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.
Indian consumers are one of the most diverse in the world and these seemingly seamless market is full of niches that in itself sustain entire local industries, and this is nowhere more strikingly visible than the Home Needs segment comprising Utensils, Cutlery, Plastics, Crockery and Home Decor estimated to be around 9000 Crores roughly USD 18 Billion $.
Western companies are opening up their factories and offices in India in an unprecedented manner and thus creating a need to study the organization and management of their Indian counterparts. The emergence of India as an economic power over the recent years has created a need to understand the way business is carried out in that part of the world. Also important is to realize how businesses are founded and structured in India. Many Indian companieswere family businesses to start with and even today some of the biggest companies listed on Indian stock exchange continue to be owned partly by the families. This work attempts to study a typical Indian family retail business, its inception, its aspirations, the challenges faced in the context of an emerging economy and the possible roadways to map the future. With this aim in mind a classic case of Haldiram’s is presented here and analyzed.
STRATEGIC MARKETING "SBU" AND "BCG MATRIX" OF HAVELLS NavendraDubey
Different "Strategic Business Units"(SBU) and BCG matrix are prepared on the basis of companies and industries data. BCG matrix helps anorganization to identify its business which are best for them and which businesses are to be harvested or discontinued.
A Case study on Havells India Limited, its growth prospects, company history and their marketing activities.
This study was a part of academic project for the college and has been appreciated. Gives insights on how distribution has been leveraged to create excitement in a product category which is generally not that exciting.
Indian consumers are one of the most diverse in the world and these seemingly seamless market is full of niches that in itself sustain entire local industries, and this is nowhere more strikingly visible than the Home Needs segment comprising Utensils, Cutlery, Plastics, Crockery and Home Decor estimated to be around 9000 Crores roughly USD 18 Billion $.
Western companies are opening up their factories and offices in India in an unprecedented manner and thus creating a need to study the organization and management of their Indian counterparts. The emergence of India as an economic power over the recent years has created a need to understand the way business is carried out in that part of the world. Also important is to realize how businesses are founded and structured in India. Many Indian companieswere family businesses to start with and even today some of the biggest companies listed on Indian stock exchange continue to be owned partly by the families. This work attempts to study a typical Indian family retail business, its inception, its aspirations, the challenges faced in the context of an emerging economy and the possible roadways to map the future. With this aim in mind a classic case of Haldiram’s is presented here and analyzed.
STRATEGIC MARKETING "SBU" AND "BCG MATRIX" OF HAVELLS NavendraDubey
Different "Strategic Business Units"(SBU) and BCG matrix are prepared on the basis of companies and industries data. BCG matrix helps anorganization to identify its business which are best for them and which businesses are to be harvested or discontinued.
A Case study on Havells India Limited, its growth prospects, company history and their marketing activities.
This study was a part of academic project for the college and has been appreciated. Gives insights on how distribution has been leveraged to create excitement in a product category which is generally not that exciting.
Production of Plastic Toys. Fast-Growing Kids Toys Industry to Consider when Starting a Business.
A toy is an item that's employed in play, particularly one designed for such use. Playing with toys is a pleasant means that of training young kids always in society. Totally different materials like wood, clay, paper, and plastic are used to create toys. Several items are designed to function toys, however merchandise produced for different functions also can be used. For example, a tiny low child might fold an ordinary piece of paper into an airplane form and "fly it". Newer kinds of toys include interactive digital entertainment. Some toys are produced primarily as collectors' things and are intended for show solely.
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Docu-Games: experiments with fundraising and game designGeorg Hobmeier
Only a fraction of the global gaming market is featuring themes, that aren't of a fictional nature. Even fewer games are adressing sociopolitical issues using extensive research as part of their development process. However, there's a tremendous amount of potential laying dormant, offering new solutions not only for game design and content development, but also for marketing and monetization.
In this sessions Georg Hobmeier will introduce the audience to several examples of his docu-games, highlighting the unique ways, how game design and fundraising technologies can be fused into an exiting new hybrid construct.
This presentation is part of a 4 hours workshop called "Innovation Workshop –Games and Reality". During the workshop students from the Recanati School of business in Tel Aviv University thought of games and startup related games ideas and "fought" against each other discovering if their idea has a chance to become the great big next hit.
I really liked some of the ideas, for example: a game you need to run in real life in order to "charge" your character in the game. A game you "scan" your real pet and play with it in a virtual world, including a virtual dog fight with real dogs . A real cart driving game you play wearing Google glass. The glass allows you to see virtual power ups or virtual avatars to enhance your driving experience (did someone say zombies)
For me the workshop was really fun. I hope the students had fun as well and I do hope some of these ideas will become actual games.
The IT Quiz of Teknovation 2017 organized for classes 6th - 8th. Round 3 is missing due to A/V but hope that rest of the rounds are a fun and an enriching experience.
Sharpen existing tools or get a new toolbox? Contemporary cluster initiatives...Orkestra
UIIN Conference, Madrid, 27-29 May 2024
James Wilson, Orkestra and Deusto Business School
Emily Wise, Lund University
Madeline Smith, The Glasgow School of Art
0x01 - Newton's Third Law: Static vs. Dynamic AbusersOWASP Beja
f you offer a service on the web, odds are that someone will abuse it. Be it an API, a SaaS, a PaaS, or even a static website, someone somewhere will try to figure out a way to use it to their own needs. In this talk we'll compare measures that are effective against static attackers and how to battle a dynamic attacker who adapts to your counter-measures.
