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australia-toys-games-retail-120935
australia-toys-games-retail-120935
WWW.MARKETLINE.COM
MARKETLINE. THIS PROFILE IS A LICENSED PRODUCT
AND IS NOT TO BE PHOTOCOPIED
Industry Profiles
1. Executive Summary
Industry Profiles
TABLE OF CONTENTS
1. Executive Summary 2
2. Market Overview 7
3. Market Data 9
4. Market Segmentation 10
5. Market Outlook 11
7. Competitive Landscape 22
Industry Profiles
8. Company Profiles 24
9. Macroeconomic Indicators 35
Appendix 37
Methodology ...........................................................................................................................................................37
About MarketLine....................................................................................................................................................39
Industry Profiles
LIST OF TABLES
Table 1: Australia toys & games retail market value: $ million, 2016–20(e) 9
Table 2: Australia toys & games retail market geography segmentation: $ million, 2020(e) 10
Table 3: Australia toys & games retail market value forecast: $ million, 2020–25 11
Industry Profiles
LIST OF FIGURES
Figure 1: Australia toys & games retail market value: $ million, 2016–20(e) 9
Figure 2: Australia toys & games retail market geography segmentation: % share, by value, 2020(e) 10
Figure 3: Australia toys & games retail market value forecast: $ million, 2020–25 11
Figure 4: Forces driving competition in the toys & games retail market in Australia, 2020 12
Figure 5: Drivers of buyer power in the toys & games retail market in Australia, 2020 14
Figure 6: Drivers of supplier power in the toys & games retail market in Australia, 2020 15
Figure 7: Factors influencing the likelihood of new entrants in the toys & games retail market in Australia, 2020 17
Figure 8: Factors influencing the threat of substitutes in the toys & games retail market in Australia, 2020 19
Figure 9: Drivers of degree of rivalry in the toys & games retail market in Australia, 2020 20
Industry Profiles
2. Market Overview
Industry Profiles
Sales of toys & games through online channels have been on the rise for a while in Australia, reflecting a global trend in
consumer behavior. Internet penetration is high at 87% in 2019 according to the World Bank. This has been accelerated
in 2020 with lockdowns causing store closures and forcing demand online.
The performance of the market is forecast to decelerate, with an anticipated CAGR of 0.3% for the five-year period
2020 - 2025, which is expected to drive the market to a value of $1,276.2m by the end of 2025. Comparatively, the
Japanese and Chinese markets will grow with CAGRs of 4.6% and 9.9% respectively, over the same period, to reach
respective values of $6,922.9m and $33,797.8m in 2025.
Despite performing well in 2020, a strong decline is expected in 2021. The boost to the market will subside and the
economic effects of the pandemic and store closures will be felt. However, with a vaccine on the horizon there is hope
that the worst of the crisis will be over during 2021. A return to moderate growth is expected from 2022 onwards.
Industry Profiles
3. Market Data
Table 1: Australia toys & games retail market value: $ million, 2016–20(e)
Figure 1: Australia toys & games retail market value: $ million, 2016–20(e)
Industry Profiles
4. Market Segmentation
Table 2: Australia toys & games retail market geography segmentation: $ million, 2020(e)
Geography 2020 %
China 21,057.5 55.8
Japan 5,529.4 14.7
India 2,513.4 6.7
South Korea 2,316.4 6.1
Australia 1,259.4 3.3
Rest Of Asia-pacific 5,030.0 13.3
Figure 2: Australia toys & games retail market geography segmentation: % share, by value, 2020(e)
Industry Profiles
5. Market Outlook
Table 3: Australia toys & games retail market value forecast: $ million, 2020–25
Figure 3: Australia toys & games retail market value forecast: $ million, 2020–25
Industry Profiles
6.1. Summary
Figure 4: Forces driving competition in the toys & games retail market in Australia, 2020
The COVID-19 pandemic has presented a variety of difficulties for retailers, including an increase in costs to adapt to
meet new safety and hygiene measures, as well lowered footfall – particularly for those retailers that have been forced
to temporarily close. Such a difficult operating environment has intensified competition in this market.
