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1 Toy Industry Association (TIA) Member Resource
Toy and Game Decision Making Study (June 2013)
Prepared for the Toy Industry Association by
The Family Room Strategic Consulting Group, LLC 27 Ann Street, Norwalk CT 06854
203.523.7840 | www.familyroomllc.com
Hillary Newton, VP, Research & Brand Strategy [email protected]
How do parents ultimate-ly decide which toys,tablets, and games theypurchase for their kids?Are they swayed by
their children? Are they swayed by adver-tising, merchandising, and packaging? Orare they influenced by a combination offactors? How can toy manufacturers andretailers tap into the root of family deci-sion-making to boost sales?
In a new study commissioned by the ToyIndustry Association (TIA), youth marketingexperts at The Family Room, LLC surveyed2,600 parents and kids nationwide in April toprovide the first fact-based understanding ofhow families make their purchasing deci-sions, both when researching a product athome and then while shopping in-store.
Released last month at PlayCon, TIA’sInternational Conference of PlayProfessionals, the Toy and Game Decision
Making Report found that the toy-buyingprocess is a parent/child collaboration. Infact, 40 percent of all toys are purchasedbased on both the child and the parentbeing equally enthusiastic about buying it.
“The basic nature of the family and therole each member now plays in decision-making is undergoing a dramatic changeso fast that it is essentially unrecognizableto what we were seeing 10 years ago,”says Hillary Newtown, vice-president ofresearch and brand strategy at The FamilyRoom. “This is based largely on the factthat more than half of today’s parents con-sider their 6–12-year-old child to be oneof their best friends. And fewer than aquarter of moms view themselves as hav-ing a traditional ‘gatekeeper’ role in fami-ly purchase decisions.”
For toy manufacturers, this newfoundknowledge can have an impact on every ele-ment of a product—from marketing toshopper strategy. Retailers can utilize thisresearch to gain insight on how familiesshop and which “face of mom” will beencountered in a brick-and-mortar store oronline. Will she play the role of gatekeeper,playmate, or simply be the “courier with thewallet” fulfilling her child’s wish?
The study also examines 13 distinct
categories from preschool and buildingsets to outdoor toys and games and puz-zles, mapping out family dynamics, pre-store motivations, and in-store shoppingbehavior to determine the appropriateproduct, marketing, and merchandisingtactics at each category level.
“Understanding each family member aspart of a web whose needs and behaviorsare shaped by those around them leads toa more holistic approach in product devel-opment and marketing that is betteraligned with how families truly make theirchoices,” says Newton.
“The ‘Toy and Game Decision MakingReport’ is a great baseline study that canbe used to track shifting family dynamicsand purchasing activities over the comingyears,” says Carter Keithley, president ofTIA. “As the retail landscape continues tochange—both in terms of online outletsand diversified merchandising strategiesin-store—purchasing decisions willevolve. This type of research will helpcompanies understand how innovative toypackaging and advertisements can helpbuild a category or brand.”
TIA will be sharing more informationabout the report’s findings with its mem-bers. Additional data—including category-specific findings—is available from TheFamily Room. Visit familyroomllc.com.
Kristin Morency is the communications spe-cialist for the Toy Industry Association (TIA).Visit toyassociation.org for more information.
REPORT EXAMINES FAMILY DYNAMICSAND IMPACT ON TOY & GAME PURCHASES
18 TOYS & FAMILY ENTERTAINMENT JUNE 2013
KRISTIN MORENCY, TOY INDUSTRY ASSOCIATION
INDU
STRY
FORU
M
KIDS MAKE TOY-PURCHASINGDECISIONS ONLINE
The path to purchasing a toy orgame is increasingly digital, withmore than one fifth (21 percent) ofparents reporting that their kids point-ed out a new toy online, sent theirmom a text or email requesting thetoy, and/or set up an online wish list.
Source: The TIA-commissioned Toy andGame Decision Making Report (2013)
Page 1 Background Material for the TIA-‐Hosted Webinar Toy & Game Decision Making Study
A first-‐ever look at the new realities of how
Families Make Decisions in the Toy and Game Sector
(and the doors this opens for TIA members)
Webinar to be presented by
The Family Room Strategic Consulting Group, LLC 27 Ann Street, Norwalk CT 06854
203.523.7840 | www.familyroomllc.com
Background material for the TIA-‐hosted webinar on June 20, 2013
Page 2 Background Material for the TIA-‐Hosted Webinar Toy & Game Decision Making Study
Introduction to
The Family Room (TFR) is a research-‐based consultancy firm that creates youth and mom
marketing strategy through an advanced understanding of family decision making. TFR employs a
systems dynamics approach to mom and youth marketing based not just on what the parent
wants or what the child wants, but what they can agree on. The result is a fundamentally new
approach to mom and youth targeting, positioning, and innovation strategies better aligned with
the new realities of how families make their purchase decisions.
