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Character Merchandising - UK

Published by: Mintel International Group Ltd.

Published: Jul. 1, 2006 - 167 Pages



Table of Contents


INTRODUCTION AND ABBREVIATIONS


Definitions

ACORN

Advertising data


ABBREVIATIONS




PREMIER INSIGHT

Sport, health and children

Character licensed clothing represents just 15% of the total clothing market

Using new media channels: 80% of 11-14-year-olds own a mobile phone handset




EXECUTIVE SUMMARY

A market in need of a rethink

What’s hot, what’s not?

Own label a core competitor

A double Whammy

The engine room - technology vital

Downloads are coming - learn from music

Techno babble

Consumer stretch - the teens

Consumer stretch - the ‘oldies’

Extending the market mix

Loyalty in the experience

Teaming up with other licensees

A rosy future




MARKET DRIVERS


Figure 1: SWOT analysis of factors affecting the character merchandising market


SOCIAL AND CULTURAL SUMMARY


Kids are surrounded by adults

Everyone more affluent


SOCIAL AND CULTURAL INFLUENCES


Population effects - pre-school stabilises


Figure 2: Changes in the UK child population, by gender and age, 2000-10


Grandparents might be an opportunity


Figure 3: Trends and projections in UK population, by age group, 2000-10


The enigmatic Tweens

Anarchic teens

The family

Parent age creeps up


Figure 4: Average age of mother at childbirth in england and wales, 1971-2003


Older parents are more relaxed?

Family Structure - siblings and opinion formers

Two kids are the norm

Looking backwards to go forwards




TECHNOLOGY SUMMARY


Young adults get it

Kids point the way

A scary new world

Mobile impact


TECHNOLOGY INFLUENCES


The Crazy Frog phenomenon

Chance beginnings

A new era


A CLOSE LOOK AT THE INTERNET


What about character licenses?

Adult usage



Figure 5: British Internet penetration, 2002-06


30 million users


Figure 6: Internet access, October 2003-May 2006



Communication and information dominates


Figure 7: Types of activity undertaken on the Internet in the last 3 months, 2003-06


Broadband changes behaviour

Download losing popularity


The Digital Divide lives on


Figure 8: Demographics of activity undertaken on the Internet in the last 3 months, 2006



Marketing implications

Music redefines download - mobile phones are key

The potential of new distribution channels

Writing on the wall for hard copy DVD’s

No digital divide for kids?


Figure 9: Internet usage at home, 7-14-year-olds


Confident Kids

Downloading gains momentum


Figure 10: Mobile media uses of the Internet, children aged 11-14 years, 2004


Interactive redefines communication




MOBILE PHONES AND 3G (THIRD GENERATION)


Figure 11: Mobile phone ownership - 7-10-year-olds, by age and gender, 2001-05


A rite of passage, but do parents ‘get it’?


Figure 12: Mobile phone ownership - 11-14-year-olds, by age and gender, 2001-04


Tweens and teens break free

Ringtones lead the way

A catch 22

Operators seek differentiation - fmcg rules emerge

3G phones




GAMING

Who’s playing?

Kids develop

Teens are slightly different

Technology convergence




ECONOMIC FACTORS

ECONOMIC SUMMARY


Retailers

A rich source of characters


Figure 13: UK cinema market, 2001-06


Visits to the cinema plateau

Comic and magazine characters

Television can stretch beyond kids

Sophisticated kids

Competition from outside characters?

Mintel sees it differently

Competition from own label




DISTRIBUTION

Distribution challenges

First to market at any cost?

No brainer listing decisions

Retailers change the supply chain

In-store theatre

New trade channels emerge

Punch above weight

Table License exposure

Counterfeit Goods - a question of culture

Extending the marketing mix

The role of celebrity

Product placement works

Cross-category promotions - but in-store issues

Experiential events

Willy Wonka worked - then waned

Managing sales peaks and troughs




POLITICAL AND LEGAL FACTORS

Summary

Licensee agreements

Leave us alone!

Bring in Brussels

Advertising and the obesity issue

A loophole exists

Too hot to handle

Policing self-constraint

Using advertising proactively




MARKET SIZE AND SEGMENTATION

SUMMARY OF KEY THEMES


A look at market value


Figure 14: Estimated UK market value for character licensed merchandise, 1999-2005

Figure 15: Estimated global market values for character licensed merchandise, 2000-04


Fluctuating performance

The big picture


Figure 16: Estimated UK market values for all licensed merchandise, 2005


A surprising competitor?

