Juguetes Japoneses
Juguetes Japoneses
Juguetes Japoneses
This report covers the toy and game industry1 in general, as well as takes a close look at the
plastic model and radio-control segment. The core of the plastic model and radio-control market is
the hobby field, which is sharply defined by specific user preferences. The key customer segments of
the hobby field are middle/high school students and male adults, as compared with the rest of the toy
and game market, which targets mainly children.
Toys with sweets will be covered in a separate report. Although this segment is closely related to
the toy and game industry, it is treated separately for reasons including the fact that it usually
involves a different distribution system.
A. Market Overview
1
The toy and game industry is broadly divided into the “general toy and game” segment and the “TV game” segment
(see section 2 below).
2
Tamiya was established in 1946, Bandai in 1950, Tomy in 1953, Takara in 1955 and Epoch in 1958.
3
See “Japan’s TV Game Industry” in the May 2004 issue of Japan Economic Monthly.
Although basic items such as board games were strong in 2003, these kinds of products cannot
sustain the market alone.
Japanese toys and games, especially hobby products such as plastic models, TV games and
character toys, have maintained a high level of international competitiveness, and Japanese toys and
games have loyal consumers around the world. Consequently, the major corporations are working to
expand their revenue bases by introducing popular characters and Japanese hit products to
international markets.
Future prospects include expanding the overall consumer base to include a wider range of
generations, as in the case of the plastic model and radio-control industries that are targeting adult
fans, as well as efforts to commercialize toys in unique new ways that go beyond established
business categories and industries, such as toys sold with sweets. Adult-targeted therapeutic toys
have remained comparatively strong, while other products are being sold in connection with
products such as electric appliances and apparel. It is expected that products which go beyond
traditional boundaries will help to drive the toy and game industry of the future.
comparatively expensive and enjoy a stable level of demand, so this market is relatively strong. The
plastic model market is expanding beyond its traditional base—grade and middle school
customers—to include adult hobbyists. This market is discussed in section II.
3. Market size
According to the Yano Research Institute, the size of the general toy and game market was 510.4
billion yen in 2003, down 4.1% from the previous year (Fig. 3). The retail TV game market declined
6.9% to 714 billion yen. Together, the combined toy, game and TV game market fell 5.8% to 1.22
trillion yen.
Although the general toy and game market grew in 2001, when hit products such as Takara’s
“Beyblade” were introduced, the market shrunk thereafter. The TV game market also shrank in the
two years following 2001. The market is estimated to have continued contracting in 2004, when no
standout hit product appeared during
Fig. 3 Size of Retail Toy and Game Market
the main course of the year. In 2005, (billion yen)
1,000 899.0
however, the market is forecast to
810.9
765.0 767.0
expand thanks to some long-awaited 800 714.0 705.6
578.4 561.4
positive developments, such as the 554.0 532.1 510.4
600 497.9
late-2004 release of the major hit
400
“Dragon Quest VIII” role-play TV
game and the launch of 200
General Toys and Games
TV Games
next-generation portable game 0
1999 2000 2001 2002 2003 2004
systems (Nintendo DS, PlayStation (estimate)
Portable, etc.), as well as the Source: Yano Research Institute.
scheduled release of next-generation TV game systems in 2005.
Competition from mobile telephones used as entertainment devices has been another factor behind
market stagnation.4 Increasing expenditures on mobile telephones have been centered on youths,
which has led to decreased expenditures on toys and games among middle school, high school and
college students who operate on relatively limited budgets.
4
The mobile content industry helps to facilitate the use of mobile phones as entertainment devices. Refer to “Japan’s
Mobile Content Industry” in the August 2004 issue of Japan Economic Monthly.
been no outstanding hit products and the market has shrunk. The boys’ characters and toys category
includes character toys and games such as Bandai’s “Gundam,” “Power Rangers,” “Masked Rider”
and others, and also radio-controlled toys, miniature toy cars and others. The market is
approximately 2.7 times the size of the girls’ characters and toys market.