In early 2013, the Toy Industry Association (TIA) and several of its members engaged The Family Room
to conduct a qualitative and quantitative research study to decode the new realities of family decision
making in the toy, tablet, and game sectors. This background paper is one of the output documents
from that study.
Page 3 Background Material for the TIA-‐Hosted Webinar Toy & Game Decision Making Study
• This document provides BACKGROUND on: – How the research was conducted – Context – Five (5) “Big Aha’s” about toy and game decision making
• The Path-‐to-‐Purchase Process • The Five Family Decision Making Typologies
• The June 20th webinar will EXPLORE THE FINDINGS in greater detail
Detailed findings at the category level are available separately from The Family Room
What did we learn?
Page 4 Background Material for the TIA-‐Hosted Webinar Toy & Game Decision Making Study
How the research was conducted
• All research was conducted in April 2013 • Qualitative pre-‐test
– Twelve (12) in-‐depth interviews with parent/child pairs in NY metro area
• Online survey – Nationally representative sample of 2,600 parent + child interviews
• Families with children 3-‐17 years old • Includes 657 dads • Children over 6 years old answered special “kid-‐directed” questions
• Detailed questions were based on specific toys purchased within the past year and covered key stages in the path to purchase
Page 5 Background Material for the TIA-‐Hosted Webinar Toy & Game Decision Making Study
Thirteen (13) toy, game and tablet categories were covered (definitions shown in Appendix)
Page 6 Background Material for the TIA-‐Hosted Webinar Toy & Game Decision Making Study
Overall At the Category Level
• Role of mom, dad and child • Steps navigated in the
“path to purchase” • Triggers, barriers, context,
influencers, and sources of information
• Naming and decoding the multiple approaches to decision making in the toy sector
• How families are making decisions at the category level (e.g., action figures vs. tablets vs. arts and crafts, etc.)
• Robust sample allows for reads within each of the 13 categories
• Detailed measures across key stages in the “path to purchase”
• Brand, model and character/ theme captured
Family Decision-‐Making Styles
6
Page 7 Background Material for the TIA-‐Hosted Webinar Toy & Game Decision Making Study
Context • The parent/child relationship has gone through a fundamental change • More than half of the parents now consider their 6-‐ to 12-‐year-‐old child
to be one of their best friends
28%27% 26%
14%
5%
0%
5%
10%
15%
20%
25%
30%
Stronglyagree
Agree NeitherAgree norDisagree
Disagree StronglyDisagree
19% Disagree
7
Source: The Family Room 2012 Passion Points
55% Agree
Page 8 Background Material for the TIA-‐Hosted Webinar Toy & Game Decision Making Study
Context (continued)
Parents no longer playing traditional roles of authority figure and gatekeeper
Source: The Family Room 2012 Passion Points
Parents’ Role In The Family Total Parents Moms Dads
Plans everything out 52% 60% 44%
Keeps everyone focused on what is practical 49% 51% 47%
Helps steer the ship 39% 38% 39%
Is the peacemaker 37% 42% 31%
Has the final word 28% 21% 35%
Plays devil’s advocate 15% 13% 16%
Sits back and lets things play out 12% 9% 15%
Page 9 Background Material for the TIA-‐Hosted Webinar Toy & Game Decision Making Study
Five Big Aha’s Toy And Game Decision-‐Making at the Macro Level
1) Purchase triggers for toys and games are completely unlike other categories … kids rule.
2) However, there are very different paths to purchase…and the key delineator is the level of deliberation parents require.
3) When it comes to actual decision making, families employ FIVE approaches, each with its own combination of defining characteristics.
4) In-‐store behaviors are particularly impacted by the type of decision making in play.
5) The parent/child dialogues driving decision making are increasingly virtual.
Page 10 Background Material for the TIA-‐Hosted Webinar Toy & Game Decision Making Study
Toy And Game Purchasing Is Particularly Unique
• It is ALL about the child’s wants . . . – Six in ten toy/game ideas come directly from an overt “ask” from the child. – Virtually all of these ‘asks’ specify exact brand and model/type. – One in ten toys were purchased by the child. – When a purchase is made by the parent, eight in ten are exactly what child
has requested. – Six in ten kids claim they felt they “HAD to have” the toy they requested.
