2. Company Overview
Founded in 1997
•Based in Sunrise, Florida
•Designs, manufactures, and sells toys
worldwide
including (but not limited to)
•Action and gaming products
•Novelty toys
•Phone cases
•Accessories
•Headphones
•Consumer electronics
7. Industry Overview
Toy, Doll, and Gaming Manufacturing
Annual Growth (projected)15-20
-1.7%
Products and Segmentation
41.7% Electronic toys and games
23.3% Other non-electronic, non-riding toys (pet toys, parts)
16.9% Non-electronic games and puzzles (including parts)
10.1% Models and crafts
4.0% Dolls action figures, toy animals, stuffed toys (incl. parts)
4.0% Baby carriages and children’s vehicles (excl. bikes)
Revenue
$1.9bn
Profit
$102.5m
Annual Growth 10-15
-4.8%
Exports
$1.6bn
Businesses
573
8. Industry Trends A current trend in the toy industry is gender neutral toys
due to the gender equality movement that is currently
gaining momentum in many countries
Due to the abundant access to the internet, young
consumers are becoming increasingly interested in vintage
goods, thanks to the availability of them through websites
like Ebay
Pet toy sales seem to be recession proof
9. Toys Games
Children between the ages of 11-15 are requesting more
electronic games as they are maturing faster and aren't playing with
plastic dolls.
The Video Game industry is primarily supported by Adult consumers
Parents who buy games for their kids but also play them as well. (Nontraditional Games Category)
10. Threats
● Demand lowers with lack of
disposable income
● Low priced imports
● Toy recalls
● New regulations
● Age compression-
Phenomenon where kids
are outgrowing toys sooner
and demanding more
adult/mature toys
Strengths
● Focused on innovation
● Work with popular brands
Weaknesses
● Competitive
strength due to
companies like
Hasbro Inc.
who have 9.7%
Market Share
Opportunities
● Technology development for electronic
toys industry is growing
● Economic conditions are improving/ more
discretionary funds
● Production is moving back to the U.S.
(rising labor costs in China)
○ Quickly respond to changes in
demand
○ More control over products
11. Social
● Children and tweens are
spending more time on the
internet and using social
media
● Children are demanding
more mature products at a
younger age
Political
● Loose Manufacturing
standards in China
causing toy recalls in
America
● Companies aggressively
protect patents and
copyrights
● Consumer Product Safety
Improvement Act
Economical
● Disposable income increasing
● Consumer spending is increasing
● “Reshoring” from China (increased
labor rates)
Technological
● Next generation robotics making
production cheaper and easier
● Recyclable thermoset plastics
● Distributed manufacturing
14. ● Need to Grow up
● Running away from
Adulthood
● emotionally unstable
● Socially Awkward - doesn't
know how to interact with
other adults
● Weird, Nerdy, Geeky
● Childish
● Collector - not to be played with
● investment - sell to other fans $
● Nostalgia
● Retro
● Reliving Childhood
● Create the things they love
Adults
16. Questions For Our Speaker
What sort of innovations is Jazwares Inc. working towards to stay ahead of the industry?
Due to the gender equality movement, will Jazwares follow the trend of gender neutral toys?
If so, will the product be changed to a more durable substance to meet consumers wishes to be able to reuse the
toys for their future children, whatever gender they may be?
Has Jazwares Inc. considered pet toy products?
Since going green is a popular trend right now, has Jazwares Inc. considered using new technologies such as
recyclable plastics and distributed manufacturing to cut waste and emissions?
In the year 2006-2007 Jazwares designed and produced toys for the Japanese animation series Samurai Champloo
and Trigun both popular tv shows airing on Adult Swim. Why is it in the year 2015 we are not seeing any major
Japanese license agreements or Japanese toy production?
In the case of the Cool Japan Movement, ongoing since 2002, focusing on the Gross National concept of “cool/Pop-
culture” do you think Jazwares will enter into future partnerships with Japan and their large franchises such as
Pokemon or Bandai International?
Is there a future for Jazwares in Asia, and what is your Market Strategy to reach a further audience?
Do you have an Adult Audience in Mind when you're designing toys?