Financial Educational Board Games (Toys and Game Industry)

Masters
Research Paper
Marketing
Pages 8 (2008 words)
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An Analysis of Hasbro, Rich Dad, the Game Industry and Financial Board Games Secondary Research Current Status of the Industry About 700 companies make up the US toy manufacturing industry, and China is the primary location where manufacturing happens. The annual industry revenue, in the US, is $20 billion and the top 50 companies generate about 75% of that revenue…

Introduction

5,856.20M El Segundo, CA Namco Bandai Holdings Inc. 4,083.77M Tokyo, Japan Hasbro, Inc. 4,002.16M Pawtucket, RI LEGO System A/S 2,272.69M Billund, Ribe (hoovers.com, 2011) Consumers spent 25.1 billion on video games, hardware and accessories in 2010 (Entertainment Software Association, 2011). The best-selling Computer Games are Family and Children’s Games (19.8%), Shooter games (14.4%), Role-Playing games (12.4%). The Best-selling Video Games Genres are Action (30.1%), Sports (11.3), Racing (11.1%), Children and Family Entertainment (9.3%), Shooter 8.7%), Role-Playing (7.8%) (Entertainment Software Association, 2011). The US board games and puzzle market, alone, is estimated to be worth about $400 million, and ?50 million per year in the UK (Maclean, 2009). The toy and game industry in Australia has a revenue of two billion, and annual growth of 3.6% (2006-2011) (ibisworld.com, 2011). Industry Trends “Going Green” is a current trend in the industry. It involves three aspects. They are: sustainable materials, resource-saving packaging, and content that communicates sustainable action and values through play (nurembergtoyfair.com, 2011). Another industry trend is moving games from the digital realm to physical board game space. ...
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