• But parents do the buying, so the journey that each toy takes from the initial ‘ask’ to getting into the child's hands follows a range of paths. – Price – Appropriateness – Occasion/Reason – Quality/Value
Page 11 Background Material for the TIA-‐Hosted Webinar Toy & Game Decision Making Study
Paths To Purchase
“Stop And Think”
“No Need to Deliberate, Just Buy It”
1. Awareness/Want/Nag Factor
2. Actual Purchase
1. Awareness/Want/Nag Factor
2. Stop & Think: We Need information
3. Searching for Best Price/Purchase Outlet
4. Actual Purchase
(60% choose a two-‐step cycle) (40% choose a three-‐ to four-‐step cycle)
Page 12 Background Material for the TIA-‐Hosted Webinar Toy & Game Decision Making Study
• When Very brief duration (entire cycle measured in hours or days).
• How Half are impulse decisions or unplanned purchases.
• Where Most are Big Box store purchases.
• When Much longer cycle (often measured in weeks). Fewer impulse purchases.
• How Greater kid involvement. High parent reluctance. Stress expressed by parents.
• Where Dramatic increase in online search and purchase.
• Consideration Set Expands.
“Stop And Think”
“No Need to Deliberate, Just Buy It”
The Path to Purchase has Significant Impact on the “How, When, Why and Where” of Toy Purchase Decisions
Page 13 Background Material for the TIA-‐Hosted Webinar Toy & Game Decision Making Study
Family Decision Making Typologies
Type 3 Fine
with Me
Type 2 I Have to
Think About It
Type 4 Families In Sync
Type 1 Over My
Dead Body!
Type 5 Surprise!!
Parent Control
Kid Demand
Child wants, parent says “no” (then ultimately caves)
Child wants, parent reluctant
Child wants, parent indifferent
Child and parents equally enthusiastic
Parents purchase as a gift for child
20% 40% 21% 11% 7%
Page 14 Background Material for the TIA-‐Hosted Webinar Toy & Game Decision Making Study
Type 1: Over My Dead Body Child Wants, Parent Says “No” (Then Ultimately Caves)
Parent Mood Brand Focus Occasion
Store
Type
Presence
Of Others
Average
Price Index
Toy Purchase Motivators
Path To Purchase •Quick “Stop & Think” • 2-‐step cycle (week) • Some research to resolve a few questions
Shopper Experience
Other Distinguishing Characteristics
Local toy store, national toy store 120
Brand focus, 3 brands considered
Non-‐winter, holiday, reward
Indecisive, surprised
Grandparent, child
• A toy for when friends come over •Want a girl/boy specific toy • Based on a character or theme
Impact of Decision Making Style on Pre-‐Store and In-‐Store Behaviors
• High research, but fairly quick
• Kid comes to shop
• Focus on one brand … but
•75% switch brand/model in store
• Make multiple toy purchases
• High parent stress
• Least likely to buy online
Page 15 Background Material for the TIA-‐Hosted Webinar Toy & Game Decision Making Study
Type 2: I’ll Have To Think About It Child Wants, Parent is Reluctant
Parent Mood Brand Focus Occasion
Store
Type
Presence
Of Others
Average
Price Index
Toy Purchase Motivators
Path To Purchase • “Stop & Think” • 4-‐step cycle (month+) • Research to resolve a number of questions
Shopper Experience
Other Distinguishing Characteristics
Electronics store 111
Brand focus, 3 brands considered
Non-‐winter, holiday, reward
Indecisive, pressured
Child’s friend, grandparent
• Keeping up with their friends • A toy to explore their creativity • Nostalgia
Impact of Decision Making Style on Pre-‐Store and In-‐Store Behaviors
• High research / longest deliberation
• Less single-‐brand focus
• 50% switch brand/model in store
• Make multiple toy purchases
• Parent stress
Page 16 Background Material for the TIA-‐Hosted Webinar Toy & Game Decision Making Study
Type 3: Fine With Me Child Wants, It’s No Big Deal to Parent
Parent Mood Brand Focus Occasion
Store
Type
Presence
Of Others
Average
Price Index
Toy Purchase Motivators
Path To Purchase • “No Need to Deliberate, Just Buy It” • 2-‐step cycle (weeks) •Moderate research for 1-‐2 questions
Shopper Experience
Other Distinguishing Characteristics
Amazon 108
On a specific theme, 2 brands
considered
Reward, no special reason
Resigned, neutral
Child
• Getting exactly what my child wants •Making sure it’s not just a passing fad
Impact of Decision Making Style on Pre-‐Store and In-‐Store Behaviors
• Very low research / short deliberation
• Focus on one item and stick to it
• Parent is calm
Page 17 Background Material for the TIA-‐Hosted Webinar Toy & Game Decision Making Study
Type 4: Families In Sync Parents and Children Agree
Parent Mood Brand Focus Occasion
Store
Type
Presence
Of Others
Average
Price Index
Toy Purchase Motivators
