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Whitepaper
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1.2 Defintion
Todays traditional toy industry is, and has been for many years, facing
heavy competition for childrens attention. From the mid 1980s onwards,
the acceleration in popularity of video games and associated games
consoles has created an entire sub-segment of the toy industry, with
smartphones and tablets representing a natural evolution of this
phenomenon.
The rise of the console can be associated with those who buy such
devices owing, first and foremost, to their ability to render high-end
games, ie core gamers (Nintendos Wii console excepted).
The smartphone and tablet, however, represent a class of device that is
likely to be used by casual or mid-core gamers (as well as
non-gamers), and therefore appeals to a much wider demographic.
Hasbro and Mattel, 2 of the largest toy makers in the world, have
both shown a downward trend in reported net earnings in recent
years, with a disappointing Q2 2015.
The app, therefore, has become a key battleground for players across
multiple industries. With regard to the toy industry, combining the app
with a physical plaything can be seen as a logical, and even
necessary, evolution from the status quo.
Construction Toys
a)
Plush
a)
In the context of smart toys, Juniper includes only those drones that:
For the vendor, the smart toy enables the development of a wide
ecosystem of products surrounding an initial piece of intellectual
property.
a)
b)
Key Features
Publication Details
Contact Jon King, Sales & Marketing Manager, for more information:
Jon.King@juniperresearch.com
Business model analysis, with insights into how hardware and software
can drive revenue.
Benchmark industry forecasts for size and growth of the smart toys
market.
http://www.juniperresearch.com