Hasbro Inc. surveyed U.S. children ages 8 to 12 about what they want to be when they grow up, and based on their feedback, have updated The Game of Life to include new career options. Kids were asked about the modern and traditional jobs that they would like to have, and their top picks are featured as Career cards in the newest version of The Game of Life, in stores now.
Expectations are high for a strong omnichannel holiday season, so retailers are preparing their shipping operations to avoid delivery and service hiccups, according to Shop.org, a division of the National Retail Federation (NRF).
Shop.org’s eHoliday survey, conducted by Prosper Insights & Analytics, indicates that nearly eight in 10 retailers surveyed, or roughly 78.8 percent, will set their standard shipping deadlines for guaranteed Christmas delivery to expire at least a week before the big day. This compares to 73.7 percent last holiday season. In addition, approximately 21.2 percent will set their standard shipping deadlines to expire on December 19 or later, compared to 26.3 percent last year.
Of the 92.3 percent of retailers polled that plan to offer free standard shipping of some sort this holiday season, 69.1 percent said their guarantee for Christmas delivery will expire on or before December 19. Nearly three quarters of retailers polled last year, or 74.2 percent, had a deadline on the equivalent day; in this case, December 20. [Read more...]
Seventy-one percent of households with a child ages 4 to 14 reported owning a smartphone this year, up from 55 percent two years ago. Furthermore, incidence of ownership of media tablets doubled between 2012 and this year, growing from 21 percent to 43 percent, respectively. Among those with kids in the household, 35 percent said that their child uses a smartphone, up from 21 percent two years ago. For media tablets, the figure was 31 percent, up from 13 percent two years ago.
As far as personal ownership of consumer electronic devices among children ages 4 to 14, portable devices were the only device group to exhibit steady increases in ownership among the children themselves. Incidence of personal ownership of cell phones—including traditional cell phones and smartphones—held steady at 19 percent this year. [Read more...]
According to the National Retail Federation’s (NRF) latest Back-to-School/College Surveys, the average family with children in grades K to 12 completed 49.9 percent of its shopping by mid-August, down slightly from last year’s 52.1 percent.
As of August 12, fewer families had stepped out to take advantage of retailers’ special school savings opportunities; specifically, 23.6 percent had not started shopping yet, up from 20.9 percent last year. However, some were eager to get started: 15.7 percent said they have completed their lists, which is roughly the same as last year.
Meanwhile, college families got a jump on retailers’ sales and promotions this summer, with 23.4 percent stating that they completely finished with their lists, up from 20 percent last year. Slightly fewer families this year say they haven’t started shopping, at 26.2 percent versus 28.8 percent last year. [Read more...]
Licensing Industry Merchandisers’ Association (LIMA) has introduced the first in a series of consumer survey reports detailing kids’ favorite brands and characters across various categories in 31 countries worldwide. LIMA has commissioned Kidz Global to produce the reports, which will be released quarterly for nine countries and semi-annually for the remaining 22.
With each report, Kidz Global’s BrandTrends will measure the relative awareness, popularity, and merchandise appeal of the top 30 brands to children. Each report will also identify the most recognizable kid licenses in the country for both boys and girls, as well as by category and in four different age groups from infants to tweens/young teens. Informative key facts will be presented throughout the reports to provide further insight into the survey results. [Read more...]
According to The NPD Group’s Exploring Digital Gaming report, an estimated 36 percent of the U.S. population ages 13 and up are digital gamers, defined as currently playing digitally downloaded games on either a computer, video game console, or portable device. Of that percentage, 16 percent report only playing games downloaded digitally.
The computer is the most popular device for digital gaming, owning 90 percent of digital gamers playing on the device, while 28 percent play digitally downloaded games on a video game console. Although digital play is increasing among console players, only about two-thirds of primary console players—or those who play on consoles most often—purchase digital games more than once per year. Only 14 percent purchase on a regular, monthly basis.
When asked about their purchase preference if both physical and digital formats of a game are being offered at the same price, 44 percent of primary console players are more likely to choose physical in this scenario. Primary computer players do not automatically choose digital, with the group being split between 25 percent for digital, 28 percent for physical, and the remaining gamers being indecisive.
For the second year in a row, when the clock strikes Twelve on New Year’s Eve, the majority of Americans plan to ring in the New Year at home instead of out on the town, according to a new survey by Hasbro. Seventy-nine percent of women and 76 percent of men, up from 70 percent last year, will opt for a more low-key celebration. To make the most of a festive night at home, Hasbro recommends some friendly game night competition to get the good times rolling on December 31.
And while most (56 percent) seem to want to keep the competition light and friendly, 81 percent of people ages 18 to 24 admit to “bending the rules” in order to win when playing games. If you’re spending the night in on New Year’s with some family-friendly competition, be sure to upload pictures of your party to the Hasbro Game Night Facebook page or tweet @HasbroGameNight, #HasbroHolidays.
GameStop and research partner Brierley+Partners asked 500 U.S. gift givers what was at the top of their purchase lists this holiday season. The results revealed that 42 percent of shoppers surveyed plan on purchasing video game related items for their children this holiday—including video games, consoles, and accessories.
Gift givers are not only hot on gaming presents this year, but they are also keen on ways to save more money before even making it up to the cash register. Eighty-four percent of shoppers are aware of store and website trade-in programs, and nearly 20 percent planning to use them to help defer gift costs. From old video games and consoles, to smartphones, tablets, and other electronics sitting in drawers and on shelves, GameStop offers instant store credit or cash on a vast range of products.
Additional interesting findings from GameStop’s holiday shopper-centric survey include:
- Eighty-two percent of shoppers expect to turn to store employees when making purchasing decisions this holiday season.
- Among shoppers who are planning on purchasing a new gaming console for the holidays, 61 percent expect their children to utilize the system the most.
- Roughly 30 percent of shoppers expect the entire family to use the new console.
- When making decisions on which next-generation console and games to buy, shoppers are listening to specific requests from the people they are buying for, with 84 percent taking requests for consoles, and 86 percent taking requests for specific video games.
More than 130 million Americans participated in Cyber Monday this year. Cyber Monday sales reached a record $2 billion, a 20 percent increase since last year. Although Cyber Monday focuses on one day, the other four days this week continue to be peak online shopping days. Check out the infographic below, presented by Blue Fountain Media, for more information. [Read more...]