In 2005 About 10% Of German Households Owned Video Consoles, While Close To 90% Of Children Owned Mobile Phones - Toys And Games - Germany Latest Retail Sales Data (2001 To 2006).DUBLIN Dublin, city, Republic of Ireland Dublin, Irish Baile Átha Cliath, county borough (1991 pop. 915,516), Leinster, capital of the Republic of Ireland, on Dublin Bay at the mouth of the Liffey River. , Ireland Ireland, Irish Eire (âr`ə) [to it are related the poetic Erin and perhaps the Latin Hibernia], island, 32,598 sq mi (84,429 sq km), second largest of the British Isles. -- Research and Markets (http://www.researchandmarkets.com/reports/c47730) has announced the addition of Toys and Games - Germany Germany (jûr`mənē), Ger. Deutschland, officially Federal Republic of Germany, republic (2005 est. pop. 82,431,000), 137,699 sq mi (356,733 sq km). to their offering. The Toys and Games in Germany report offers a comprehensive guide to the size and shape of the market at a national level. It provides the latest retail sales data (2001-2006), allowing you to identify the sectors driving growth. It identifies the leading companies, the leading brands and offers strategic analysis of key factors influencing the market - be they new product developments, distribution or pricing issues. Forecasts to 2006-2011 illustrate how the market is set to change. Product coverage includes: traditional toys and games and video games See video game console. Data coverage: market sizes (historic and forecasts), company shares, and distribution data Why buy this report? * Get a detailed picture of the toys and games industry * Pinpoint growth sectors and identify factors driving change * Understand the competitive environment, the market's major players and leading brands * Use five-year forecasts to assess how the market is predicted to develop Content Outline: * Executive Summary * Key Trends and Developments * Market Data * Definitions TOYS AND GAMES IN GERMANY : LOCAL COMPANY PROFILES * Geobra Brandstatter GmbH GmbH Gesellschaft mit Beschränkter Haftung (German: limited liability company; business entity) & Co Kg * Marklin Holding GmbH * Ravensburger AG * Simba-dickie Group GmbH & Co Kg TRADITIONAL TOYS AND GAMES IN GERMANY : SECTOR BRIEFING * Headlines * Trends * Competitive Landscape * Prospects * Sector Data VIDEO GAMES IN GERMANY : SECTOR BRIEFING * Headlines * Trends * Competitive Landscape * Prospects * Sector Data Video Games and Consoles Stimulate The Market The market for traditional toys and games has been in decline for several years, and the overall health of the market has been maintained by the increasing sales of video games and related products. In 2005, the market for video games was merely approaching its potential and not even close to fully exploiting it. About 10% of German households owned video consoles See video game console. , while close to 90% of children owned mobile phones. According to according to prep. 1. As stated or indicated by; on the authority of: according to historians. 2. In keeping with: according to instructions. 3. the annual review of the market for children's products, KidsVerbraucherAnalyse (KVA (Kilo Volt-Amps) One thousand volt-amps. See volt-amps. ) 2005, more than 60% of boys and about 25% of girls played video and computer games, and 12% of girls who did not play were interested in doing so. In addition, as older generations are gradually becoming more computer literate computer literacy n. The ability to operate a computer and to understand the language used in working with a specific system or systems. computer literate adj. , their interest in playing video games is also growing. Video games and traditional toys and games continue to develop independently, since the two sectors address different needs and groups within their consumer base. Video games traditionally attract an older, male consumer base but producers are seeking to extend this market as they seek to exploit their products' full potential. Suppliers of traditional toys and games increasingly emphasise their educational, health and social benefits. The educational factor is now becoming more of a force in the video games market, with the development of "edutainment Educational material that is also entertaining. (application) edutainment - Interactive education and entertainment services or software, usually supplied commercially via a cable network or on CD-ROM. software", as video games and consoles are sold to children as young as ten. Companies Mentioned Include: * Nintendo of Europe GmbH * Sony Deutschland GmbH * Lego GmbH * Mattel GmbH * Geobra Brandstatter GmbH & Co KG * Simba-Dickie Group GmbH & Co KG * Ravensburger Spielverlag GmbH * Electronic Arts GmbH * Microsoft Deutschland GmbH * Hasbro Deutschland GmbH * Zapf Creation AG * Activision Deutschland GmbH * Habermas GmbH * Brio (Brio Technology, Palo Alto, CA, www.brio.com) A software company founded in 1989 and acquired by Hyperion Solutions Corporation in 2003 that specialized in enterprise analysis and reporting programs that run on several platforms. GmbH * Take-Two Interactive “Take Two” redirects here. For other uses, see Take Two (disambiguation). Take-Two Interactive Software, Inc. (NASDAQ: TTWO) is an American publisher, developer, and distributor of video and computer games and video game peripherals. Software Inc * Schmidt Spiele GmbH * Steiff GmbH, Margarete * Ubisoft Entertainment SA * Marklin Holding GmbH * Vivendi Universal GmbH * Atari Europe * Nokia Deutschland GmbH * Novalogic Inc For more information visit http://www.researchandmarkets.com/reports/c47730 Source: Euromonitor |
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