2. Problem
• Around 65% children have become
device addictive in recent months and
are unable to stay away from the
device even for 30 minutes
• More than 40% of urban Indian parents
acknowledge that their kids between
the ages of 9 - 17 are dependent on
social media, videos, and online gaming
3. Problem
The learning capacity of a child is relatively
higher than us because of the fact that it is
their age of development and growth of
mental and physical health.
• Developing Skills
• Boosting Creativity
• Emotional Development
Untapped indigenous toy market
4. Vision & Mission
Vision
“To bring happiness, imagination, and
learning to children around the world by
creating innovative, sustainable, and
educational toys that inspire, educate and
delight.”
Mission
“Empower children through play by
designing and delivering toys that spark
creativity, encourage exploration, and foster
lifelong learning and growth.”
5. Market and Industry
World’s
Largest Producer
of Polyester &
Related Fibre
1%
US$ 678.30 to
813.96M
Global Share
By 2024,
US$ 3.3B
IMARC
13.3%
Between ( 2019-
2024)
CAGR
Forecasted to grow at
10-15% against
global average of 5%
Domestic
Toy Demand
6. Industry Trends
More Movie
& TV
Franchise
Tie-Ins
Increased
Demand for
Classic Toys
Addicted to
Unboxing
Parents
Seek Toys
that Teach
Tech Toys
Get More
Advanced
8. Product Ideas
Age 2+
• Building block sets with unique shapes and
textures to encourage imaginative play and
spatial reasoning.
• Sensory toys like play dough and kinetic sand that
promote sensory exploration and fine motor
development.
9. Product Ideas
Age 2+
• Art sets that come with a variety of materials,
such as paint, clay, and paper, to allow kids to
experiment with different forms of self-
expression.
• Educational board games that teach basic
concepts like numbers, letters, and shapes while
also promoting critical thinking and problem-
solving skills.
10. Product Ideas
Age 5+
• Educational board games that teach kids about
history, geography, and social studies.
• Magnetic blocks and building sets for children to
construct and engineer their own designs.
11. Product Ideas
Age 5+
• Musical instruments like xylophones, recorders,
and drums that promote musical expression and
creativity.
• Puzzle games that challenge problem-solving
skills and logical thinking.
12. Product Ideas
Age 8+
• Science and engineering kits that help kids
understand basic scientific concepts and
encourage problem-solving skills.
• Coding kits for kids that teach basic programming
concepts and provide hands-on experience with
technology.
• Customizable robots and drones that kids can
program and control.
13. Capital Requirement
Sr. Particulars Total
1. Rent 5,00,000
2. Cost to vendor 5,50,000
3. Website hosting & maintenance 25000
4. Other Costs 1,00,000
5. MSEB Bill 1,00,000
6. Registration cost 10,000
7. Skilled/Unskilled Labour Salary 10,00,000
8. Promotional Expenses 1,00,000
9. Logistics 1,50,000
10. Legal Fees 10,000
11. Miscellaneous Expenses 30,000
Total 25,75,000
16. SWOT Analysis
Strengths
• Wide range of toys and games for children of
different age groups
• Unique and differentiated toys compared to others
• High-quality products
• Innovative product line
17. SWOT Analysis
Weakness
• Limited distribution channels
• High product development costs
• Lack of competitive advantage against big
companies
18. SWOT Analysis
Opportunities
• Emerging opportunities in e-commerce
• Growing demand for eco-friendly and educational
toys
• Emerging and affluent middle class
• Government policies encouraging domestic
manufacturing of toys
19. SWOT Analysis
Threats
• Intense competition from other toys companies
• Technological advancements making children more
screen addictive
20. Sales and Marketing
• Advertisement :
Marketing through entertainment
channels advertisement and news
paper magazine
• Digital marketing:
Marketing on various online platform
like instagram, YouTube etc
• Sales promotion:
By offering Sponsorship to various
events, conducting various events at
malls
21. Sales and Marketing
• Personal sales:
Demonstration at various schools, parks,
educational institutions
• Influencer marketing:
Marketing through various social media
influencer