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ToyBox
Presented by
21156 – Suraj Langhi
21157 – Vedant Sagale
21158 – Amit Holey
21159 – Ashwin Nair
21160 – Mahima Bharsawade
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
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
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.”
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
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
Competitors
Funskool Lego Clever Cubes
Ariro Toys CocoMoco Kids
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.
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.
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.
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.
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.
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
Capital Sourcing
Owners Capital 18,00,000
Subsidy Obtained from
Government
2,50,000
Term Loan @10% 6,00,000
Total 26,50,000
Year Ending 2023 2024 2025 2026 2027
Revenue 17,90,000 26,05,000 29,77,000 24,04,000 19,26,000
Growth% 45% 14% 19% 20%
COGS 5,09,000 7,24,000 8,63,000 6,34,000 4,33,000
% of Revenue 28% 28% 29% 26% 22%
Gross Margin 12,82,000 18,81,000 21,14,000 17,70,000 14,93,000
Gross Margin % 72% 72% 71% 74% 78%
Variable Expenses 2,86,000 4,17,000 4,76,000 3,85,000 3,08,000
% of Revenue 16% 16% 16% 16% 16%
Salaries & Wages 1,44,000 1,45,000 1,55,000
% of Revenue 8% 6% 5%
Fixed Expenses 81,000 82,000 83,000
% of Revenue 5% 3% 3%
EBITDA 7,71,000 12,37,000 14,01,000 13,85,000 11,85,000
EBITDA % 43% 47% 47% 58% 62%
Depreciation & Amortization
EBIT 7,71,000 12,37,000 14,01,000 13,85,000 11,85,000
Net Interest Expense 26% 52% 39% 27% 14%
Net Profit Before Tax 7,45,000 11,86,000 13,61,000 13,85,000 11,71,000
Tax Expense 74,000 1,19,000 1,36,000 1,36,000 1,17,000
Net Profit After Tax 6,70,000 10,67,000 12,25,000 12,23,000 10,54,000
Net Profit After Tax % 37% 41% 41% 51% 55%
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
SWOT Analysis
Weakness
• Limited distribution channels
• High product development costs
• Lack of competitive advantage against big
companies
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
SWOT Analysis
Threats
• Intense competition from other toys companies
• Technological advancements making children more
screen addictive
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
Sales and Marketing
• Personal sales:
Demonstration at various schools, parks,
educational institutions
• Influencer marketing:
Marketing through various social media
influencer
Thank You!

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DOC-20230210-WA0001..pptx

  • 1. ToyBox Presented by 21156 – Suraj Langhi 21157 – Vedant Sagale 21158 – Amit Holey 21159 – Ashwin Nair 21160 – Mahima Bharsawade
  • 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
  • 7. Competitors Funskool Lego Clever Cubes Ariro Toys CocoMoco Kids
  • 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
  • 14. Capital Sourcing Owners Capital 18,00,000 Subsidy Obtained from Government 2,50,000 Term Loan @10% 6,00,000 Total 26,50,000
  • 15. Year Ending 2023 2024 2025 2026 2027 Revenue 17,90,000 26,05,000 29,77,000 24,04,000 19,26,000 Growth% 45% 14% 19% 20% COGS 5,09,000 7,24,000 8,63,000 6,34,000 4,33,000 % of Revenue 28% 28% 29% 26% 22% Gross Margin 12,82,000 18,81,000 21,14,000 17,70,000 14,93,000 Gross Margin % 72% 72% 71% 74% 78% Variable Expenses 2,86,000 4,17,000 4,76,000 3,85,000 3,08,000 % of Revenue 16% 16% 16% 16% 16% Salaries & Wages 1,44,000 1,45,000 1,55,000 % of Revenue 8% 6% 5% Fixed Expenses 81,000 82,000 83,000 % of Revenue 5% 3% 3% EBITDA 7,71,000 12,37,000 14,01,000 13,85,000 11,85,000 EBITDA % 43% 47% 47% 58% 62% Depreciation & Amortization EBIT 7,71,000 12,37,000 14,01,000 13,85,000 11,85,000 Net Interest Expense 26% 52% 39% 27% 14% Net Profit Before Tax 7,45,000 11,86,000 13,61,000 13,85,000 11,71,000 Tax Expense 74,000 1,19,000 1,36,000 1,36,000 1,17,000 Net Profit After Tax 6,70,000 10,67,000 12,25,000 12,23,000 10,54,000 Net Profit After Tax % 37% 41% 41% 51% 55%
  • 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