The buyers in this market are end-consumers. This significantly weakens buyer power; the loss of any one buyer’s
custom is unlikely to have a significant effect on a player’s revenues. Additionally, the standing of any individual
customer is diminished because of the sheer volume of potential customers. However, when taken as a collective, the
lack of switching costs and the tendency to switch between whoever provides the best deal increases buyer power,
particularly when it comes to popular toys.
The size of toy manufacturers ranges from smaller companies, specializing in specific toys and/or games, to large
corporations such as Hasbro and Mattel that produce and market a wide variety of products. These larger corporations
experience higher supplier power, as the loss of a contract with such a supplier could affect players’ revenues. A
significant feature of the large toy manufacturers in this market is their acquisition of brands. Acquiring a popular brand
can have a huge impact on supplier power, with manufacturers who acquire the most popular brands possessing
significant power.
Low cost switching for buyers and the relative ease of access to both buyers and suppliers makes market entry
relatively simple. However, there exists a high level of product differentiation, so newcomers may find it harder to
attract buyers away from existing incumbents. Additionally, the strength of incumbent brands may prove a difficult
entry barrier to overcome.
The most significant substitute to the toys and games market is digital alternatives including games consoles, tablets,
and mobile phone apps. These substitutes are becoming more prevalent in an increasingly digital age. Children now
Industry Profiles
have grown up surrounded by digital media. Consoles, PCs, tablets, and mobile phones are playing an ever growing part
in children's lives by providing games, education and entertainment.
Some market players, primarily specialized toy retailers, are highly dependent on revenues from toy and game sales.
These players experience increased rivalry, as players must be profitable within that particular market at all times.
Industry Profiles
Figure 5: Drivers of buyer power in the toys & games retail market in Australia, 2020
The buyers in this market are end-consumers. This significantly weakens buyer power; the loss of any one buyer’s
custom is unlikely to have a significant effect on a player’s revenues. Additionally, the standing of any individual
customer is diminished because of the sheer volume of potential customers.
Furthermore, the fact that there are many different types of toys for different ages, sexes and interests means the high
degree of differentiation found in the toys and games market works against buyer power, as toy shops can tailor their
offerings regardless of price knowing there is a market for their products.
However, when taken as a collective, the lack of switching costs and the tendency to switch between whoever provides
the best deal increases buyer power, particularly when it comes to popular toys. This is impeded somewhat by the issue
of price sensitivity, which becomes less of an issue when toys and games are purchased during the holiday season or for
special occasions such as birthdays. This is particularly prevalent for ‘must have’ toys which tend to change year to year.
However, generally price sensitivity is high in this market. Consumers have actually become increasingly price sensitive
given the rise of e-commerce and the ability to search online for the cheapest option. Online retail now accounts for
over 24% of sales in this market, with this trend towards e-commerce being accelerated by the COVID-19 pandemic.
Players can attempt to increase customers’ likelihood to return with loyalty schemes. For example, Toyworld offers its
Toyworld Club loyalty card. What’s more, online retailers may encourage consumers through fast delivery. For example,
consumers with Amazon Prime membership benefit from fast, free delivery on many items, which is likely to entice
such consumers to purchase toys & games from this retailer. Discouraging movement across retail outlets can reduce
consumer mobility which, in the long term, can weaken buyer power.
The likelihood of end consumers integrating backward and making their own toys is unlikely, although not impossible,
due to the popularity of arts and crafts hobbies and websites, such as Etsy and Pinterest. It is, however, impossible for
market players to forward integrate due to their position in the supply chain. Despite being inherently a part of
childhood, toys and games are not vital goods and this tends to increase buyer power somewhat as customers can
forego the products in times of financial adversity.
Overall, buyer power is assessed as moderate.
Industry Profiles
Figure 6: Drivers of supplier power in the toys & games retail market in Australia, 2020
The size of toy manufacturers ranges from smaller companies, specializing in specific toys and/or games, to large
corporations such as Hasbro and Mattel that produce and market a wide variety of products. These larger corporations
experience higher supplier power, as the loss of a contract with such a supplier could affect players’ revenues. They
tend to fuel demand for their toys through extensive marketing activities often resulting in the large companies
producing the ‘must have’ toys.
