Toys are a treat so shopping for them should reflect this. Going to shop for toys should be great fun, an experience for parents and kids. And stores should be inspiring, lively places which entertain as well as sell. If not people won’t bother to go to a toyshop, they will be more likely to buy online or from a supermarket.
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Table of Content
Introduction
Definitions Abbreviations
Executive Summary
The market Figure 1: Consumer spending on toys and games, 2008-18 Market factors More children but fewer families Stronger economy More convenient internet connections Kids use home technology to play 44% buy toys for Christmas Companies, brands and innovation Figure 2: Share of toys and games, by type of retailer, 2009 and 2013 The consumer Where they buy toys Figure 3: Where people buy toys, in-store and online, December 2013 Attitudes to shopping for toys Figure 4: Attitudes towards toy shopping, December 2013 What would encourage them to buy from a shop? Figure 5: Factors that would encourage people to shop for toys in-store, December 2013 What they think about toys and games Figure 6: Attitudes towards toys and games, December 2013 Figure 7: Target groups for toys and games retailers, December 2013 What we think
The Term Paper on Toys and Games
The Toys and Games industry is one of the most adaptable and creative enterprise businesses that outlined a wide scope of products for younger children as well as slightly older children. An increasing market of children toys and games have grown over the last several years to producing intriguing products that satisfies parents both on prices and technology. The toy and gaming industry has grown ...
Issues and Insights
How can retailers escape the discounting trap? The facts The implications Is there a future for specialist toy shops? The facts The implications Will online retailing engulf toys? The facts The implications Do people still value conventional toys and games? The facts The implications
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Trend Application
Trend: Never Say Die Trend: Extend my Brand Mintel futures: Generation Next
Internal Market Environment
Key points family spending on toys and games Figure 8: Changes in family spending habits on toys/games (including video games) for child (ren), June 2013 Figure 9: Changes in family spending habits on toys/games (including video games) for child(ren), by financial situation, June 2013 Toys as Christmas presents
Figure 10: People who bought toys as gifts for Christmas 2013, by financial situation, January 2014 Figure 11: Toys and games bought as gifts for Christmas 2013, by age and age of children, January 2014 Children using home technology
Figure 12: Technology that children use in their homes, September 2013 What families do together Figure 13: Family lifestyles, June 2013
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Broader Market Environment
Key points Children in the population Figure 14: Number of children in the UK aged up to 14, by age band, 2008-18 Shifting lifestages Figure 15: Forecast adult population trends, by lifestage, 2008-18 ABs remain the largest socio-economic group Figure 16: Forecast adult population trends, by socio-economic group, 2008-18 Personal disposable income will grow Seven in 10 now own a smartphone Figure 17: Personal ownership of mobile phones, January 2012-September 2013 Connected and mobile Figure 18: Household ownership of portable computers, January 2012-September 2013
Competitive Context
Key points Figure 19: Consumer spend on toys and games in context, 2009-13
Strengths and Weaknesses in the Market
The Essay on Violent Toys and Children
From learning toys to miniature cars, toys have always been an influence on children. Young children have difficulty separating facts from fantasy. Children learn through play, and they learn by example. It is through imaginative play that the child begins to learn some of the roles and behaviours of society. Learning to cooperate, negotiate, take turns and play by the rules are all important ...
Strengths Weaknesses
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