Markets for basic toys (16.1% share of total market in 2003), electronic toys (15.2%), and models
and hobbies (12.4%) are also large. Although electronic toys enjoyed hit releases in 2002, such as
with pet robots and Takara’s “Bowlilngual,” there have been no products capable of driving this
market since then, so it has shrunk. Basic toys sales grew in 2003 thanks to stronger sales of
educational toys and games for babies. The idea of incorporating elements of entertainment into
enjoyable education garnered attention, resulting in increased sales. This category is one of the few
that has fared well in the face of the declining child population.
B. Industry Structure
Subcontracting
Toy and Game Manufacturer Primary Wholesaler Retail Outlets
Manufacturer
Export
the many manufacturers5, wholesalers help to consolidate products for sales channels. Since product
cycles are short and most production is speculative, wholesalers also help to stabilize retail supply.
Although distribution basically goes from wholesaler to retailer, some major retail chains deal
directly with manufacturers without going through wholesalers. The entry of large retailers such as
Toys “R” Us is causing changes in the once-rigid distribution system.
5
Major toy and game manufacturers used to fulfill wholesale functions, so these companies are sometimes referred
to as “manufacturing wholesalers.”
Major toy and game manufacturers include Bandai, Tomy, Takara, Amada Printing, Epoch,
Tamiya, Kyosho and Maruka. Major wholesalers include Kawada, Happinet (Bandai Group),
Ishikawa Gangu, Onda, Hattori Gangu and Mori Gangu.
The main retail channels include department stores, toy and game departments in general
merchandise stores, specialized toy and game store chains, and general toy and game stores. The
retail industry expanded rapidly after Toys “R” Us Japan entered the market and began quickly
increasing its number of stores in 1989 (see “Industry Topics”). Toys “R” Us Japan had sales of
189.1 billion yen as of its most recent fiscal year ending January 2004, and is now the largest
corporation, having outdistanced the rest of the competition.
C. Trade Trends
1. Exports
Exports of toys and games (other than TV games and software) rose 4.8% to 15.17 billion yen in
2004, marking the first increase in five years. By destination, exports to Hong Kong totaled 3.76
billion yen and those to the U.S. 2.99 billion yen, together accounting for just under half of the total
(Fig. 7). Other major destinations included Germany, Taiwan, South Korea and the UK. The major
categories were assembled toys at 5.47 billion yen and toys and models at 4.69 billion yen (Fig. 8).
Japanese plastic models and radio-controlled toys are popular abroad and are produced in Japan to a
greater extent than other types of toys, which is why their share of exports was so high.
Fig. 7 Export Destinations for Toys and Games
(Excluding TV Games, Software, etc.)
(Units: million yen, %)
2001 2002 2003 2004
YoY YoY YoY Share
Total 17,808.8 17,177.5 -3.5 14,473.2 -15.7 15,167.6 4.8 100.0
Hong Kong 3,949.4 3,726.3 -5.6 3,286.8 -11.8 3,763.2 14.5 24.8
USA 5,931.2 4,733.3 -20.2 3,508.1 -25.9 2,987.1 -14.9 19.7
Germany 1,313.1 1,251.0 -4.7 1,219.8 -2.5 1,309.4 7.3 8.6
Taiwan 906.3 1,052.6 16.2 897.8 -14.7 944.0 5.1 6.2
South Korea 942.3 1,187.2 26.0 764.5 -35.6 839.5 9.8 5.5
UK 1,057.3 998.9 -5.5 788.2 -21.1 785.9 -0.3 5.2
Belgium 165.0 326.2 97.7 407.7 25.0 547.1 34.2 3.6
Philippines 123.4 243.9 97.7 240.4 -1.5 496.6 106.6 3.3
Macao 89.9 91.3 1.6 166.7 82.5 331.7 99.0 2.2
Singapore 656.1 580.5 -11.5 467.2 -19.5 331.5 -29.0 2.2
Others 2,674.8 2,986.2 11.6 2,725.9 -8.7 2,831.6 3.9 18.7
Note: Based on HS code 9503.
Source: Ministry of Finance.
