The document discusses the international and Indian toy industries. Some key points:
- The global toy market was worth $96.6 billion in 2008 and is growing, led by the US and Europe. Interactive and intelligent toys are becoming more popular.
- India's toy industry is valued at Rs. 2500 crore and growing 15% annually. It employs over 3 million workers, mostly women. Production meets only 30% of domestic demand.
- Opportunities for India include its large domestic market, low costs, and potential to partner with multinationals. Challenges include lack of infrastructure, raw materials, technology, skills, and R&D.
- Recommendations include developing toy
The document compares the Indian toy market of the 1990s and 21st century. In the 1990s, the toy market size was estimated at Rs. 4.5 billion with four major global players - Mattel, Lego, Hasbro, and Bandai - operating in India. Mattel first entered India in 1985. Now in the 21st century, India has over 800 domestic toy manufacturers, exporters and suppliers in addition to the global brands.
The document is an agenda for a presentation on Sony Corporation. It includes sections on the introduction and history of Sony, their mission and vision, a SWOT analysis, their product range and achievements, competitors and market share, and conclusions. Key details are provided on Sony's founding in 1946, its consumer electronics and entertainment focus, and its goal to advance technology for public benefit through exciting new digital experiences.
This document provides an overview of Outlook magazine and the print media industry in India. It discusses the history and growth of the print media industry in India. It also provides details about the Rajan Raheja Group that owns Outlook, including their various business interests in areas like building materials, batteries, financial services, media, hospitality and retail. The document then discusses the sales process undertaken during the author's summer training project at Outlook magazine, including generating magazine subscriptions to meet a target. It analyzes the benefits and learnings from the project.
The document summarizes the toy industry, including differences between small and large toy companies. It provides an overview of major players in the industry such as Mattel, Hasbro, Bandai, and Lego. Common trends among major players include budget toys, movie tie-in toys, eco-friendly toys, and interactive digital toys. The toy industry includes about 500 companies in India with annual revenue of $1.3 billion. Most manufacturing occurs overseas, primarily in China. The top 50 companies generate about 75% of industry revenue.
This document provides background information on Procter & Gamble (P&G), including its founding in 1837, operations in over 180 countries, and organization into three global business units. It also presents P&G's mission to provide superior quality products that improve lives and allow prosperity. Strengths, weaknesses, opportunities, and threats are analyzed in a SWOT matrix. A BCG matrix charts P&G products along axes of relative market share and market growth, categorizing products as stars, cash cows, question marks, or dogs.
Procter & Gamble Co. (P&G) is an American multinational consumer goods company founded in 1837 and headquartered in Cincinnati, Ohio. In 2014, P&G recorded $83.1 billion in sales. The company employs 138,000 people worldwide and manufactures a wide range of consumer goods. P&G aims to build its core business, grow leading brands globally, develop new higher-margin products, and drive growth in key developing markets. The company uses an effective marketing mix strategy, investing heavily in promotion through various advertising campaigns. P&G faces competition from companies like Unilever but maintains global leadership in the consumer goods industry.
This presentation Briefly introduces Pidilite Industries Ltd. and mentions its industry, size, global presence, Company History
Provide a timeline of Pidilite's history, starting from its inception, Highlight key milestones and growth.
Present Pidilite's vision and mission statements, Explain how they guide the company's strategies. Describe Pidilite's core values and corporate culture.
Showcase some of Pidilite's flagship products.
Include images and brief descriptions. Highlight Pidilite's market presence in India and internationally.
Mention key markets and distribution channels.
Discuss Pidilite's commitment to innovation and research.
Highlight any recent innovations or patents, etc.
The document compares the Indian toy market of the 1990s and 21st century. In the 1990s, the toy market size was estimated at Rs. 4.5 billion with four major global players - Mattel, Lego, Hasbro, and Bandai - operating in India. Mattel first entered India in 1985. Now in the 21st century, India has over 800 domestic toy manufacturers, exporters and suppliers in addition to the global brands.
The document is an agenda for a presentation on Sony Corporation. It includes sections on the introduction and history of Sony, their mission and vision, a SWOT analysis, their product range and achievements, competitors and market share, and conclusions. Key details are provided on Sony's founding in 1946, its consumer electronics and entertainment focus, and its goal to advance technology for public benefit through exciting new digital experiences.
This document provides an overview of Outlook magazine and the print media industry in India. It discusses the history and growth of the print media industry in India. It also provides details about the Rajan Raheja Group that owns Outlook, including their various business interests in areas like building materials, batteries, financial services, media, hospitality and retail. The document then discusses the sales process undertaken during the author's summer training project at Outlook magazine, including generating magazine subscriptions to meet a target. It analyzes the benefits and learnings from the project.
The document summarizes the toy industry, including differences between small and large toy companies. It provides an overview of major players in the industry such as Mattel, Hasbro, Bandai, and Lego. Common trends among major players include budget toys, movie tie-in toys, eco-friendly toys, and interactive digital toys. The toy industry includes about 500 companies in India with annual revenue of $1.3 billion. Most manufacturing occurs overseas, primarily in China. The top 50 companies generate about 75% of industry revenue.
This document provides background information on Procter & Gamble (P&G), including its founding in 1837, operations in over 180 countries, and organization into three global business units. It also presents P&G's mission to provide superior quality products that improve lives and allow prosperity. Strengths, weaknesses, opportunities, and threats are analyzed in a SWOT matrix. A BCG matrix charts P&G products along axes of relative market share and market growth, categorizing products as stars, cash cows, question marks, or dogs.
Procter & Gamble Co. (P&G) is an American multinational consumer goods company founded in 1837 and headquartered in Cincinnati, Ohio. In 2014, P&G recorded $83.1 billion in sales. The company employs 138,000 people worldwide and manufactures a wide range of consumer goods. P&G aims to build its core business, grow leading brands globally, develop new higher-margin products, and drive growth in key developing markets. The company uses an effective marketing mix strategy, investing heavily in promotion through various advertising campaigns. P&G faces competition from companies like Unilever but maintains global leadership in the consumer goods industry.
This presentation Briefly introduces Pidilite Industries Ltd. and mentions its industry, size, global presence, Company History
Provide a timeline of Pidilite's history, starting from its inception, Highlight key milestones and growth.
Present Pidilite's vision and mission statements, Explain how they guide the company's strategies. Describe Pidilite's core values and corporate culture.
Showcase some of Pidilite's flagship products.
Include images and brief descriptions. Highlight Pidilite's market presence in India and internationally.