Brand extensions - examples of success

Product sectors


Figure 17: Estimated UK market values for all character-licensed merchandise, 2001 and 2005


Food is in free-fall

The UK in perspective


Figure 18: Percentage of character license sales within respective UK market, 2005


Publishing and media

Clothes for the ‘inner’ child

A similar tale for homewares

Specific property information

Girls versus boys

Pre-school characters

Postman Pat




THE SUPPLY STRUCTURE

Summary

The supply chain


Figure 19: Typical supply chain in the character license market


Creator/inventor

Additional consideration

Significant licensors

4 Kids Entertainment

AT Mobile Media Limited

BBC Worldwide

Chorion

Disney Consumer Products

Entertainment Rights

Hasbro Incorporated

Hit Entertainment

Lucas Licensing

Marvel Entertainment Inc

Mattel

MGA Entertainment

Nickelodeon & Viacom Consumer Products (N&VCP)

Warner Brothers Consumer Products (UK) Limited (WBCP)




PRODUCT ACTIVITY

SUMMARY PRODUCT ACTIVITY


Figure 20: Key trends in the license market


ENGAGING ADULTS


Addressing health concerns

Character relevance from nostalgia

Education adding value

Extending consumer appeal


Comedy stretches appeal

Family-wide appeal


Heritage for older adults - just promotions so far


NEW DISTRIBUTION CHANNELS


Mobile Activities for teens

Character branded mobile handsets have also been used to develop differentiation

Experiential and online ‘events’

Sports licenses across geographical boundaries

Other global trends




THE CONSUMER


The young consumer

Summary of 7-14-year-olds’ spending habits


Figure 21: Summary of key findings in how kids age 7-14 spend their pocket money


Wealthy Kids


Figure 22: Average weekly income of children aged 7-14, by gender and age, 2002-04



THE 7-10-YEAR-OLD MARKET


Where is the money spent?


Figure 23: How 7-10-year-olds spend their money, 2001-05


A shift from physical to virtual formats

Key themes emerge

Sports

Tween years


Figure 24: How 7-10-year-olds spend their money, by gender, age and socio-economic group, 2005


Gregarious tweens

Technical tweens

Girls are conscious of appearance and style

Boys develop social skills through play


THE 11-14-YEAR-OLD MARKET



Figure 25: How 11-14-year-olds spend their money, 2001-05


More of the same from older kids

Fashion and appearance

Music defines tastes

Sport reaches across the years

Hidden Categories

Unremarkable patterns emerge




CHILDREN’S PRODUCT CHOICE AND BUYING BEHAVIOUR

Summary children’s product choice and buying behaviour


Figure 26: Summary of key findings in the attitudes and behaviour of kids aged 7-14


Comedy cuts through


Figure 27: Types of TV programmes 7-14-year-olds like best, 2001-05


Pop music plummets

The information generation


Competitive threats

Reality TV and obsession with celebrity


Figure 28: People 7-14-year-olds most admire, by gender, age and socio-economic group, 2005



Celebrities shine through

Printed media


Figure 29: Comics/magazines purchasing, 7-14-year-olds, 2001-05


Widespread popularity


Figure 30: Comics/magazines purchasing, 7-14-year-olds, by gender, age and socio-economic group, 2005


Teens get independent

Clothes shopping


Figure 31: Shopping for clothes, 7-10-year-olds, by gender, age and socio-economic group, 2005


Tweens take control


Figure 32: Shopping for clothes, 11-14-year-olds, by gender, age and socio-economic group, 2005


Teens milking parents?

Girls may pose a problem




APPENDIX: SUPPLEMENTARY INFORMATION PRODUCT CHOICE AND BUYING

WEEKLY SPEND



Figure 33: Average weekly spend, 11-14-year-olds, 2001-05

Figure 34: Average weekly spend, 11-14-year-olds, by gender, age and socio-economic group, 2005


Food shopping



Figure 35: How often 7-14-year-olds go food shopping, 2001-05


Base: youths aged 7-14


Figure 36: Consumption of selected food and drink products, 7-14-year-olds, 2001-05

Figure 37: Consumption of selected food and drink products, 7-14-year-olds, by gender, age and socioeconomic group, 2005



Clothes shopping


Figure 38: Shopping for clothes, 7-10-year-olds, 2001-05

Figure 39: Shopping for clothes, 11-14-year-olds, 2001-05


Stationery shopping


Figure 40: Purchasing of stationery, 11-14-year-olds, 2001-05

Figure 41: Purchasing of stationery, 11-14-year-olds, by gender, age and socio-economic group, 2005



