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Nano Toys and Smart Toys will soar to US$ 146 billion up to 2015

According to a study recently developed by Tangull Consulting (www.tangull.com), The hi-tech featured toys and games provides the toys industry with major developing momentum. The toys empowered by IT-, nano-, bio- and cognitive converging technologies are growing over 15% per annum, and will reach sales of US$ 146 billion up to 2015. The cost problem forces the toys companies to adapt suitable R&D strategies, which is the key factor for the success of technical innovations. The details of this study can be seen at http://www.tangull.com/NanoToysStudy.html.

During the last years, the toys and games industry has witnessed how some hi-tech products have harvested success worldwide. From multi-media video games like Xbox and PlayStation to remote control robot Robosapien and interactive Poo-chi Dog, toys enhanced by advanced technologies, such as information technology, artificial intelligence and robotics, are widely welcome by the children, as well by the adults.

However, this trend has just started. To overcome the negative factors for the industry, such as decreasing birth rate and increasing entertainment alternatives, an important approach is to provide the consumers with toys which contain more added value of technology and can fulfill more imagination. The IT-, nano-, bio- and cognitive technologies are some of the most promising technologies whose applications can substantially enlarge the possibility of design and manufacture, increase product functions and give birth to the Legos or Barbies of the 21st Century.

The application of the advanced technologies to the toys are multi-dimensional. Just to give some examples: the self-cleaning nanomaterials can keep the toys always so clean like new; thousands kinds of nanocapsules embedded in the toys will react on various radio frequencies, so that personalized colors or smells can be realized through one touch; nanoelectronics can realize easy-to-carry digital drawing board, with which the teenagers can work on their photos anywhere; the interactive puppets become real playmates with the combination of artificial intelligence and ultrafine sensors, which can detect changes of expressions, movements and environment; video games can be turned into three dimensional with augmented reality and virtual reality technologies and so on.

However, the application of high-tech does not necessarily mean higher costs. On the contrary, proper application of advanced technology in design and manufacture can even optimize the cost structure. Besides, the large quantity of products, usually over one million, will largely dilute the unit cost of R&D. The fast new product cycle of toy industries decides small but frequent paces of technological development, which avoids significant price increase for one new product.

The electronic toys and games already takes about 35% of the whole toys market worldwide. Yet, there is still plenty of growth space for the hi-tech toys in the over US$ 100 billion toys and games market. It is expected that the market of hi-tech toys is growing 15% per annum during the next decade and will reach sales of US$ 146 billion up to 2015. Especially, the toys using nanotechnology, artificial intelligence and wireless networking will march with the fastest paces. By 2015, these three technologies will have impacted 65% of all the toys and games.

While more and more advanced technologies are introduced into this industry, the target users of the toys and games are not limited to the children, but extend to more adolescents and adults as well. The wireless, interactive and educational toys and games will become a major entertainment alternative for adults. The toys for people over 14 years old will take 40% of the total market share in ten years.

Divided by country and region, USA will keep its dominant position in the design and sales of hi-tech toys, followed by West Europe and Japan. Yet, 75% of these toys will be manufactured in China, where the sales is as well soaring over 50% yearly with its 400 million new middle class.

This study is aimed at providing the companies with a comprehensive understanding of the implication of hi-tech for the toys and games industries, by demonstrating potential applications and proper implementation strategies. Meanwhile this study contains detailed market data analysis by segment, by technology, by region, by age, by value chain etc. and market value prognose of 2005,2006, 2008, 2010 up to 2015. The study is based on desk and field research. Market potentials and prospects are collected through the Delphi method, where a number of specialists, companies and customers are surveyed and interviewed. The study include over 100 real product samples and design illustrations. Details can be seen at www.tangull.cn

Contact information :

Contact person: Alex
Email: admin@tangull.com

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