A significant feature of the large toy manufacturers in this market is their acquisition of brands. Acquiring a popular
brand can have a huge impact on supplier power, with manufacturers who acquire the most popular brands possessing
significant power. The larger manufacturers such as Mattel and Hasbro tend to have the licensing rights to popular
brands made famous by television, film or book, such as Marvel, DC, Star Wars or Transformers.
Hasbro has seen its power surge in recent times, leaving Mattel struggling somewhat. Hasbro managed to win a deal to
manufacture Disney Princess toys in 2014, taking the rights from Mattel. At the time, Mattel had valued its Disney
Princess business at $300m. Hasbro has continued to make key acquisitions. In 2018, the toy manufacturer entered a
$522m agreement to acquire Saban’s Power Rangers and a range of other entertainment brands including My Pet
Monster, Popples, and Treehouse Detectives. Furthermore, at the end of 2019, Hasbro completed its acquisition of
Entertainment One in a $4bn deal. Buying Entertainment One added children's cartoon franchises such as Peppa Pig
and PJ Masks, which generated $2.5bn in retail sales in 2018. As such, at present, Hasbro possesses significant supplier
power as major toy retailers would see their sales drop significantly without Hasbro products.
While toy retailers are reliant on the large toy manufacturers in this market, the situation is similar when reversed. The
likes of Hasbro and Mattel are reliant on the leading players for much of their revenues. This is evident in the impact
that the collapse of toy retailer Toys R Us has had on these suppliers. It is estimated that Hasbro generated around 9%
of its revenue from the retailer. Hasbro Inc. reported a 13% decline in sales during the 2018 holiday season, an
indication of how toy makers struggled following the liquidation of Toys “R” Us. Rival Mattel Inc. also reported a drop in
sales for 2018’s final quarter, down 5%. As such, supplier power is impeded to an extent in this respect.
Many retailers are unlikely to backward integrate into manufacturing toys and games. However this is not impossible,
with now defunct retailer Toys R Us being an example. Similarly, retailers Hamleys and The Entertainer manufacture
and sell a range of own-branded toys and games, while Walmart has a range of 1,000 toys that are exclusive to the
retailer. This backward integration significantly impacts supplier power, as does the low switching costs for retailers.
Industry Profiles
However, suppliers are able to forward integrate, particularly through online sales, and this helps to negate this impact.
A successful example of forward integration includes the Lego stores.
Retailers are dependent on providing popular products and products of high quality and this, coupled with the high
level of product differentiation in the market, boosts supplier power. Government regulation is strict as toys must pass
certain safety tests in order to be sold. Products that have been deemed unsafe after sale are often recalled which can
impact heavily on not only retailers' revenues and brand reputation but also the suppliers. In March 2017, Kids II
recalled 680,000 rattles due to a potential choking hazard. In April 2019, the Consumer Protections Safety Commission
issued the recall of 36 Kids II rocking sleeper models, which affects 694,000 units sold. The move came just two weeks
after Fisher-Price recalled five million of its similar Rock 'n Play sleepers, which were linked to at least 32 baby deaths
over the last 10 years.
Supplier power in the toys and games market is assessed as moderate overall.
Industry Profiles
Figure 7: Factors influencing the likelihood of new entrants in the toys & games retail market in Australia, 2020
Low cost switching for buyers and the relative ease of access to both buyers and suppliers makes market entry
relatively simple. However, there exists a high level of product differentiation, so newcomers may find it harder to
attract buyers away from existing incumbents. Additionally, the strength of incumbent brands may prove a difficult
entry barrier to overcome.
Entry on a small scale is achievable – targeting niche markets (i.e. crafts or traditional wooden toys) or stocking the
latest tech-savvy toys for teens can be lucrative options. However, such strategies may prove difficult to compete
effectively with established brands and retailers of considerable size who benefit from economies of scale. Entering via
a cheaper price point is a viable option, particularly if done exclusively online due to lower fixed costs. However, an
additional capital outlay would be required to cover lower profit margins and loss leaders. Relatively high fixed costs in
the form of sales and storage space in shops, staff, and delivery costs can be obstacles to entry and fast expansion;
however, online operations generally tend to involve lower costs and can be an effective alternative strategy.