SUMMARY OF CHILDREN’S ATTITUDES


Figure 42: Summary of key findings of children’s attitudes




CHILDREN’S ATTITUDES

Teens shift from cartoons to celebrities


Figure 43: Influence of different types of license across leading character license markets


Cartoons for younger kids


Magazines appeal to kids rejecting cartoons


Figure 44: A cross-analysis of agreement with attitude statements and attractive product sectors



Consumer Cluster ‘Unaffected’ (31% of sample)

Some licenses are preferred in certain markets


Figure 45: Influence of different types of license across leading character license markets


Films good for food and drink


Figure 46: A cross-analysis of agreement with attitude statements and attractive product sectors


Food & drink for character licenses

Pestering doesn’t work


Figure 47: Agreement with statements in relation to the character license market


Consumer cluster ‘Parent Pesterers’ (31% of sample)

Consumer cluster “Not for the Want of Trying” (35% of sample)


Figure 48: Cross-tabulation of character license product repertoire and consumer typology attitudes


Consumer clusters have impact

Hungry for entertainment


Figure 49: Agreement with statements in relation to the character license market

Figure 50: A cross-analysis of agreement with attitude statements and attractive product sectors


Longevity issue for films?


Figure 51: Cross-tabulation of repertoire and product categories


Large repertoires exist


Figure 52: Cross-tabulation of repertoire and product categories




APPENDIX: CONSUMER CLUSTERS


Figure 53: Q2 Clusters by demographics

Figure 54: Mean levels of agreement across attitude statement according to consumer cluster

Figure 55: Q2 Clusters by Q1, Q1 nets & repertoires

Figure 56: Q2 Clusters by Q2




DETAILED DEMOGRAPHICS


Figure 57: Product nets by sex, age, socio-economic status, region, marital status, working stats, Internet usage, main supermarket, household size and ACORN category

Figure 58: Q1 Product nets by Q1, Q1 nets & repertoires




APPENDIX: REPERTOIRE INFORMATION AND CROSS-TABULATIONS


Figure 59: Q1 Product nets Repertoire by demographics

Figure 60: Q1 Character Genre nets by Q1, Q1 nets and repertoire

Figure 61: Q1 Character Genre nets by Q2 & Q2 Clusters

Figure 62: Q1 Character Genre nets Repertoire by demographics

Figure 63: Q1 Character Genre nets Repertoire by Q1, Q1 nets and repertoires

Figure 64: Q1 Character Genre nets Repertoire by Q2 & Q2 Clusters




ADULT ATTITUDES

SUMMARY OF ADULT ATTITUDES


Linking with kids’ consumer clusters


Figure 65: Summary of adult attitudes


Detailed analysis

Not influenced


Figure 66: Agreement with attitudinal statements about character merchandising, March 2006


Consumer cluster “By-passers” (39% of sample)



Figure 67: Agreement with attitudinal statements about character merchandising according to consumer typology, March 2006


Q2 Parent Clusters by Q2


Value for money issues


Figure 68: Agreement with attitudinal statements about character merchandising, March 2006


Value for money is linked to competitive comparisons

Longevity is the barrier


Figure 69: Attitudes to character merchandising, March 2006


Low motivation


Figure 70: Agreement with attitudinal statements about character merchandising, March 2006

Figure 71: Attitudes towards character merchandising by children per household, March 2006

Figure 72: Attitudes towards character merchandising by consumer typology, march 2006


Social fit


Figure 73: Attitudes towards character merchandising, March 2006


Consumer Cluster “Social Responsibility” (19% of sample)


Figure 74: Consumer attitudes by Q2 (col %)


Totally convinced?


Figure 75: Attitudes to character merchandising, March 2006


Buying what the kids want

Consumer cluster ‘Mercy of Character Merchandisers (Character Controlled)’ (19% of sample)


Figure 76: Q2 Parent Clusters by Q2


The issue of health


Figure 77: Agreement with attitudinal statements about character merchandising, March 2006

Figure 78: attitudes towards character merchandising, March 2006


Out of touch?