About the Speaker
===============
Diogo Sousa, Engineering Manager @ Canonical
An opinionated individual with an interest in cryptography and its intersection with secure software development.
This presentation, created by Syed Faiz ul Hassan, explores the profound influence of media on public perception and behavior. It delves into the evolution of media from oral traditions to modern digital and social media platforms. Key topics include the role of media in information propagation, socialization, crisis awareness, globalization, and education. The presentation also examines media influence through agenda setting, propaganda, and manipulative techniques used by advertisers and marketers. Furthermore, it highlights the impact of surveillance enabled by media technologies on personal behavior and preferences. Through this comprehensive overview, the presentation aims to shed light on how media shapes collective consciousness and public opinion.
Have you ever wondered how search works while visiting an e-commerce site, internal website, or searching through other types of online resources? Look no further than this informative session on the ways that taxonomies help end-users navigate the internet! Hear from taxonomists and other information professionals who have first-hand experience creating and working with taxonomies that aid in navigation, search, and discovery across a range of disciplines.
Acorn Recovery: Restore IT infra within minutesIP ServerOne
Introducing Acorn Recovery as a Service, a simple, fast, and secure managed disaster recovery (DRaaS) by IP ServerOne. A DR solution that helps restore your IT infra within minutes.
This presentation by Morris Kleiner (University of Minnesota), was made during the discussion “Competition and Regulation in Professions and Occupations” held at the Working Party No. 2 on Competition and Regulation on 10 June 2024. More papers and presentations on the topic can be found out at oe.cd/crps.
This presentation was uploaded with the author’s consent.
Announcement of 18th IEEE International Conference on Software Testing, Verif...
Toy industry
1.
2. Contents
• Introduction
• Background of the toy industry
• Small vs. large Companies
• Indian vs. International companies
• Frequency of play type
• Toy retailers market share
• Major Players
– Common Trends Among Major Players
– Mattel
– Hasbro
– Bandai
– Lego
• Fun facts
• Common trends among major players
3. The Toy Industry
• Term used to describe industries
that produce small number of
goods in any material
– Hinges, buttons, belts, hooks,
etc.
• “Playthings”
• 1st based on small-cottage
manufactories
– (India) Rise of the middle
class, a demand that led
to rapid expansion of the
industry
• Mid-18th century
– Later, a number of very
large manufactories were
built.
4. Background
• The INDIAN toy
manufacturing industry
includes:
– About 500 companies and
– Has annual revenue of 1300
billion
• Most manufacturing is
conducted in overseas
factories
– Primarily in China.
• Highly concentrated
industry
– Top 50 companies generate
about 75%of revenue
5. Differences between
Small vs. Large Companies
Small Companies:
Competitive
Specialize in product
segment
Respond faster to
market trends
Large Companies:
Wide selection of toys
Have scale advantages
in:
Purchasing
Manufacturing
Distributing
Selling
Marketing
6. Indian vs. International
Companies (List)
Indian
• F.N. Toys
• TAITMA
• NIRMAL Enterprises
• KC Enterprises.
International
• Hasbro, global
• Mattel, global
• Bandai, Japan
8. Mattel
• World’s largest toy
company
– Barbie
• Generates 80% of
revenue sales
– Hot Wheels
– American Girl
– Polly Pocket
– Matchbox
9. Hasbro
• 2nd largest global toy
maker
– Long-lasting toy
franchises since the 1920s
• Mr. Potato Head
• G.I. Joe
• Transformers
• My Little Pony
– Board Games
• Monopoly
• Candy Land
• Scrabble
• Trivial Pursuit
• Pictionary
• Recently, Cranium Inc.
for $77.5 million
10. Bandai
• Business Philosophy:
– to provide timeless
entertainment through
endless creativity
• 3rd largest toy
manufacturer
– Based in Japan
• Popular video games for
– Nintendo
– Sega
– PlayStation
– Game Boy
– Wii
– Xbox
11. Lego
• 1934, Danish toymaker
– Ole Kirk Christiansen
• 1st line of wooden toys,
then produced plastic
bricks (legos)
• Popular culture
phenomena
– Star Wars
– Harry Potter
12. Tiger Electronics
• American electronic-
toy manufacturer
• Subsidiary of Hasbro
– Handheld games
– Furby
– Giga Pets
• Leading electronic toys
for:
– Star Trek
– Neopets
– Barney
– Jeopardy
– Who Wants to Be a
Millionare?
– Winnie the Pooh
13.
14.
15. Common Trends Among
Major Players
• Budget Toys
– Basic, nostalgia
• i.e. remote controlled
cars
• Movie Toys
– Movie-licensed toys
• Iron Man, Superman,
Batmam
• Organic & Green
Toys
– Eco-friendly raw
materials from
reused &
recycled
materials
• Interactive and
Digital Toys
– Computerized-
virtual world
16. Fun Facts
• The word "toy" comes from an Old English word meaning
"tool".
• The yo-yo is believed to be the second-oldest toy in the
world. The name yo-yo comes from a Filipino expression
meaning "come come".
• McDonald's is the world's largest distributor of toys!
• Dolls are considered to be the oldest toys in history.
• The first toy advertised on television was Mr. Potato Head.
• The world’s children spend 5 billion hours a year playing
with LEGO bricks.