Mention key markets and distribution channels.
Discuss Pidilite's commitment to innovation and research.
Highlight any recent innovations or patents, etc.
Toko Bunga Surabaya, Jual Karangan Bunga Surabaya, Jual Bunga Papan Surabaya, Jual Bunga Ucapan Surabaya, Jual Rangkaian Bunga Surabaya, Jual Buket Bunga Surabaya, Bunga Ucapan Selamat, Bunga Ucapan Duka Cita, Bunga Papan Selamat, Bunga Papan Duka Cita
Procter & Gamble initially failed to break into the Chinese diaper market with Pampers in 1998 due to cultural norms around cloth diaper usage and early potty training. To overcome obstacles, P&G conducted extensive market research to understand Chinese consumer needs and launched an advertising campaign emphasizing the sleep benefits of Pampers, backed by clinical studies. P&G also improved product quality, increased accessibility through Chinese manufacturing, and invested heavily in long-term advertising to educate the Chinese market and make Pampers the dominant brand. As a result, Pampers is now the top-selling diaper brand in China.
Asian Paints is an Indian paint company founded in 1942. It has grown to become the largest paint company in India with 55% market share. The presentation provides an overview of Asian Paints' company profile, history since 1942, key people, vision, HR and marketing strategies, subsidiaries, manufacturing plants, SWOT analysis, CSR activities, and future plans to become a top 5 global paint company.
1. Intel established itself as the early leader and standard-setter in microprocessors through innovations like the 4004 and 8086 chips. It was able to leverage this first-mover advantage over competitors.
2. Intel aggressively defended its proprietary x86 architecture through licensing restrictions and marketing campaigns against rivals like AMD. This helped it maintain control over the industry standard.
3. Intel invested heavily in cutting-edge manufacturing capabilities to continually advance process technology in line with Moore's Law. This allowed it to integrate more transistors at a lower cost over time, keeping its microprocessors ahead of competitors.
ITC Limited is an Indian conglomerate established in 1910 as the Imperial Tobacco Company of India Limited. It has diversified into five business segments: FMCG, hotels, paperboards & packaging, agri business, and IT. With over 25,000 employees across 60 locations, ITC has an annual turnover of $8.31 billion and a market capitalization of $45 billion. Its businesses include tobacco, hotels, paper, packaging, agriculture, personal care, and IT.
The document summarizes the product life cycle of the iPhone, from research and development through final disposition. It describes key stages including design starting in 2004, marketing campaigns to promote the new phone, global manufacturing using parts from various countries and assembly in China, efficient packaging, worldwide sales and distribution with over 500 million iPhones sold, consumer use of the energy efficient device, and Apple's recycling and environmental programs to handle device disposition.
Final Presentation on Procter and GambleRishiraj Das
The document is a presentation on Procter & Gamble by Rishiraj Das. It includes an acknowledgement section thanking mentors for their support. The contents section outlines the various topics to be covered in the presentation, including sectoral information, company information, marketing strategy, business finance, human resource management, and a conclusion. Under sectoral information, it provides details on the FMCG sector's contribution to the Indian and world economies, historical growth patterns, and a PEST analysis. Company information includes an overview of P&G's history and promoters, market share, product offerings, and competitor analysis.
Sony Corporation is a Japanese multinational conglomerate corporation headquartered in Tokyo. Founded in 1946, Sony's major products include televisions, digital imaging products like cameras, audio and video players including the Walkman, and professional broadcast equipment. Some of Sony's innovations include the world's first rice cooker, waterproof smartphone, compact disc player, and curved screen LED television. While known for its electronics, Sony also has sectors in banking and insurance. A SWOT analysis notes Sony's strengths in brand image, innovative products, and customer service, but also weaknesses in high pricing and lack of home appliances. Opportunities lie in expanding globally and partnerships, but threats include strong competition and lower priced alternatives.
Gillette has been the leading brand in men's grooming in India since 1984. It manufactures and markets a wide range of products including razors, shaving systems, shaving creams and gels. Some key products launched in India include Gillette Sensor Excel, Gillette Mach 3, and Gillette Series range of shaving gels and foams. In 2005, Gillette's parent company was acquired by Procter & Gamble, creating the world's largest consumer products company. Gillette continues to strengthen its brand in India through product innovation and marketing campaigns featuring celebrity brand ambassadors.
Procter & gamble marketing strtergy MBA PPT OF MARKETING Babasab Patil
This presentation provides an overview of Procter & Gamble (P&G), including its industry, history, brands, objectives, competitors and marketing strategies. P&G is a leading consumer goods company that markets household products like Tide, Pantene, Bounty and Charmin. The presentation discusses P&G's orientation, SWOT analysis, brand features, competitors like Unilever and Colgate, and strategies for addressing strengths and weaknesses of rivals.
Nokia failed due to being slow to respond to trends in the smartphone market set by Apple and Android-powered phones. Nokia's Symbian OS struggled to keep up and they partnered with Microsoft too late. They also lost market share on low-end phones to local Indian brands. By 2012, Nokia's market share had dropped to only 7-9% in India, down from 60% in 2006, as competitors like Samsung and Micromax overtook them with more innovative products.
This presentation summarizes the product life cycle of Apple's iPod. It begins with an introduction to Apple as an American company founded in 1976 by Steve Jobs and Steve Wozniak. It then outlines the typical stages of a product life cycle: innovation, introduction, growth, maturity, and decline. The presentation examines Apple's iPod in particular, showing its progression through these stages from the original iPod to newer models. It provides details on the characteristics of each life cycle stage like rapid sales growth during the growth phase and declining profits in maturity. Finally, charts are shown depicting iPod sales over time.
The document discusses the history and business of Lego. It began in 1932 in Denmark as a small toy making company. Over time, Lego focused on developing interlocking plastic bricks and establishing a global brand. The summary discusses Lego's marketing strategy which includes segmenting customers demographically and psychographically, selling products worldwide through various retailers and websites, and promoting the brand through advertising, workshops and an online community.
Business Plan- Bamboo Based Products (Tissue Paper, Paper Bags & Plates). Ajjay Kumar Gupta
Business Plan- Bamboo Based Products (Tissue Paper, Paper Bags & Plates). Green Business Ideas for Eco-Minded Entrepreneurs.
