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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]

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Page 1: Prepared!for!theToyIndustryAssociationby ! TheFamilyRoom ... › App_Themes › tia › pdfs › ... · 2,600 parents and kids nationwide in April to provide the first fact-based

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]    

 

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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)

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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  

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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.  

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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?  

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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  

 

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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  

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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  

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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%  

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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.  

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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  

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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)  

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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      

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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%  

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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  

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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    

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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  

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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    

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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  

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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  

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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.  

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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    

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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    

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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