Fig. 8 Exports of Toys and Games (Excluding TV Games, Software, etc.), by Product
(Units: million yen, %)
2001 2002 2003 2004
Category HS Codes
YoY YoY YoY Share
Total 17808.8 17177.5 -3.5 14473.2 -15.7 15167.6 4.8 100.0
Electric toy railway cars 950310 759.5 828.4 9.1 713.9 -13.8 728.7 2.1 4.8
Assembled toys 950320 to 30 8460.0 7360.8 -13.0 5363.7 -27.1 5466.8 1.9 36.0
Toys (model animals and other
living things, excl. humans) 950341 to 49 1511.4 876.4 -42.0 664.7 -24.2 832.9 25.3 5.5
Toy musical instruments 950350 28.5 39.8 40.0 18.7 -53.1 22.5 20.5 0.1
Puzzles 950360 265.2 213.3 -19.6 267.3 25.3 228.5 -14.5 1.5
Toy sets 950370 31.3 29.4 -6.1 30.7 4.6 16.0 -47.8 0.1
Toys and models (with self-
contained motors) 950380 4106.4 4328.7 5.4 4733.2 9.3 4685.3 -1.0 30.9
Others 950390 2646.5 3500.7 32.3 2681.0 -23.4 3186.8 18.9 21.0
Source: Ministry of Finance.
2. Imports
a. Overview
Imports of toys, games and amusement goods rose 10.3% to 264.33 billion yen in 2004.
Shipments from China amounted to 226.62 billion yen, or 85.7% of total imports in this field (Fig. 9).
Other major suppliers included the U.S., Taiwan, Thailand and South Korea, but none accounted for
more than several percentage points, giving way to China by very wide margins. Many products
imported from China were the result of offshore production by Japanese corporations. The largest
import categories were toys and models and goods for indoor recreation (bowling, billiards, etc.),
table games (mahjong, etc.), and game centers (Fig. 10).
Fig. 9 Imports of Toys and Game Equipment by Source
(Units: million yen, %)
2001 2002 2003 2004
YoY YoY YoY Share
6
Barbie dolls were released in Japan in 1963 via Kokusai Boeki. After Hot Wheels were released in the U.S. in 1968,
Mattel International (a joint venture between Kokusai Boeki and Mattel founded in 1969) began official
importation into Japan.
as a direct-sales subsidiary in January 2004.
Some educational toys and game products imported from the West have carved out unique but
somewhat small niche markets.
D. Industry Topics
2. Internet sales
Internet sales in the toy and game industry may be divided into sales via : 1) specialized online
retailers’ sites, 2) manufacturers’ sites and 3) collaborations between online retailers and actual
stores.
Category 1) includes “e Deji!! Mall” (enet-japan), which handles products such as games and
DVDs, and “eS!Toys” (e-Shopping !Toys), which handles toys, games, TV games and DVDs. From
October 2004, Amazon Japan began selling toys and games, in addition to existing lines of books
and other products. Amazon Japan now handles 20,000 toys and games.
Category 2) mainly includes major toy and game manufacturers. Although none of these
companies enjoy large online sales, they are using their websites effectively to introduce consumers
to products.
Category 3) is represented by Toys “R” Us Dot Com Japan, which operates Toys “R” Us Dot Com.
This subsidiary of Toys “R” Us Japan specializes in selling toys and games online via
“click-and-mortar” links to Toys “R” Us brick-and-mortar stores. In addition, large electronic
appliance retailers such as Yodobashi Camera and others sell toys and games via their own online
sales pages.
Internet sales generally use credit cards for payment, so customers are mainly adults. For this
reason, lineups include products that are popular with adults, such as collectables, crossover products
that are not pure toys/games and products that are unrelated to the buyer’s age.
The plastic and radio-controlled device industry is part of the general toy and game industry. It is
currently garnering attention as it occupies a significant share of the toy and game market,
amounting to more than 10% (Fig. 4), and because has a stable consumer base of men in their 20s
and 30s.
This section covers plastic models and radio-controlled devices only. Within this market is the
model and hobby segment, which includes plastic models, radio-controlled hobby devices, railroad
models, model guns, etc., but not radio-controlled toys according to some classification systems. In
this report, however, radio-controlled toys are included in the plastic model and radio-controlled
device market.