Tissue paper is produced by using the paper pulp of hardwood and softwood trees, water and chemicals. It is majorly used for hygiene and sanitation purposes as it is more suitable and convenient to use for cleaning and dry wet surfaces. In addition, tissue paper is the soft, absorbent and disposable paper which is used for multipurpose including cleaning face as most suitable alternatives to the washable handkerchiefs, toilet paper, table napkins, etc.
Bamboos plates are eco-friendly are come from 100 percent bamboo. They are also both compostable within a quick 2-6 months depending on the product and the process used to create it.
For More Details, Click Here:- https://www.entrepreneurindia.co/project-and-profile-details/Bamboo%20Paper%20Based%20Products%20Manufacturing%20Tissue%20Paper,%20Paper%20Bags%20&%20Plates
FirstCry.com is Asia's largest online portal for baby and kids products, offering over 90,000 items from over 1,200 international and Indian brands. Their mission is to provide the best products at lowest prices with great online shopping experiences including free shipping and prompt customer service. They aim to provide the same experience as shopping in physical stores online without the hassle of traveling between stores. They generate revenue through advertising and brand loyalty, and have raised $33 million total in funding.
This report contains a complete analysis of FMCG SECTOR which includes history, companies background, financial and working of companies (top 5 companies) under FMCG sector.
The document provides an overview of Aditya Birla Group, a large Indian conglomerate. It details the group's founding in 1857, current revenues of $40 billion, and presence across multiple industries including telecom, cement, chemicals, aluminum, financial services, and more. Charts are included that analyze the group's performance in key business segments, identifying leaders like Hindalco and Ultratech, and question marks like Idea Cellular and Birla Sun Life Insurance. Strategic objectives are outlined to maintain leaders' status while increasing investments in question marks.
The document discusses trends in educational toys and learning methods. It covers different types of toys like cause-and-effect toys, fidget toys, sensory toys and their benefits for children. It also discusses future trends in toys like maker movement, open-ended toys, smart play, focus on new technologies and popularity of dinosaur themes. Traditional education methods are criticized for being top-down and innovative methods like inquiry-based, problem-based and project-based learning are recommended.
Toys "R" Us is facing challenges as it is no longer the dominant destination for toy shopping. Research found a disconnect between what toys parents think their kids are playing with and what kids actually play with. The document proposes a new brand strategy for Toys "R" Us to focus on the relationship between parents and children through play. It would position the store as a place where parents can bond with their kids through toy shopping. A rebranding campaign including in-store, digital and traditional advertising would encourage parents to make toy shopping a special bonding experience with their child.
Toko Bunga Surabaya, Jual Karangan Bunga Surabaya, Jual Bunga Papan Surabaya, Jual Bunga Ucapan Surabaya, Jual Rangkaian Bunga Surabaya, Jual Buket Bunga Surabaya, Bunga Ucapan Selamat, Bunga Ucapan Duka Cita, Bunga Papan Selamat, Bunga Papan Duka Cita
Procter & Gamble initially failed to break into the Chinese diaper market with Pampers in 1998 due to cultural norms around cloth diaper usage and early potty training. To overcome obstacles, P&G conducted extensive market research to understand Chinese consumer needs and launched an advertising campaign emphasizing the sleep benefits of Pampers, backed by clinical studies. P&G also improved product quality, increased accessibility through Chinese manufacturing, and invested heavily in long-term advertising to educate the Chinese market and make Pampers the dominant brand. As a result, Pampers is now the top-selling diaper brand in China.
Asian Paints is an Indian paint company founded in 1942. It has grown to become the largest paint company in India with 55% market share. The presentation provides an overview of Asian Paints' company profile, history since 1942, key people, vision, HR and marketing strategies, subsidiaries, manufacturing plants, SWOT analysis, CSR activities, and future plans to become a top 5 global paint company.
1. Intel established itself as the early leader and standard-setter in microprocessors through innovations like the 4004 and 8086 chips. It was able to leverage this first-mover advantage over competitors.
2. Intel aggressively defended its proprietary x86 architecture through licensing restrictions and marketing campaigns against rivals like AMD. This helped it maintain control over the industry standard.
3. Intel invested heavily in cutting-edge manufacturing capabilities to continually advance process technology in line with Moore's Law. This allowed it to integrate more transistors at a lower cost over time, keeping its microprocessors ahead of competitors.
ITC Limited is an Indian conglomerate established in 1910 as the Imperial Tobacco Company of India Limited. It has diversified into five business segments: FMCG, hotels, paperboards & packaging, agri business, and IT. With over 25,000 employees across 60 locations, ITC has an annual turnover of $8.31 billion and a market capitalization of $45 billion. Its businesses include tobacco, hotels, paper, packaging, agriculture, personal care, and IT.
The document summarizes the product life cycle of the iPhone, from research and development through final disposition. It describes key stages including design starting in 2004, marketing campaigns to promote the new phone, global manufacturing using parts from various countries and assembly in China, efficient packaging, worldwide sales and distribution with over 500 million iPhones sold, consumer use of the energy efficient device, and Apple's recycling and environmental programs to handle device disposition.
Final Presentation on Procter and GambleRishiraj Das
The document is a presentation on Procter & Gamble by Rishiraj Das. It includes an acknowledgement section thanking mentors for their support. The contents section outlines the various topics to be covered in the presentation, including sectoral information, company information, marketing strategy, business finance, human resource management, and a conclusion. Under sectoral information, it provides details on the FMCG sector's contribution to the Indian and world economies, historical growth patterns, and a PEST analysis. Company information includes an overview of P&G's history and promoters, market share, product offerings, and competitor analysis.
Sony Corporation is a Japanese multinational conglomerate corporation headquartered in Tokyo. Founded in 1946, Sony's major products include televisions, digital imaging products like cameras, audio and video players including the Walkman, and professional broadcast equipment. Some of Sony's innovations include the world's first rice cooker, waterproof smartphone, compact disc player, and curved screen LED television. While known for its electronics, Sony also has sectors in banking and insurance. A SWOT analysis notes Sony's strengths in brand image, innovative products, and customer service, but also weaknesses in high pricing and lack of home appliances. Opportunities lie in expanding globally and partnerships, but threats include strong competition and lower priced alternatives.
Gillette has been the leading brand in men's grooming in India since 1984. It manufactures and markets a wide range of products including razors, shaving systems, shaving creams and gels. Some key products launched in India include Gillette Sensor Excel, Gillette Mach 3, and Gillette Series range of shaving gels and foams. In 2005, Gillette's parent company was acquired by Procter & Gamble, creating the world's largest consumer products company. Gillette continues to strengthen its brand in India through product innovation and marketing campaigns featuring celebrity brand ambassadors.