Figure 79: Agreement with attitudinal statements about character merchandising, March 2006

Figure 80: A cross-analysis of agreement with attitude statements and attractive product sectors





APPENDIX: ADULT ATTITUDES - DETAILED DEMOGRAPHICS


Figure 81: Attitudes towards character merchandising, by gender, age, socio-economic group and region, March 2006

Figure 82: Attitudes towards character merchandising, by working status, marital status, children per household, lifestage and Mintel’s Special Groups, March 2006

Figure 83: Attitudes towards character merchandising, by media usage, ACORN category, supermarket usage, and TV viewing, March 2006

Figure 84: Attitudes towards character merchandising, by working status, marital status, region, children per household, lifestage and Mintel’s Special Groups, March 2006

Figure 85: Attitudes towards character merchandising, by media usage, ACORN category, supermarket usage, and TV viewing, March 2006

Figure 86: Agreement with statements,by gender, age, social grade, marital status and own children in household, March 2006

Figure 87: Agreement with questions 1,2 and 3, by ACORN category, region, working status, supermarket usage, media usage and TV viewing, March 2006

Figure 88: Agreement with questions 4,5 and 6, by gender, age, social grade, marital status and own children in household, March 2006

Figure 89: Agreement with questions 4,5 and 6, by ACORN group, region, supermarket usage, working status, media usage and TV viewing, March 2006

Figure 90: Agreement with questions 4,5 and 6, by gender, age, social grade, marital status and own children in household, March 2006

Figure 91: Agreement with questions 4,5 and 6, by ACORN category, region, working status, supermarket usage, media usage and TV viewing, March 2006

Figure 92: All adults and parents with children aged 6-14, agreeing with statements, 2005




APPENDIX: CONSUMER CLUSTERS


Figure 93: Q2 parent clusters by demographics

Figure 94: Q2 parent clusters by Q2 mean responses

Figure 95: Q2 parent clusters by Q2




MULTIPLE GROCER OPPORTUNITIES


Figure 96: A correlation analysis of retailers against license and product sectors


Celebrities for Asda, Films for Sainsbury’s


Figure 97: Retailer opportunities based on adult consumer clusters

Figure 98: Correlation analysis of retailers by adult cluster groupings


Morrisons shoppers don’t resort to peer pressure




THE FUTURE

SUMMARY OF FUTURE POTENTIAL


New consumer groups

New markets - where kids are still kids

Global perspective - woo the licensors

Extended marketing mix

Mobile media is not so scary




APPENDIX: RESEARCH METHODOLOGY

Abstract

The previous Mintel Special Report on Character merchandising was published in 2002 and examined the use of character merchandising across a broad spectrum of markets; media-led products such as books, videos/DVD, and non-media items such as toys, games, clothing, homewares and food and drink products. The previous report analyzed the issue of kids getting older younger (KGOY) and assessed the impact of this in terms of market size, pester power, and population changes. More recently, Mintel examined the subject in Character merchandising in Food and Drink, Market Intelligence - UK Report, December 2005.

At first glance the character license market is full of appeal. There is a seemingly endless supply of new and exciting movies, many of which are based on characters, and there are a large number of television programmes generating yet more license opportunities. With so many characters and so much industry marketing ‘noise’ surely the market is buoyant. In reality the market is in trouble. According to market estimates generated by Mintel, the UK character license market is estimated at £3.3 billion in 2005 and market values have been falling consistently since 1999. This pattern is mirrored in the US. This is significant as the UK and US markets combined account for almost three-quarters of the world market. The prevalence of counterfeit goods in Australasia depresses market values in the region and mainland European countries trail significantly in their market sizes when compared to the UK.

Of course, the market estimates may be inaccurate. Certainly some industry data-houses are more optimistic, but a key problem for the character license industry is that there is no definitive market measure. No two sources agree on market size. Without this basic information, marketers and business planners are blind as to the actual state of the market; how can competitive threats be identified and quantified, how can the market evolve, how can the market be restructured to grow?

Mintel has attempted to answer each of these questions by addressing four key themes. The first examines the role of technology and mobile media in the character license industry. This area is full of jargon; many adults over the age of 35 may feel a degree of unease because they are not part of the early adopter generation, which defines how applications and media evolves. By understanding the impact of technology, companies can harness its power and bring growth into the character license market. Secondly, Mintel explores the issue of consumer target. The character license industry has come to rely too heavily on children aged below 8, and in particular the pre-school sector. By the age of 8-9 years, when children begin to morph into ‘tween’s’ they are leaving the character licence market. Mintel looks at the reasons and identifies how to entice older consumers, and different attitudes, into the market.

Thirdly, the competition is identified. A seemingly obvious necessity for a market, but Mintel has found that there is a general lack of awareness amongst licensees as to where the competition is coming from, particularly from the consumer point of view. By using research commissioned especially for this report, Mintel has found some key barriers to consumer purchase and identified other markets, which have more relevance to consumers as they age out of the character license market. Finally, Mintel draws together these related themes and examines the role of the extended marketing mix. Looking beyond the text book 4 P’s (product, packaging, price and place), Mintel reviews the role of PR, celebrity endorsement, product placement, mobile media channels, and experiential marketing events as part of the extended marketing mix.

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