Fig. 12 Plastic Model and Radio-Controlled Device Categories
Plastic
Character plastic models Models of animated characters, etc.
models
Others (miniature 4- Simple assembled racing toys for children that do not
wheel-drive vehicles, etc.) require glue
Hobby radio-controlled
Radio- Expensive radio-controlled vehicles used in races, etc.
devices
controlled
devices Low-priced radio-controlled toys manufactured by toy
Radio-controlled toys
manufacturers
A. Market Overview
1. Market overview
Fig. 13 Size of Retail Markets for Plastic Models
(billion yen)
and Radio-Controlled Devices
The history of plastic models
60.0 Plastic models
in Japan started with the
Radio-controlled devices
manufacture of model airplanes 50.0
3. Market size
The market remained stable at around 50 billion yen in retail sales for plastic models and just
under 23 billion yen for radio-controlled devices in recent years (Fig. 13). Although demand for
hobby-related plastic models was sluggish, Gundam character plastic models (known by the
nickname “Gunpla”) established a niche market among consumers in their twenties and thirties and
propped up the entire market. Although sales of radio-controlled devices was comparatively stable
thanks to steady sales of radio-controlled hobby products, the demand for radio-controlled toys was
somewhat weak in2003.
Although new products are launched with hopes of creating new markets, ever since the miniature
4-wheel drive boom around 1996 there have been no smash hits, leaving companies to fight over a
stagnant market. Factors such as stagnant consumption and increased expenditures on mobile
telephones have also impeded market growth and further development of the youth market. If such
conditions do not change, dramatic expansion is unlikely.
B. Industry Structure
Subcontracting
Plastic Model and Primary Wholesaler Retail Outlets
Manufacturer
Radio-Controlled
(Model Wholesaler)
Device Model Shops, Toy
Internal (Toy and Game Secondary
Manufacturer Stores, Supermarkets,
Factory Manufacturer) Wholesaler
Stationary Stores,
Hobby Shops, etc.
Export
The main plastic model manufacturers include Tamiya, Bandai, Aoshima Bunka Kyouzaisha,
Fujimi and Hasegawa. The biggest radio-controlled device manufacturers include Tamiya, Kyosho,
CCP, Taiyo-Toy and Nikko Company. Model wholesalers include Bunka, Irisawa and Miyazawa.
Most of the main plastic model manufacturers, including Tamiya, Aoshima Bunka Kyouzaisha,
Fujimi and Hasegawa, have their headquarters in Shizuoka Prefecture. In fact, this is one of the
representative industries of the prefecture. Fig. 15 Plastic Model Kit Shipments by Prefecture (2002)
According to the Ministry of Economy, Shipments
Prefecture Share (%) No. of Factories
(million yen)
Trade and Industry’s “Industrial Statistic
Total 18,442 100.0 38
Chart, Item Version” (2002), Shizuoka led Shizuoka 16,323 88.5 21
all prefectures in plastic model kit Tokyo 784 4.3 4
Tochigi 606 3.3 3
shipments with an overwhelming 88.5% Chiba 248 1.3 4
share (Fig. 15). Others 481 2.6 6
Source: Ministry of Economy, Trade and Industry.
2. Industry structure
Tamiya leads the hobby plastic model and radio-controlled device market in terms of both sales
and brand power. Although its sales have dropped due to the miniature 4-wheel-drive boom, it
remains the top hobby manufacturer and its brand power has not declined.
Bandai dominates the character plastic model market with its Gundam plastic models. Since 2001,
plastic model sales alone have been in excess of 10 billion yen, driven by Bandai’s domination of the
character model market.
All of the major players are facing the fact that domestic demand has peaked or is shrinking, while
international demand has been increasing. Nikko heads the list of companies making a strong
international showing, followed by Kyosho with its fast-selling die-cast radio-controlled miniature
cars. Both companies enjoy international sales ratios of greater than 50%. Tamiya, Nikko and
Kyosho have also built solid brands in Western markets. In fact, companies in the plastic model and
radio-controlled device industries are more orientated towards exporting than other toy and game
companies.