Procter & gamble marketing strtergy MBA PPT OF MARKETING Babasab Patil
This presentation provides an overview of Procter & Gamble (P&G), including its industry, history, brands, objectives, competitors and marketing strategies. P&G is a leading consumer goods company that markets household products like Tide, Pantene, Bounty and Charmin. The presentation discusses P&G's orientation, SWOT analysis, brand features, competitors like Unilever and Colgate, and strategies for addressing strengths and weaknesses of rivals.
Nokia failed due to being slow to respond to trends in the smartphone market set by Apple and Android-powered phones. Nokia's Symbian OS struggled to keep up and they partnered with Microsoft too late. They also lost market share on low-end phones to local Indian brands. By 2012, Nokia's market share had dropped to only 7-9% in India, down from 60% in 2006, as competitors like Samsung and Micromax overtook them with more innovative products.
This presentation summarizes the product life cycle of Apple's iPod. It begins with an introduction to Apple as an American company founded in 1976 by Steve Jobs and Steve Wozniak. It then outlines the typical stages of a product life cycle: innovation, introduction, growth, maturity, and decline. The presentation examines Apple's iPod in particular, showing its progression through these stages from the original iPod to newer models. It provides details on the characteristics of each life cycle stage like rapid sales growth during the growth phase and declining profits in maturity. Finally, charts are shown depicting iPod sales over time.
The document discusses the history and business of Lego. It began in 1932 in Denmark as a small toy making company. Over time, Lego focused on developing interlocking plastic bricks and establishing a global brand. The summary discusses Lego's marketing strategy which includes segmenting customers demographically and psychographically, selling products worldwide through various retailers and websites, and promoting the brand through advertising, workshops and an online community.
Business Plan- Bamboo Based Products (Tissue Paper, Paper Bags & Plates). Ajjay Kumar Gupta
Business Plan- Bamboo Based Products (Tissue Paper, Paper Bags & Plates). Green Business Ideas for Eco-Minded Entrepreneurs.
Tissue paper is produced by using the paper pulp of hardwood and softwood trees, water and chemicals. It is majorly used for hygiene and sanitation purposes as it is more suitable and convenient to use for cleaning and dry wet surfaces. In addition, tissue paper is the soft, absorbent and disposable paper which is used for multipurpose including cleaning face as most suitable alternatives to the washable handkerchiefs, toilet paper, table napkins, etc.
Bamboos plates are eco-friendly are come from 100 percent bamboo. They are also both compostable within a quick 2-6 months depending on the product and the process used to create it.
For More Details, Click Here:- https://www.entrepreneurindia.co/project-and-profile-details/Bamboo%20Paper%20Based%20Products%20Manufacturing%20Tissue%20Paper,%20Paper%20Bags%20&%20Plates
FirstCry.com is Asia's largest online portal for baby and kids products, offering over 90,000 items from over 1,200 international and Indian brands. Their mission is to provide the best products at lowest prices with great online shopping experiences including free shipping and prompt customer service. They aim to provide the same experience as shopping in physical stores online without the hassle of traveling between stores. They generate revenue through advertising and brand loyalty, and have raised $33 million total in funding.
This report contains a complete analysis of FMCG SECTOR which includes history, companies background, financial and working of companies (top 5 companies) under FMCG sector.
The document provides an overview of Aditya Birla Group, a large Indian conglomerate. It details the group's founding in 1857, current revenues of $40 billion, and presence across multiple industries including telecom, cement, chemicals, aluminum, financial services, and more. Charts are included that analyze the group's performance in key business segments, identifying leaders like Hindalco and Ultratech, and question marks like Idea Cellular and Birla Sun Life Insurance. Strategic objectives are outlined to maintain leaders' status while increasing investments in question marks.
The document discusses trends in educational toys and learning methods. It covers different types of toys like cause-and-effect toys, fidget toys, sensory toys and their benefits for children. It also discusses future trends in toys like maker movement, open-ended toys, smart play, focus on new technologies and popularity of dinosaur themes. Traditional education methods are criticized for being top-down and innovative methods like inquiry-based, problem-based and project-based learning are recommended.
Toys "R" Us is facing challenges as it is no longer the dominant destination for toy shopping. Research found a disconnect between what toys parents think their kids are playing with and what kids actually play with. The document proposes a new brand strategy for Toys "R" Us to focus on the relationship between parents and children through play. It would position the store as a place where parents can bond with their kids through toy shopping. A rebranding campaign including in-store, digital and traditional advertising would encourage parents to make toy shopping a special bonding experience with their child.
The toy industry document discusses:
1) Toys are designed by companies' R&D departments, manufactured mostly in China (86%), and distributed through retailers, distributors, and toy fairs.
2) The market is divided into sectors based on age: baby toys for under 1 year olds, boys toys for 6-8 year olds who receive the most toys, and children's toys for 9-11 year olds which are more sophisticated.
3) Key trends include increasing electronics toys, difficulty predicting fashion leading to market risk, and high seasonality with 30-55% of annual sales in the pre-Christmas period.
The toy industry is enjoying record growth and is expected to continue growing rapidly due to rising disposable income and the major toy companies' ability to gain market share through advertising. The industry is highly concentrated, with a dozen major companies accounting for about 38% of sales. These major companies have strong management, large advertising budgets, and the financial resources to introduce new products continuously. This environment has made it increasingly difficult for smaller toy companies to survive. The outlook for continued growth in the toy industry and major companies is positive as disposable income rises and toys capture a larger share of consumer spending. Potential risks to growth include an economic slowdown, price cutting, and a declining birth rate, but the major companies are well positioned to withstand these
The document summarizes the toy industry, including differences between small and large toy companies. It provides an overview of major players in the industry such as Mattel, Hasbro, Bandai, and Lego. Common trends seen among major players include budget toys, movie-licensed toys, eco-friendly toys, and interactive digital toys. The toy industry includes about 500 companies in India generating annual revenue of $1.3 billion. Most manufacturing occurs overseas, primarily in China. The top 50 companies generate about 75% of total revenue.
This document outlines the marketing campaign for the movie Toy Story, which included a teaser trailer and poster to generate early buzz, a full trailer and poster to promote the film, a premiere event, viral marketing efforts, merchandise, and a website to promote the movie.
