials    

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Appendix  I:  Financial  Comparison  

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