Innovation of a different kind in the traditional toys market
Maker : CEO &
Founder of Makeree
Teacher : IDC, TAU,
Kibbutzim Seminar
Activist: GameIS,
Games For Peace
dudi@makeree.com
Although there are new innovative toys each
year (in average 60% of toys each year are new):
The structure of the industry and the identity of
the big players haven’t changed for decades !!!
https://law.resource.org/pub/eu/toys/guidance/the_european_toy_industry_-_facts_and_figures_-_january_2013-4.pdf
Until the mid 80s Toys
and Video Games were
considered the same
industry.
Today Video Games is a
bigger then Toys.
Innovation of a different kind in the traditional toys market
• Mario was already in more then 250 games
• Successful new IP was very rare
• Home console game price didn’t change in
30 years
• Nintendo – 16.7 Billion
• Sony Computer
Entertainment – 14.0 Billion
• Microsoft Entertainment
Device Division – 8.2 Billion
• Electronic Arts – 4.2 Billion
• Activision Blizzard - 3.0
Billion
In 2008 video games market size world wide was
$55B (Today its about $90B).
5 companies dominate 85% of the market. Less
then sixth of the market was divided between
tens of thousands of companies
• NASDAQ +25%
• EA Stock -61%
• Activision Blizzard Stock -33%
• Xbox Division in Microsoft lifetime loss $7.8B
• Play Station Division in Sony lifetime loss $3B
• Nintendo Stock -71%
http://www.slideshare.net/bcousins/when-the-consoles-die-what-comes-next
• Nintendo valued $17.7B (was $61.7B in
2008)
• Activision $13.3B
• Zynga $9.8B
• Gree $7.1B
• Nexon $6.3B
Revenues from games 2013: Tencent 5.2B, Apple 2.3B, Google 1.4B, Facebook 0.9B, (http://www.newzoo.com/free/rankings/top-25-
companies-by-game-revenues/)
http://www.gamasutra.com/view/news/284402/Top_25_games_companies_made_345B_in_the_first_half_of_2016.php
1972 1977 1982 1989
2002 2004
2006
20011998 2000
2007 2008 2008 2010
Innovation of a different kind in the traditional toys market
• First 25 years – 4 platforms types
• Next 15 years – +10 platform types
• Last 5 years – at least 4 platform types
0
2
4
6
8
10
12
14
16
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
Innovation of a different kind in the traditional toys market
2011: EA buys Popcap
for $1.3B
2106: Activision Blizzard
buys King for $5.9B
2016: Tencent buys
Supercell for $10.2B
http://www.gamasutra.com/view/news/284402/Top_25_games_companies_made_345B_in_the_first_half_of_2016.php
(No)
(Yes)
Innovation of a different kind in the traditional toys market
Innovation of a different kind in the traditional toys market
• Technological development has an effect
on structural changes of industries.
• structural changes usually create new
opportunities.
• I believe the toy industry is changing, and
now, there are more opportunities for
entrepreneurs then ever.
Seize the opportunity

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Innovation of a different kind in the traditional toys market

  • 2. Maker : CEO & Founder of Makeree Teacher : IDC, TAU, Kibbutzim Seminar Activist: GameIS, Games For Peace [email protected]
  • 3. Although there are new innovative toys each year (in average 60% of toys each year are new): The structure of the industry and the identity of the big players haven’t changed for decades !!! https://law.resource.org/pub/eu/toys/guidance/the_european_toy_industry_-_facts_and_figures_-_january_2013-4.pdf
  • 4. Until the mid 80s Toys and Video Games were considered the same industry. Today Video Games is a bigger then Toys.
  • 6. • Mario was already in more then 250 games • Successful new IP was very rare • Home console game price didn’t change in 30 years
  • 7. • Nintendo – 16.7 Billion • Sony Computer Entertainment – 14.0 Billion • Microsoft Entertainment Device Division – 8.2 Billion • Electronic Arts – 4.2 Billion • Activision Blizzard - 3.0 Billion In 2008 video games market size world wide was $55B (Today its about $90B). 5 companies dominate 85% of the market. Less then sixth of the market was divided between tens of thousands of companies
  • 8. • NASDAQ +25% • EA Stock -61% • Activision Blizzard Stock -33% • Xbox Division in Microsoft lifetime loss $7.8B • Play Station Division in Sony lifetime loss $3B • Nintendo Stock -71% http://www.slideshare.net/bcousins/when-the-consoles-die-what-comes-next
  • 9. • Nintendo valued $17.7B (was $61.7B in 2008) • Activision $13.3B • Zynga $9.8B • Gree $7.1B • Nexon $6.3B
  • 10. Revenues from games 2013: Tencent 5.2B, Apple 2.3B, Google 1.4B, Facebook 0.9B, (http://www.newzoo.com/free/rankings/top-25- companies-by-game-revenues/)
  • 15. • First 25 years – 4 platforms types • Next 15 years – +10 platform types • Last 5 years – at least 4 platform types 0 2 4 6 8 10 12 14 16 1972 1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009
  • 17. 2011: EA buys Popcap for $1.3B 2106: Activision Blizzard buys King for $5.9B 2016: Tencent buys Supercell for $10.2B
  • 22. • Technological development has an effect on structural changes of industries. • structural changes usually create new opportunities. • I believe the toy industry is changing, and now, there are more opportunities for entrepreneurs then ever. Seize the opportunity