The document summarizes Hasbro's design thinking process to develop a more sustainable toy initiative. Through empathy interviews, they identified pain points of children who want the latest toys and parents with limited budgets. They defined the problem as connecting Hasbro's sustainability actions with customers. During ideation, they generated ideas like a toy library that would encourage reuse and community engagement while fulfilling needs of children and parents. The toy library idea aimed to shift behaviors toward sustainability.
This document analyzes Mattel Toys India's distribution strategy and challenges in the Indian market. It discusses Mattel's previous strategies that led to inventory issues and retailer unhappiness due to margin differences compared to unorganized competitors. Mattel's new strategies brought initial sales growth but also unease among distributors due to reduced margins and the introduction of wholesalers. The document concludes Mattel must properly profile retailers, ensure all channel margins are equitable, only promote competent managers, and rethink its distribution channel strategy.
The wooden toys industry in Sri Lanka is an established and growing market with over 50 manufacturing industries. Wooden toys are made from materials like rubberwood, plywood, and paints. Key factors considered when buying toys include safety, education, price, and durability. The industry faces weaknesses such as insufficient rubberwood supply and delays in export certification. Opportunities exist in green purchasing trends and expanding international markets. Threats include changes to government policies and increased global competition. Action is needed to ensure material supply and assist exporters to strengthen business.
Team 1 submitted a report analyzing the key success factors of the toy industry and providing an in-depth look at Mattel, Hasbro, and Jakks Pacific. The three key success factors identified were successful penetration of emerging markets, expansion through licensing, and innovation. Hasbro scored highest based on effectively utilizing these factors, followed by Mattel and then Jakks Pacific. The report provides an overview of each company and recommends ways for Mattel to improve, such as localizing products for emerging markets, regaining entertainment licenses, and increasing research and development.
Christian Rangen leads Engage // Innovate, a strategy and innovation consulting company based in Norway. The company helps clients change how they approach strategy and innovation. Testimonials from past clients at companies like Statoil and Reckitt Benckiser praise the company's workshops for generating breakthrough ideas. The document discusses how industries can shift rapidly with new technologies, as evidenced by examples from the automotive and tech sectors. It advocates an open and forward-thinking approach to see new opportunities instead of dismissing them.
Baby Care Business in Indian Ecommerce SpaceNejo Varghese
This document provides an overview of the baby care business in Indian e-commerce. It discusses factors driving e-commerce success and challenges faced. Technologies important for online success are also examined, including payment processing, mobile applications, and cloud-based models. The growing Indian baby industry is described as well as opportunities and challenges in the e-commerce baby product segment. Case studies of online baby shops are presented and strategies for success are proposed.
Market Research India - Stationery Market Market in India 2009Netscribes, Inc.
The stationery market in India was valued at INR 90 billion in 2009 and is expected to grow at an annual rate of 30% until 2012. It comprises a wide range of products catering mainly to schools and offices. Approximately 85% of the market is unorganized. Major players in notebooks include Blue Bird, ITC and Navneet, while paper is dominated by JK Paper, BILT and TNPL. Writing instruments are led by Cello and Luxor. Trends include increasing education spending driving stationery demand, organized retailers promoting stationery product sales, consumers preferring new pens over refills, and a shift to higher quality items with foreign brand entries.
This document outlines a business project proposal to start a toy manufacturing company called ARCHY. The project aims to produce affordable toys for children, especially in developing countries where financial constraints may limit access to toys. The proposal discusses conducting market research and surveys to identify popular toy types. It then outlines plans to import production equipment, hire and train workers, produce toy samples for testing, and refine the toys based on feedback. Finally, it discusses marketing, advertising, and manufacturing the toys for distribution, with the overall goals of providing joy to children and profitability for the business.
Group 5 consists of 6 members: Chen Ming Shen Alexander, Chi Geok Ying, Leong Wai Sum, Lim Wei Teck Eddy, Lin Feng, Jackie, and Ng Hwei Hoon Cynthia (Huang Huifen Cynthia). The document discusses trends in the toy industry including increasing demand from modern parents/teachers and a focus on research and development to suit consumers. It also mentions increasing demand from Asia and discusses themes for 2021 such as creative destruction, games/technology, STEM toys, and digital influences on children.
The document discusses the troubled times faced by the Chinese toy industry. It grew rapidly due to low costs but faced issues with rising expenses and recalls due to safety violations like excessive lead levels. While China dominated toy production, problems led the government to suspend factories and tighten regulations. With reforms, the industry expects to safely grow its exports to $12.5 billion by 2010.
This document discusses research and development (R&D) expenditures and activities around the world. It notes that the United States spends the most on R&D, followed by China, Japan, Germany, and South Korea. R&D is important for developing new products, gaining intellectual property, and remaining competitive. The document also provides suggestions for how India can improve its R&D efforts, such as by establishing more school and university research departments, focusing funding on key issues, and improving international collaboration.
C:\fakepath\indian toy industry,amit krishnaamitkrishna
The document discusses the Indian toy industry and its lagging behind the Chinese toy industry. It notes that the Indian toy industry is predominantly small-scale and unorganized, while China dominates due to mass production, lower prices, innovation, and variety. It suggests that India can gain advantages by strengthening relationships with international markets, improving awareness of intellectual property laws, and encouraging collaboration and technology transfers between toy manufacturers.
EduToy Plc is a start-up company in London that aims to produce and distribute learning and educational toys for children aged 1-13. It will differentiate itself from competitors by designing physical stores like toy fairs and offering toy hiring and sharing services in addition to sales. The business model involves generating revenue from toy sales, hiring fees, and donations. Initial funding will come from a commercial bank loan due to the founder's desire to maintain control without giving up equity. Financial projections estimate losses in the first year as investment is made in R&D, marketing, and inventory, with profits expected in the second year as sales increase.
Beebrite Edu is an adaptive intelligence stimulation program for children aged 7-16 designed to train cognitive skills like memory, concentration, language, and more through fun games. It was developed with scientific institutions to complement education without replacing tutoring. The program is fully customizable for each student and tracks their progress through reports for parents and teachers. Beebrite aims to disrupt the $966 billion edtech industry by empowering students' intelligence in a way that maximizes learning and guarantees future success.
Tunisian Minister of Foreign Affairs and Former Head of the UN Commission on...Wesley Schwalje
A key challenge to knowledge-based economic development faced by Arab countries is weak innovation systems. We are honored to have had our research on Arab innovation systems cited by Dr. Mongi Hamdi, former Head, Science, Technology, and ICT at UNCTAD and Head of the Secretariat of the United Nations Commission on Science and Technology for Development (now Tunisian Minister of Foreign Affairs) in his address to the Arab Forum for Scientific Research and Sustainable Development.
