INDUSTRY REPORTS PUBLICATIONS DATA FEED SERVICES WOWEB CONTACT US
Item added to your cart
Manufacture and Retail Trade of Toys and Games
BY Yasmin Mahomedy
South Africa
13 December 2017
R 10 080.00 (ZAR)  
estimated $ 789.26 (USD) *
Buy Now

The Manufacture and Retail Trade of Toys and Games


The formal toys and games sector is dominated by imported branded products and there is very little local manufacture in this segment of the industry. The manufacture that does take place focuses on products that are mainly handmade, that are produced in small workshops and that do not carry brand names. Stakeholders estimate the total retail value of the South African toys and games market at R9.6bn.


A Growing Gaming Sector


The growing video games category includes games played purely for enjoyment, games made to promote a brand or product, and serious games that are made and played in the interest of education awareness and research. According to the representative of the interactive entertainment industry in South Africa, Serious About Games, the South African games development industry employs fewer than 300 people locally‚ but was responsible for R100m in annual revenue in 2016, up from R29.7m in 2014. Estimates of South Africa’s consumer market for games range between R1.5bn and R2.2bn.


Report Coverage


The Manufacture and Retail Trade of Toys and Games describes current conditions, trends and the regulatory environment. The challenges faced by role players as well as factors that influence the success of the toys and games industry are also covered. The report profiles 22 companies, including two of the country’s leading importers and wholesalers, Prima Toy and Leisure Trading and New Just Fun Group. Also profiled are specialist toy retailers, AMIC Trading t/a Toys “R”Us, Babies “R” Us and Reggies, and Global Toys t/a ToyZone. In the interactive gaming sector profiles are provided for local manufacturers, SA Diabolo, Fuzzy Logic, Sea Monster and Formula D Interactive which developed Team C4, part game, part recruitment tool, which measures the player’s literacy and numeracy, as well as problem-solving and language capabilities.


Page
1. INTRODUCTION 1
2. DESCRIPTION OF THE INDUSTRY 1
2.1. Industry Value Chain 2
2.2. Geographic Position 3
3. SIZE OF THE INDUSTRY 4
4. STATE OF THE INDUSTRY 7
4.1. Local 7
4.1.1. Corporate Actions 10
4.1.2. Regulations 10
4.1.3. Enterprise Development and Social Economic Development 12
4.2. Continental 13
4.3. International 14
5. INFLUENCING FACTORS 15
5.1. Economic Environment 15
5.2. Rising Operating Costs 16
5.3. Safety Concerns and Counterfeit Products 16
5.4. Technology, Research and Development (R&D) and Innovation 17
5.5. Labour 19
5.6. Cyclicality 20
5.7. Environmental Concerns 20
6. COMPETITION 21
6.1. Barriers to Entry 22
7. SWOT ANALYSIS 22
8. OUTLOOK 23
9. INDUSTRY ASSOCIATIONS 23
10. REFERENCES 23
10.1. Publications 23
10.2. Websites 24
COMPANY PROFILES 25
AMIC TRADING (PTY) LTD 25
CHILDISH TRADING AND MANUFACTURING (PTY) LTD 28
ENSOLOR (PTY) LTD 30
FAIRY TALES BOUTIQUES CC 32
FORMULA D DESIGN CONSULTANCY CC 34
FUZZY LOGIC (PTY) LTD 36
GLOBAL TOYS CC 37
K MARCUS 39
MELBRO RETAIL (PTY) LTD 40
MYKATRADE 75 CC 42
NEW JUST FUN GROUP (PTY) LTD 43
NOMHLE-KHABO TRADING ENTERPRISE CC 45
PEGASUS TOYS CC 46
PRIMA TOY AND LEISURE TRADING (PTY) LTD 47
PRIMEDIA (PTY) LTD 49
SCIENTASTIC INVENTIONS CC 53
SEA MONSTER ENTERTAINMENT (PTY) LTD 55
SOLARPOP DISTRIBUTION (PTY) LTD 57
SOMERSET BABY HYPER (PTY) LTD 58
T LOMBARD 60
TOY KINGDOM HOLDINGS (PTY) LTD 61
W VENABLES 63