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Strategic Review of the
Toys & Games Industry
         Francis Foo
        March 27, 2013




                          1
2
Why the toys industry?


                •   Ten years of volunteer experience
                    working with children and juvenile
                    delinquents

                •   Personal conviction in the power of
                    play and toys

                •   Proximity to toys and games promotes
                    creative thinking among adults

                •   Thrive in a fast-paced, innovative and
                    challenging environment



                                                             3
Outline




  1       Industry Overview



  2       Company Analysis



  3       Strategic Opportunities




                                    4
1. Industry Analysis
Industry growth driven by growth in children
population, personal income and product innovation

                                                             Industry Growth Forecast*
                                                                                                 6
  •   Global toy sales total $85b.
      Major markets include the US,
      the UK, France and Germany
                                                                                                4.5
  •   Revenue of US toy and game
      manufacturing estimated to be
      $2b annually
                                                                                            3
  •    Major players include Mattel
      (US), Hasbro (US), Namco
      Bandai (Japan), Sanrio (Japan),                                                     1.5
      LEGO (Denmark), Steiff             2012
                                             2013
      (Germany) and gaming hardware                 2014
      divisions of Microsoft, Sony and                     2015                         0
                                                                  2016
      Nintendo                                                            2017

                                                                              * First Research 2012



                                                                                                      5
Four Major Product Segments


      Non-
    electronic    Electronic
       toys        toys and             Non-
                    games            electronic
                                     games and
                                       puzzles




                               Children’s
                                vehicles


                                                  6
Key Industry Challenges

•   Intense competition from electronic
    entertainment

•   Reliance on foreign toy manufacturers

•   Target market constantly changing due to
    fickle nature of children, faster maturity
    of children and changes in young children
    population

•   Short life cycle of toys and high failure rates of new toys

•   Highly fragmented market with diverse products and brands

•   Potential channel conflicts with major retailers such as Walmart and Target

•   Seasonal cash flows




                                                                                 7
2. Company Analysis

• Mattel leads industry with sales revenue at $6.42b



                                                                                        7000


                                                                                       5250


                                                                                      3500


                                                                                     1750


                        Mattel                                                   0
                                     Hasbro
                                              LEGO *
                                                       Jakks Pacific
                                                                      Leapfrog
* LEGO is a privately held company
                                                                                               8
Leapfrog

•     Founded in 1995 by CEO Michael Wood who felt that
      the toy market offered nothing to help his 3-year-old
      learn phonics

•     Develops interactive selling systems, educational
      games, books and learning toys in five languages


     $’m                                                $’m
                   Net Income         Revenue
      90                                                600
    67.5                                                          •   Cost savings measures
                                                                      implemented in 2008 and
      45                                                450           2009 paying off for company
    22.5                                                              as it returns to profitability

       0                                                300       •   Early focus on technology
                                                                      products gives company
    -22.5
                                                                      advantage in digital age
     -45                                                150
    -67.5
     -90                                                      0
            2008     2009     2010     2011     2012
                                                                                                      9
Jakks Pacific

 •   Started in 1995

 •   Makes and sells action figures (Pokémon, UFC), die-cast and plastic cars, electronic games,
     dolls (Cabbage Patch Kids, Fancy Nancy), pool toys and floats, children's furniture, and pet
     products (American Kennel Club, Cat Fanciers Association).

 •   Fueled growth through acquisitions that broaden its core
     toy lines and extend its reach into new or related
     categories. Also built its collection of licensing
     agreements.

 •   Struggling to stay afloat, with a total net loss of $104.8m
     recorded in FY2012




                                                                                                   10
LEGO

•   Celebrated 50th anniversary in 2008.
    LEGO toys named the Toy of the
    Century by FORTUNE magazine.

•   Defied economic downturn to log
    revenue increases

•   Winning strategies included:

    - Focus on classic toy lines
    - Product additions (e.g. Harry Potter and Star War lines)
    - Alliances (e.g. with NBA, NIKE)
    - Reduced product recall risks by having a fraction of production in China
    - Leveraged strong brand name to produce videogames and DVD movies


•   Strategy to focus on innovative product development contributed to a 25% jump in sales
    revenue in 2012




                                                                                             11
Hasbro

•   #2 toy maker in the U.S.

•   Producer of childhood favorites (e.g. G.I. Joe, Play-Doh, My Little Pony),
    board games (e.g. Candy Land, Scrabble, Monopoly), and trading cards (e.g.
    Magic : The Gathering)


•   Benefited from growth in international business and
    products targeted at boys, with boys segment generating
    43% sales increase in 2011

•   Growth strategies:
    - Multi-platform JV with Discovery Communications
    - Partnership with Electronic Arts to create video games
    - Licensing agreement with Sesame Workshop and Marvel Entertainment
    - Continued focus on international expansion, esp. in emerging markets




                                                                                 12
Mattel

 •   #1 toy maker in the U.S.

                     American Girl




                                         Hot Wheels




                    Barbie

                                     Fisher-Price
                                                      13
Mattel
       $’m                   Revenue                 Net Income            $’m

     6500                                                                  800


     6225                                                                  600


     5950                                                                  400


     5675                                                                  200


     5400                                                                    0
               2008         2009        2010        2011         2012

• Strong global and domestic sales drove revenue to record high of $6.4b in 2012
• Successful strategy of introducing new products while keeping core brands fresh through
  innovative marketing campaigns


                                                                                            14
Mattel
                                  Weaknesses
Strengths                         • Frequent product recall

• Strongest portfolio of brands   • High customer concentration (Walmart, Toys
                                   ‘R’ Us and Target accounted for more than
• Sales distribution network       1/3 sales)

• Licensing agreement and         • Currency fluctuations
 partnerships with highly
 recognized entertainment         • Cheaper imitations and counterfeit
 companies (e.g. Disney,            goods impact brand image
 DreamWorks)