This document provides a summary of a report that analyzes the market for digital learning games in the K-12 institutional space. It defines the learning game landscape and the complex K-12 institutional market. The report is based on 50 interviews with industry leaders and a review of research. It finds that while the K-12 market presents barriers, trends around technology adoption in schools are enabling growth for learning games. The report recommends focusing on both short-form games for classrooms and partnering with reform leaders to develop content for deeper curricula supported by research on long-form games.
The global Connected Toys market is segregated on the basis of Interacting Device as Console-Connected Toys, Tablet-Connected Toys, APP-Connected Drones, and Smartphone-Connected Toys. Based on Age Group the global Connected Toys market is segmented in Teenagers, 9–12 Years, 6–8 Years, and 2–5 Years.
Running Head: SIMULATION GAMES 1
SIMULATION GAMES 2
Reflections of Simulation Game Starting
Name
Institution
Date
Pedagogical objectives of a simulation game in marketing/ business education
Simulation games in marketing and business education are important as they help in presenting events that occur in real time in the form of a game. Some of the objectives of simulation games are training, to help in predictions and for analysis. Simulation games in marketing enable company’s to change various factors that can affect the penetration of a product to determine the impact it will have on the company sales (In Riis, 2005). They are important in teaching business as they help learners to improve their business skills. It enables to test various scenarios in business sectors such as finance, management, human resources and organizational behavior. These are in various forms such as board games and computer generated simulations. By using simulations, one is prepared for any eventuality that might arise in the course of the business. Learners will know the right strategy and planning that should be used while making business decisions. In marketing, simulations can be used to create an imaginary business environment and then various decisions can be made. Some of the important decisions that can be experimented are on advertising, price, targets and production, all of which are crucial business decisions. An executive or a learner will input their choice, and the simulation will offer feedback. Usually, the game involves a series of interactive steps.
The company’s simulation game objective
Silver Tech produces two brands of voice recognition devices, Core Talk and Core Talk 2. The company can make use of simulation games to help in evaluating which advertising option is most feasible for the two products or and the price level for each of the products. Silver Tech may be wondering whether to set the same price for the two voice recognition devices or to have different prices. The simulation will give the company the opportunity to estimate the demand for the products based on different price levels. Additionally, it will assist in making decisions on the marketing and advertising approach that should be adopted by the organization.
Based on the above factors, simulations will provide Silver Tech can present a financial analysis of the two products. As such, the financial information will provide a platform for the organization to make budgets and financial forecasts (Mayer & Mastik, 2007). It will also know how to allocate the various resources within the two products to maximize the profits of the organization.
References
In Riis, J. (2005). Simulation games and learning in management. London, Angleterre : [s.l.: .
The GAETSS Gamification and Enabling Technologies Strategic Solutions July 2014 E Newsletter - Our ambitious aim is to establish GAETSS as a world leader in the understanding and use
of the fast emerging technologies which influence and shape the world we live in.
Our mission is to help shape the future of business and society
through the application of best practices for human development and motivation
This document discusses the importance of investing in human capital development, especially early childhood education, to build skills for a changing job market increasingly reliant on technology. It notes new technologies can reduce jobs but also facilitate economies of scale and efficiency. However, workers will need strong cognitive and social-behavioral skills to adapt. Developing countries in particular must invest in health and education to ensure future workforce productivity. The quality, not just quantity, of education is key. The document also summarizes an Argentine law that provides tax incentives to promote knowledge-based industries and increase investment in research and worker training.
The document presents a business plan for a toy company called ToyBox. It discusses the problems of children becoming addicted to devices and lack of learning through play. The vision is to create innovative, sustainable toys that spark creativity and learning. It provides ideas for educational toys and games for different age groups. The financial projections estimate revenue growth and profitability. Strengths include a wide range of high-quality toys, and opportunities include the growing toy market and government support for domestic manufacturing.
The document discusses Thailand's creative economy and its growth potential. It notes that the Thai government sees the creative economy as an important driver of economic growth. Key points include:
- Thailand's creative economy was worth approximately $44 billion in 2019 and employs over 800,000 people. Cultural tourism and food are the largest sectors.
- The government is promoting the creative economy through various initiatives like the Creative City project and BOI incentives. It aims to link cultural heritage with modern industry.
- Digital content and arts/crafts are resilient export sectors for Thailand, with animation and handicrafts showing continued growth in 2021. Support is being provided to develop these industries further.
The document provides a business plan for an educational website called egghead.com targeted towards kids aged 3-17 in India. The plan outlines the company vision, products and services which include educational content, toys, books and games. It analyzes the market trends, competition and target audience. The marketing strategies discussed include advertising, direct marketing and partnerships with educational institutes. Financial projections estimate startup costs of $33,750 and sales forecasts projecting revenue to increase from $569k in 2015 to $25.8 million in 2017 as website traffic grows. The objectives are to attract more users, increase sales per visit and raise funding to acquire or IPO the company by 2018.
Jazwares is a toy company founded in 1997 based in Florida that designs, manufactures, and sells toys worldwide. Their portfolio includes action figures, plush toys, electronics, and accessories. They hold licenses for popular brands like Adventure Time and Plants vs Zombies. While the toy industry faces challenges like low prices imports and recalls, Jazwares focuses on innovation and works with brands to drive growth. They are aware of trends in gender neutral toys and mature products for older children.
The document summarizes a final year project on Copernicus, a 3D interactive learning application. It discusses researching the education sector, conducting teacher and student surveys which showed strong interest, and interviewing teachers who felt it could enhance learning. It also details attending a science fair to demonstrate Copernicus, connecting with an educational organization, and plans to seek investment from innovation funding or companies to help bring Copernicus to market.
Enmono Co., Ltd. is a business incubator established in 2009 that supports start-ups in manufacturing. It provides consulting services and connects start-ups to funding, customers, and manufacturing support networks. Enmono aims to incubate "micro-manufacturing" businesses and serve as a bridge between small Japanese manufacturers and global markets.
This document provides an overview of a project report submitted by Shubhankar Sengupta to his organization and institution guides at ITC Limited and Praxis Business School. The 3-page report details the certification of approval for the project titled "Understanding the strategy & requirements for ITC Stationery Supplies, for penetrating ITC offers into Institutions." It acknowledges those who supported and guided the project. The executive summary previews that the project involved primary research through visiting institutions and retail stores to understand the stationery market and scope for ITC Classmate to improve its services and business.