Path To Purchase • “No Need to Deliberate, Just Buy It” • 2-‐step cycle (days) • Some do minor research to confirm choices
Shopper Experience
Other Distinguishing Characteristics
Amazon 105
Specific toy, 1 brand
considered Reward Enthusiastic,
happy
Child, sibling
• Getting exactly what my child wants • A toy to explore their creativity
Impact of Decision Making Style on Pre-‐Store and In-‐Store Behaviors
• Lowest research / short deliberation
• High focus on one item and stick to it
• Parent is happy
Page 18 Background Material for the TIA-‐Hosted Webinar Toy & Game Decision Making Study
Type 5: Surprise!! The Search for the Perfect Gift
Parent Mood Brand Focus Occasion
Store
Type
Presence
Of Others
Average
Price Index
Toy Purchase Motivators
Path To Purchase • “No Need to Deliberate, Just Buy It” • 2-‐step cycle (same day) • Some do minor research to check details
Shopper Experience
Other Distinguishing Characteristics
No skew
73
Category, not brand
Winter, holiday Excited, confident
Parent only
• A new and surprising toy • A toy to explore their creativity • Making sure it’s not just a passing fad
Connections Between Decision Making And In-‐Store Habits And Behaviors
• No research / lots of impulse decisions
• Less brand focus, more category focus
• More unplanned purchases
Page 19 Background Material for the TIA-‐Hosted Webinar Toy & Game Decision Making Study
1/3 switch in store
Observations: In-‐Store Habits and Behaviors
6 in 10 shoppers plan to purchase a specific Item
4 in 10 shoppers purchase on impulse
Increases with
child demand
More than half
of shoppers still
‘in play’ at store
Page 20 Background Material for the TIA-‐Hosted Webinar Toy & Game Decision Making Study
What’s next? …
Join TIA and The Family Room for a live webinar* on June 20th to explore the
five (5) “cascading effects” of decision making and the vital purchasing dynamic
elements that they create. The presentation will include strategizing opportunities
for marketing, consumer and retailer sectors:
1. Path to Purchase (two-‐step impulsive vs. four-‐step stop and think)
2. Mom Mind-‐Set (Girded for battle or biddable and conciliatory)
3. Preferred Store Type (Bog Box vs. specialty vs. national toy chain vs. online)
4. Purchase Motivators (emotional, rational, social, occasion, etc.)
5. Child/Parent Balance of Power (where the authority really lies)
*This webinar will be recorded.
Page 21 Background Material for the TIA-‐Hosted Webinar Toy & Game Decision Making Study
Accessories and battling toys and play sets and action role play and action figure dress-‐up
Trains and accessories, trucks, aircraft, boats, race track vehicles and play sets, remote control vehicles and mini/finger vehicles.
Bicycles, tricycles, ride-‐ons, skateboards, scooters, foam toys and weaponry, sporting goods, seasonal toys
Fashion dolls, collectible dolls, baby dolls, horse and pony dolls, doll clothing and accessories, dollhouses and play sets, fashion styling and dress-‐up
Clay, dough, sand, paint, crayons, markers, craft kits, science kits, mechanical craft toys and models
Traditional stuffed animals, favorite character plush, customizable stuffed animals, special feature plush and puppets
LEGO, K’NEX and preschool building sets, wood blocks, magnetic and gear sets
Appendix Page 1/2
Thirteen (13) toy, game and tablet categories
Page 22 Background Material for the TIA-‐Hosted Webinar Toy & Game Decision Making Study
For use with gaming consoles and devices, video game figures and video game accessories as well as games for PCs, downloadable social network games
Tablets, portable media players, other mobile devices (e.g., iPad, iPad mini, iPod touch)
Stacking, shape sorting, push/pull toys, musical instruments, play sets and figures, dress-‐up and other role play, bath toys
Home game consoles, handheld gaming players
Card games, dice games, trading cards, board games, puzzles, brainteasers, travel games, small digital games, electronic versions of traditional games
Kid-‐specific tablets, robotic or interactive playmates, electronic pets and robots, electronic learning systems
Appendix Page 2/2
Thirteen (13) toy, game and tablet categories
Page 23 Background Material for the TIA-‐Hosted Webinar Toy & Game Decision Making Study
For more details on the 13 categories examined for their three-‐part decision
making and path to purchase process (including how decision making differs
between categories), please contact Hillary Newton at:
The Family Room Strategic Consulting Group, LLC
27 Ann Street, Norwalk CT 06854
203.523.7840 | [email protected] | www.familyroomllc.com