                                                                                 15
3. Opportunities
                                                           “Create the
• Growing young consumer base in emerging                  next big thing
  markets
                                                           the cheapest
• Educational toys                                         way possible”
• Online gaming

• Movement to address childhood obesity
• Eco-friendly toys
• Alternate retail channels
• Further market segmentation - “Tweens” and luxury toys
• Proliferation in mobile electronic device usage




                                                                            16
T hank You

francisfoo@wustl.edu




                       17

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Strategic Review of Toys & Games Industry

  • 1. Strategic Review of the Toys & Games Industry Francis Foo March 27, 2013 1
  • 2. 2
  • 3. Why the toys industry? • Ten years of volunteer experience working with children and juvenile delinquents • Personal conviction in the power of play and toys • Proximity to toys and games promotes creative thinking among adults • Thrive in a fast-paced, innovative and challenging environment 3
  • 4. Outline 1 Industry Overview 2 Company Analysis 3 Strategic Opportunities 4
  • 5. 1. Industry Analysis Industry growth driven by growth in children population, personal income and product innovation Industry Growth Forecast* 6 • Global toy sales total $85b. Major markets include the US, the UK, France and Germany 4.5 • Revenue of US toy and game manufacturing estimated to be $2b annually 3 • Major players include Mattel (US), Hasbro (US), Namco Bandai (Japan), Sanrio (Japan), 1.5 LEGO (Denmark), Steiff 2012 2013 (Germany) and gaming hardware 2014 divisions of Microsoft, Sony and 2015 0 2016 Nintendo 2017 * First Research 2012 5
  • 6. Four Major Product Segments Non- electronic Electronic toys toys and Non- games electronic games and puzzles Children’s vehicles 6
  • 7. Key Industry Challenges • Intense competition from electronic entertainment • Reliance on foreign toy manufacturers • Target market constantly changing due to fickle nature of children, faster maturity of children and changes in young children population • Short life cycle of toys and high failure rates of new toys • Highly fragmented market with diverse products and brands • Potential channel conflicts with major retailers such as Walmart and Target • Seasonal cash flows 7
  • 8. 2. Company Analysis • Mattel leads industry with sales revenue at $6.42b 7000 5250 3500 1750 Mattel 0 Hasbro LEGO * Jakks Pacific Leapfrog * LEGO is a privately held company 8
  • 9. Leapfrog • Founded in 1995 by CEO Michael Wood who felt that the toy market offered nothing to help his 3-year-old learn phonics • Develops interactive selling systems, educational games, books and learning toys in five languages $’m $’m Net Income Revenue 90 600 67.5 • Cost savings measures implemented in 2008 and 45 450 2009 paying off for company 22.5 as it returns to profitability 0 300 • Early focus on technology products gives company -22.5 advantage in digital age -45 150 -67.5 -90 0 2008 2009 2010 2011 2012 9
  • 10. Jakks Pacific • Started in 1995 • Makes and sells action figures (Pokémon, UFC), die-cast and plastic cars, electronic games, dolls (Cabbage Patch Kids, Fancy Nancy), pool toys and floats, children's furniture, and pet products (American Kennel Club, Cat Fanciers Association). • Fueled growth through acquisitions that broaden its core toy lines and extend its reach into new or related categories. Also built its collection of licensing agreements. • Struggling to stay afloat, with a total net loss of $104.8m recorded in FY2012 10
  • 11. LEGO • Celebrated 50th anniversary in 2008. LEGO toys named the Toy of the Century by FORTUNE magazine. • Defied economic downturn to log revenue increases • Winning strategies included: - Focus on classic toy lines - Product additions (e.g. Harry Potter and Star War lines) - Alliances (e.g. with NBA, NIKE) - Reduced product recall risks by having a fraction of production in China - Leveraged strong brand name to produce videogames and DVD movies • Strategy to focus on innovative product development contributed to a 25% jump in sales revenue in 2012 11
  • 12. Hasbro • #2 toy maker in the U.S. • Producer of childhood favorites (e.g. G.I. Joe, Play-Doh, My Little Pony), board games (e.g. Candy Land, Scrabble, Monopoly), and trading cards (e.g. Magic : The Gathering) • Benefited from growth in international business and products targeted at boys, with boys segment generating 43% sales increase in 2011 • Growth strategies: - Multi-platform JV with Discovery Communications - Partnership with Electronic Arts to create video games - Licensing agreement with Sesame Workshop and Marvel Entertainment - Continued focus on international expansion, esp. in emerging markets 12
  • 13. Mattel • #1 toy maker in the U.S. American Girl Hot Wheels Barbie Fisher-Price 13
  • 14. Mattel $’m Revenue Net Income $’m 6500 800 6225 600 5950 400 5675 200 5400 0 2008 2009 2010 2011 2012 • Strong global and domestic sales drove revenue to record high of $6.4b in 2012 • Successful strategy of introducing new products while keeping core brands fresh through innovative marketing campaigns 14
  • 15. Mattel Weaknesses Strengths • Frequent product recall • Strongest portfolio of brands • High customer concentration (Walmart, Toys ‘R’ Us and Target accounted for more than • Sales distribution network 1/3 sales) • Licensing agreement and • Currency fluctuations partnerships with highly recognized entertainment • Cheaper imitations and counterfeit companies (e.g. Disney, goods impact brand image DreamWorks) 15
  • 16. 3. Opportunities “Create the • Growing young consumer base in emerging next big thing markets the cheapest • Educational toys way possible” • Online gaming • Movement to address childhood obesity • Eco-friendly toys • Alternate retail channels • Further market segmentation - “Tweens” and luxury toys • Proliferation in mobile electronic device usage 16