Similar to Toy Association Of India Presents Toy Industry In India (20)
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Navigating the world of forex trading can be challenging, especially for beginners. To help you make an informed decision, we have comprehensively compared the best forex brokers in India for 2024. This article, reviewed by Top Forex Brokers Review, will cover featured award winners, the best forex brokers, featured offers, the best copy trading platforms, the best forex brokers for beginners, the best MetaTrader brokers, and recently updated reviews. We will focus on FP Markets, Black Bull, EightCap, IC Markets, and Octa.
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This PowerPoint compilation offers a comprehensive overview of 20 leading innovation management frameworks and methodologies, selected for their broad applicability across various industries and organizational contexts. These frameworks are valuable resources for a wide range of users, including business professionals, educators, and consultants.
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This compilation is ideal for anyone looking to enhance their understanding of innovation management and drive meaningful change within their organization. Whether you aim to improve product development processes, enhance customer experiences, or drive digital transformation, these frameworks offer valuable insights and tools to help you achieve your goals.
INCLUDED FRAMEWORKS/MODELS:
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This presentation is a curated compilation of PowerPoint diagrams and templates designed to illustrate 20 different digital transformation frameworks and models. These frameworks are based on recent industry trends and best practices, ensuring that the content remains relevant and up-to-date.
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These materials are perfect for enhancing your business or classroom presentations, offering visual aids to supplement your insights. Please note that while comprehensive, these slides are intended as supplementary resources and may not be complete for standalone instructional purposes.
Frameworks/Models included:
Microsoft’s Digital Transformation Framework
McKinsey’s Ten Guiding Principles of Digital Transformation
Forrester’s Digital Transformation Framework
IDC’s Digital Transformation MaturityScape
MIT’s Digital Transformation Framework
Gartner’s Digital Transformation Framework
Accenture’s Digital Strategy & Enterprise Frameworks
Deloitte’s Digital Industrial Transformation Framework
Capgemini’s Digital Transformation Framework
PwC’s Digital Transformation Framework
Cisco’s Digital Transformation Framework
Cognizant’s Digital Transformation Framework
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Design Thinking Framework
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3. International Toy Industry have a substantial impact on global
economy.
The global toys and games market generated total revenues
to the tune of $ 96.6 billion in 2008, growing at a Compound
Annual Growth Rate (CAGR) of 4.1% for the period spanning
2004 – 2008. (By the study initiated by DIPP).
US and Europe collectively account for over 70% of the world
toys and games market. (Estimated by Global Industry
Analysts Inc.).
The growth of entire toys market depend upon the sectors,
which provides high degree of innovation and superior
technological features.
International Toy Industry
4. Use of toys for educational purposes increasing.
Significant development in the growth and
popularity of interactive and intelligent toys.
Today child is more interested in playing with
trendier and smarter toys and games.
Toys and games have no age limit, as they carry
an element of excitement and fun.
ChangingInterests
5. Traditionally a Labour Intensive Industry, providing employment to over 3
million workers of which women constitute about 70 %.
Use of Multiple Technologies and varied Raw Materials.
Predominantly in Micro and Small Sectors.
There are 1500 units in the organised sector and many more in unorganised
sector.
Indian Toy Industry manufactures Toys worth Rs. 2500 Cr (approx) & the
Industry is growing at the rate of 15 % per year.
Annual growth rate in demand is 25%.
Indian manufacturers fulfil about 30% of Domestic Toy Demand.
Indian Toy Industry
6. Current Population of India is (1.22 billion)
20% population is under the age of 12 years;
Huge demand of Toys under literacy program such as
Sarva Shiksha Abhiyan run by Government.
Free & Compulsory Education.
Growing middle class with higher disposable income.
Emphasis on play way methods for education and learning
being practiced widely.
Increased consumer awareness about the developmental
toys.
MNCs have Social Responsibility Budget towards CHILD
DEVELOPMENT.
7.
8. Large and Growing Domestic Market.
Increase in demand due to rise in the disposable income of
domestic consumer.
Emergence of India on the Global Toy Scene.
Huge pool of low cost Labor.
Business acumen of the Entrepreneurs.
Capacity to compete under adverse conditions.
9. Many toy manufacturing units are tiny in size hence low
volume of production.
Poor -Availability of quality raw material for different toy
categories.
Poor process capability because of inadequate technical
capabilities and outdated technology,
Use of general-purpose machines for specialized jobs
due to high cost of special purpose Machines/ Very high
cost of foreign technologies.
Low availability of trained management and labour
component (skilled and semi skilled)
10. Higher production cost due to lack of economies of
scale.
Lack of innovative and new ideas.
Low availability of Toy Specific Designers.
Minimal expenditure on branding and advertising.
Lack of research and development facilities.
Lack of Common Facility Centres.
11. Market Scope: Estimated Indian Toy manufacturing is
worth around Rs. 2500 cr. & growing at the rate of 15%
per annum.
Growing domestic market due to increasing in buying
capacity.
Liberalized economy, “Make or Buy” decisions easier.
Low cost manufacturing base enabling strategic
alliances/Potential cooperation with customers and
multinationals.
Multiple usage of toys though different channels such
as promotion, gifting, educational. etc.
12. Advantage of Information Technology and Communication.
Spread of Play way education through toys
Huge demand of toys in teaching process under
government schemes like ‘Sarva Shiksha Abhiyaan’.
China’s Internal Issues: China is unable to fulfil the global
toy demand due to the problem of high labour cost,
shifting to high end products and fluctuating of currency..
World especially western countries search for alternative
manufacturing hub in South East Asia.
13.
14. About 70 % demand of toys in Indian market is met
by imports from China;
Most of the imported Toys are not according to the
needs of Indian children;
A large amount of foreign exchange is being spent
on Toy imports.
15. Taxes (VAT): VAT on Electronic toys is high as compared to
other toy products.
Importing raw materials & capital goods is expensive due to
high import duty .
Availability of all kinds of quality raw material at reasonable
cost is area of concern.
Technology related issues: No design/training / technology
development institute/centre dedicated to Toys.
Availability and quality of basic infrastructure such as power,
water, road, rail, etc in India is poor.
Depreciation of Indian Currency against International
Currencies.