Fig. 16 Major Plastic Model and Radio-Controlled Device Manufacturers
C. Trends by Product
1. Scale plastic models
Scale models are made for automobiles, tanks, airplanes, boats, buildings and more, but the first
three are perennial favorites. Products retail well in the price range of 2,000 to 3,000 yen. Recently,
children have increasingly come to see the process of assembling models while reading a manual as
bothersome, while adults tend to prefer plastic models that they can assemble easily and in a short
period of time. As a result, the ratio of completed and partially completed models has been gradually
increasing. Market leader Tamiya, in an effort to expand its overall lineup, entered the market for
completed and partially completed models in full force in 2003.
5. Radio-controlled toys
In the case of military toys, products that realistically replicate actual vehicles are popular.
Vehicles such as CCP’s “Real Drive” series that actually compete in races, such as Japan’s GT
championship and the WRC, are popular. Among airplane-related products, Taiyo-Toy released the
first radio-controlled toy helicopter and scored a hit, prompting other companies to develop their
airplane product lineups. This segment may become second only to cars.
D. Trade Trends
1. Exports
Total exports of plastic models and other toys for assembly came to 5.47 billion yen in 2004, up
1.9% (Fig. 17). Net exports of toys for assembly, after reaching the 8 to 9 billion yen range in 2000
Fig. 17 Export Destinations for Assembled Toys (Plastic Models, Etc.)
(Units: million yen, %)
2001 2002 2003 2004
Value Value YoY Value YoY Value YoY Share
Total 8,460.0 7,360.8 -13.0 5,363.7 -27.1 5,466.8 1.9 100.0
Hong Kong 1,849.7 1,429.1 -22.7 1,104.0 -22.8 1,284.4 16.3 23.5
USA 2,662.1 1,992.4 -25.2 1,368.3 -31.3 993.4 -27.4 18.2
Germany 819.4 755.9 -7.8 606.1 -19.8 609.6 0.6 11.2
Philippines 63.3 109.4 72.9 216.9 98.3 489.6 125.8 9.0
Korea 452.5 551.6 21.9 330.1 -40.2 476.0 44.2 8.7
Taiwan 539.9 439.0 -18.7 331.4 -24.5 393.9 18.9 7.2
UK 591.5 479.1 -19.0 336.5 -29.8 244.3 -27.4 4.5
Singapore 275.9 191.4 -30.6 158.1 -17.4 137.7 -12.9 2.5
Australia 186.8 221.9 18.8 119.5 -46.1 113.0 -5.5 2.1
Netherlands 62.2 104.1 67.4 117.3 12.7 112.0 -4.5 2.0
Other Countries 956.8 1,086.9 13.6 675.4 -37.9 612.8 -9.3 11.2
Note: Based on HS codes 950320 to 950330.
Source: Ministry of Finance.
and 2001 and then decreasing sharply in both 2002 and 2003, increased slightly in 2004 but still
haven’t recovered to the 2001 level. Hong Kong and the U.S. were the top destinations, accounting
for more than 40% of all exports combined. Other major markets were Germany, the Philippines,
South Korea and Taiwan. Exports to the Philippines grew particularly rapidly.
2. Imports
Total import of plastic models and other toys for assembly came to 10.32 billion yen in 2004, up
4.9% (Fig. 18). This was the first time in two years that imports had exceeded 10 billion yen. China
was the major supplier at 3.91 billion yen, which accounted for approximately 38% of total imports.
A large portion of the imports from China were the result of offshore production by Japanese
manufacturers. The next biggest supplier was Denmark at 1.56 billion yen, or approximately 15% of
the total. Much of this was due to imports of Lego products, which are quite popular in Japan. Toys
for assembly accounted for more than 80% of toy and game imports from Denmark. Imports from
South Korea tumbled roughly 50% in 2004, which enabled the Philippines to become Japan’s third
biggest supplier.7 Approximately 70% of all imports come from China, Denmark, the Philippines
and South Korea.
7
Tamiya Inc., which established a factory in the Philippines in 1994, provides a significant share of these imports.
and other locations so children can compete in racing. Other hobby manufacturers have been
authorized to manufacture compatible parts and completed cars, so Bandai is expanding its business
by involving the entire industry.
Reference
“Cultural History of Showa Toys,” Ryosuke Saitoh. Housing Times, 1978.
“Toy’s Market in Japan 2004” published by the Yano Research Institute, 2004
“2004 CESA Research Report on Kids”, published by the Computer Entertainment Supplier’s
Association