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Superbrands 2004 - Brand Autopsy

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<strong>Superbrands</strong><br />

BRAND<br />

Sad Story: Why Do the Little<br />

Ones Grow Up So Fast?<br />

By Todd Wasserman<br />

Arecent survey by the NPD Group found that most boys<br />

would rather play a G.I. Joe videogame than play with a<br />

G.I. Joe action figure.<br />

This finding is perhaps not surprising to brand executives who<br />

have watched videogames slowly supplant traditional toys, a $20.7<br />

billion business that was down another 3% last year.<br />

Retailers, psychologists and industry observers<br />

who’ve witnessed the trend call it “age compression,”<br />

whereby kids abandon traditional toy categories<br />

at increasingly younger ages for more sophisticated<br />

products, such as cell phones, DVD players,<br />

CD players, MP3 devices and other electronics.<br />

Retail sales of video consoles and games combined<br />

for more than $10 billion in sales last year, nearly<br />

half the toy industry’s take and outpacing domestic<br />

movie box office rates for the third year.<br />

If that wasn’t enough to depress Toys “R”<br />

Us, the No. 2 player in toys, the variety of venues<br />

selling all those other games hurt, too.<br />

TRU’s fourth quarter 2003 sales fell 48%, primarily<br />

due to a 22% decline in sales by its<br />

videogame departments, which the company<br />

owed to a lack of new videogame systems. More<br />

bad news for TRU: There’s no big console<br />

launch slated for this year, either. Sony estimates<br />

it will sell 30% fewer PlayStation 2s this<br />

fiscal year (which started April 1). Microsoft,<br />

meanwhile, is said to be targeting 2005 for its<br />

next-generation game console, code-named<br />

Xenon, but PlayStation 3 probably won’t be out until 2006.<br />

The only glimmer of hope comes for Nintendo DS, a Game<br />

Boy sequel that’s expected to hit the U.S. sometime this year.<br />

Sony is expected to challenge Nintendo’s supremacy in the handheld<br />

game space, but not until next year.<br />

Against this backdrop, one might think the two toy giants<br />

that don’t have a game console—Mattel and Hasbro—would be<br />

foundering. That’s not the case, though. Mattel’s revenues rose<br />

2% last year to $4.96 billion, as lower domestic sales of Barbie and<br />

Hot Wheels were offset by Fisher Price and newcomers like Yu-<br />

Gi-Oh!, along with gains overseas. A streamlining of operations<br />

combined boys and girls entertainment properties as the giant<br />

aimed to keep costs in check and improve top-line growth.<br />

* estimated Sources: <strong>Brand</strong>week research (sales); TNS/CMR (media); Harris Interactive/EquiTrend: QxFxPI=E (see key, page S18)<br />

S66 JUNE 21, <strong>2004</strong><br />

COMPANY NAME,<br />

LOCATION<br />

TOYS<br />

Hasbro’s revenues, meanwhile, jumped 11% to $3.14 billion on<br />

the strength of products like Beyblade, Furreal Friends, My Pretty<br />

Pony, Video Now and the hip Bratz dolls it distributes for MGA<br />

Entertainment. Earnings were only $175 million, or 5% of revenues.<br />

Mattel boosted its marketing spend to $636 million (worldwide)<br />

in 2003 versus $552.5 million the year before, but is reviewing<br />

its budget strategy for this year, per its annual report.<br />

Hasbro took a similar gamble, upping its ad spend to $363.8<br />

million (worldwide) versus $296.5 million the prior year. Hasbro<br />

said it intends to keep spending to back its core brands and tie-ins<br />

with Disney/Pixar’s The Incredibles following its current run with<br />

DreamWorks’ Shrek 2. But after suffering through some movie tieins<br />

that didn’t live up to the hype, Hasbro is also making existing<br />

brands like Candy Land, the Weebles and G.I. Joe more like movie<br />

properties by bundling them with back story DVDs.<br />

In particular, the 40-year-old G.I. Joe will get a Valor v. Venom<br />

DVD to be promoted via a fall tie-in with McDonald’s. Mattel has<br />

also seized on the back story idea and is limiting<br />

its promotional exposure to Paramount’s<br />

SpongeBob SquarePants Movie and Nickelodeon<br />

TV properties. Lego, which took a bad tumble<br />

on licensed merch in 2003, will try a refresh<br />

with its Knight’s Kingdom construction set.<br />

Retro names got renewed interest not just<br />

from kids, but the Hot Topic set, as Care Bears<br />

licensed merch hit $250 million and Strawberry<br />

Shortcake piled up $210 million. On tap this<br />

year: Girl-powered fantasy toys Fairytopia (Mat-<br />

Back story: Hasbro spins tales to pump tel), Winx Club (4Kids Entertainment) and<br />

up its 40-year-old soldier, G.I Joe. Fairees (Bratz), all picking up on magical interest<br />

sparked by Harry Potter’s gal pal, Hermione.<br />

Retail consolidation continues to remake the category: 2003 saw<br />

more store closings (Zainy Brainy, Imaginarium and Kids “R” Us)<br />

and the bankruptcy of FAO Schwarz. Wal-Mart is now the country’s<br />

top toy seller, which explains some of TRU’s troubles, but<br />

also presents a red flag for toymakers. With fewer units, some distribution<br />

expenses will be lower, but Wal-Mart’s penchant for holding<br />

down prices will make it hard for brands to count profits.<br />

Overall, <strong>2004</strong> will likely be a ho-hum year. Without a hint of<br />

irony, Michael Redmond, senior industry analyst at NPD Funworld,<br />

called the toy category “mature.”<br />

“Back in 1999 [the category] grew 5%, but we had the WWE,<br />

and Furby and lots of licensing activity,” he said. “Since then<br />

it’s been up or down 2-3% a year.” B<br />

LEAD AGENCY,<br />

LOCATION<br />

1. Sony PlayStation Sony, Foster City, CA TBWA\Chiat\Day, LA $7.5 $95.9 7.04 70% 7.22 59.4<br />

T2. Mattel Mattel, El Segundo, CA Young & Rubicam, NY 5.0 186.0 7.14 86% 7.29 60.9<br />

T2. Nintendo Nintendo of Am., Redmond, WA Leo Burnett, Chicago 5.0 84.7 6.91 79% 6.70 56.4<br />

4. Hasbro Hasbro, Pawtucket, RI Grey, NY 3.1 118.3 6.86 72% 7.44 58.6<br />

5. Microsoft Xbox Microsoft, Redmond, WA McCann-Erickson, NY 2.8* 15.9 N/A N/A N/A N/A<br />

TOTAL<br />

SALES<br />

(billions)<br />

MEDIA<br />

EXPENDITURES<br />

(millions)<br />

QUALITY<br />

FAMILIARITY<br />

PURCHASE<br />

INTENT<br />

EQUITY<br />

www.brandweek.com

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