16. Governing Body and various Committees of the
Manufacturing Wing of TAI considered the matter very
seriously and have drawn and recommended a two way
strategy with holistic development approach.
a. Long Term Strategy
b. Short Term Strategy
17. 1. Adequate space &
Infrastructure
2. Raw Material
3. Technology
4. Training
5. Pedagogy
6. Design
development
7. Research
8.Market
development
9. Taxes & duties
10. Export issues
11. Testing
12. Packaging
Recommendations
for Sectoral
Development
18. Make a provision to shift the units which are in non-
confirming areas to a closest proposed ‘Toy Parks’
where they can have enough space according to their
needs and proper infrastructure. Therefore,
• A Toy Park should comprise proper infrastructure
with Common Facility Centre in Cluster Mode,
power back-up, E-commerce facility, transport
facility and facilities required for auxiliary industry
with the involvement of concerned
Ministries/Departments.
19. The quality raw materials such as fabric, wood,
hardboard, non-toxic paints and inks are not available
locally. Therefore,
Easy and common availability of standardized
raw material.
Create a ‘Common Storage and distribution Hub’
for imported raw material through agencies like
NSIC.
Registration should be mandatory for all toy
manufacturers.
Registered Manufacturers should be allowed to
import free of excise duty against the ‘Actual
User Certificate’.
20. Create awareness and promote technical capabilities on
latest technology and provide its’ knowledge to small and
medium units.
Strengthen the capability of manufacturers with the use of
foreign technology and purpose specific machines for
special tasks.
Use of high cost big machines like injection molding, blow
molding, CNC, box making machines, etc. should be
installed in common locations/Toy Parks under the Cluster
Scheme, to create availability of these machines for all.
Tooling facilities need to be made for all toy categories.
21. Toy category wise training of labor on different skills
Managerial and supervisory level training to manage the
quality production and operation.
Diploma level courses in gaining knowledge of
• raw material,
• alternative raw materials for different toy categories
• usage of that material in making of different toy
• categories to enhance the production capacity and
quality.
22. A regular interaction of the industry with child specialists, teachers,
parents and children to know the child’s need through direct and in-direct
source of communications.
Intervention of different Class Room Projects of different age group to
collect the feedback on existing products, their usage and requirement
under the Design Clinic Scheme.
A ‘Concept Bank’ should be formulated with involvement of different
subject experts and professional experts e.g. phsycologists, engineers,
scientists so they can work on new concepts as per the expressed
requirements and curriculum with visionary approach for the future
needs.
A mechanism should be developed to do the sample testing of new
concepts developed and facility of copyright and its benefits under the
proposed Toy Institute.
23. Setting up of toy Design and Development Institute be
expedited.
A few foreign designers can be appointed in the institute.
Through the institute a ‘Design Bank’ should be created and
final design can be given as royalty to the manufacturers.
An Indian character should be developed and publicized and
can be used by different manufacturers by paying royalty.
Until the Institute will be operational, the work should be
started from hired places specially in Delhi, Noida, and
Mumbai.
24. The manufacturers are taking assistance of private
international testing labs to test their products.
A provision of handy testing kit should be made
available, so they can test their products at the
initial stage before to go for the final testing of the
product to obtain testing report certificate.
MSME Testing Centre at Okhla should be
upgraded to International standards. A Joint
Committee should be formed to make maximum
use of the lab according to the need of
Exporters.
25. Generate Research and Development facilities to address
the core issues and to resolve the problems related to raw
material, machinery or design. Initially, help of agencies like
CSIR, National Innovation Council, etc. can be sought in :
Making of Non-phthalate plasticizers
Non-toxic paints, though few are available in the market
but there applications are not applicable on different
category of toys due to odd reasons.
Creation of Hot Dot Ink
Tremendous research and intervention is required in
terms of electronic toys.
Intervention in scientific and educational toys.
To create new grade of plastic having high density and low
weight with all other qualities remaining same.
26. There should not be any bifurcation between
Electronic or Non-electronic Toys.
Reduce the VAT on Electronic toys at par with
other Toys and rename all kinds of Toys as “Toys”.
Toy comes under Bangkok Agreement attracting
concessional rate of basic import duty. We
propose toy components and raw materials be
allowed to import under the same scheme by
producing Actual User Certificate.
27. Duty free import of capital goods, raw material and components are
offered only to fully Export Oriented Units (EOUs). It should be
common for all manufacturing units against Actual User Certificate.
It’s difficult to set – up input-output norms for toy industry where
different kind of raw materials are used in single product. Therefore,
duty draw backs should be increased.
To enhance export a comprehensive program for the next 5 years be
framed for manufacturing need base toys for focus countries, under
MAI scheme of the ministry of Commerce.
International Toy Show be organized & promoted through extensive
publicity and our Foreign Missions.
28. Most of the industry comprises of tiny and micro
enterprises and do not have enough budget to
invest on marketing. It is requested to the
government to promote Indian Toys at national and
international level though:
Adopting various advertising modes to do branding
and image development of the Indian toy industry;
Promote regional toy shows;
Promote Indian toy characters.
Promote ‘Made in India’ Tag.
Dedicated website for Indian Toys.
29. The Toy Industry requires knowing the
modern techniques of packaging and
training on it. Such as flexible and rigid
packaging, bulk packaging, packaging
machinery, etc. Therefore, National
Packaging Institute can be approached
to help the industry in this regard.
31. LONG TERMSTRATEGY SHORT TERMSTRATEGY
Creation of Toy Zones in
Mumbai & NCR on the
basis of Cluster Scheme.
Restarting of second
phase of National Program
for the Development of
Toy Industry (NPDTI).
Setting – up the proposed
Toy Design &
Development Institute at
Greater Noida.
Design Scheme to be
modified according to the
needs of the Toy industry.
The institute can be started
in some hired space or in
some Govt. Institute.
A few foreign designers
can be appointed in the
areas of our strength in
which work can be started
such as:
a. Designing
b. Pedagogy
c. Training
32. Enhanced Production in India will:
Fulfill development needs of our children.
Will Save a lot of Foreign Exchange.
Generate employment.
An additional push to the Industry will see
tremendous growth and show buoyancy in
Export
33. A Special Status be granted to the Toy Industry
by creating a Statutory Body
“THE TOY BOARD”
34. A Task force or a Committee under the chairmanship of
one of the secretary/ Joint secretary should be formed.
Others members of the committee: Representatives of
the Ministries/ Department of Commerce, MSME, DIPP,
DGFT, NMCC, NSIC, CSIR, NATIONAL PACKAGING
INSTITUTES.
Design Institutes : NID, NIFT.
INDUSTRY: Representative from The Toy Association
Of India (TAITAMA).
The committee may plan a phased performance based
program for the next five years.