In recent years plastic toys have come under scrutiny as many countries are committing to reduce the amount of plastic
waste that they produce. An Ellen MacArthur Foundation report has claimed that, by 2050, there will be more plastic
waste in the sea than fish by weight. Plastic is one of the most widely used materials in the manufacture of toys and
games but unfortunately much of it eventually ends up at a landfill. Certain components in toys and games use
technical plastics like polyamide, polycarbonate or polymethyl methacrylate. These tend to have a short life span and
cannot usually be reused so are thrown away. With the production of toys and games being very plastic heavy,
increasingly strict regulation on its use could be detrimental to the market, especially for smaller companies that cannot
afford to pump money into research of biodegradable materials. Bioplastics, which are made wholly or in part from
organic matter rather than oil, could be one solution in the market and some toymakers are replacing their traditional
materials in order to become more environmentally friendly. One US based company, Green Dot Bioplastics, is actively
working with manufacturers of toys and games to introduce different biodegradable plastic alternatives into the
manufacturing stage of this market. This can, however, be costly especially for new entrants. In 2019, Hasbro began
using plant-based bio-polyethylene terephthalate (PET) to produce the packaging for its products, with the company
planning to phase out all plastic packaging by 2022.
One rising retail channel in recent years has been supermarket and hypermarket retailers, who, because of their bulk
buying power are able to capture an increasingly large section of the market that requires more budget items. Also
contributing to this rise is a shift in retail attitudes, which allows supermarkets to be considered by the consumer for
toys and games where previously the company would be mainly associated with food products. Consumers are now
Industry Profiles
able to shop for toys whilst buying their groceries and household items. This can be enticing especially as there is no
need for consumers to go to specialist retailers because they are able to do their entire shopping under one roof.
During the COVID-19 pandemic, which led to the temporary closure of non-essential businesses in 2020, supermarkets
& hypermarkets were allowed to remain open. As such, the importance of such retailers in this market strengthened.
The exit of Toys R Us from the market opens up possibilities for potential new entrants. The company was a leading
player in this market prior to its demise. However, while this will offer entry opportunities to an extent, it is likely that
many of the leading players will expand aggressively to take the share left by Toys R Us. In June 2019, Toys R Us
announced a partnership with Hobby Warehouse to open small-format Toys R Us stores in city centers in Australia and
to re-launch Toys R Us and Babies ‘R’ Us e-commerce sites in Australia and New Zealand.
Moreover, there are a number of stringent regulations and safety tests that toys must pass and this may act as a
deterrent to new entrants. For example in Australia manufacturers and distributors must comply with the Australian
Toy Standard (AS/NZ 8124), which deals with safety aspects related to mechanical and physical properties of toys.
Interactive toys are becoming increasingly popular and new entrants that can utilize the latest technologies are likely to
thrive. Toys that have an extra dimension on an app, for example, are doing well because they bridge the gap between
real life and toys. There is an increasing realization, however, that children are spending too much time on digital
devices so the sale of traditional toys and games can be boosted by parents trying to dissuade their children away from
these.
Advertising through social media, particularly on YouTube, is becoming increasingly popular and items such as Shopkins
and LOL Surprise Dolls are unlikely to have become a hit if it was not for these videos. One of the top toy review sites on
YouTube, ‘Ryan’s World’, has over 28 million subscribers as of January 2021.
The Australian market has grown moderately overall in recent years, which may attract new entrants. However, with
many countries re-entering lockdown in late 2020 and early 2021, potential new entrants are likely to be deterred.
Australian states and territories have different levels of restrictions to contain COVID-19. For example, Brisbane was in
lockdown until January 11, 2021.
Overall, the threat of new entrants is assessed as moderate.
Industry Profiles
Figure 8: Factors influencing the threat of substitutes in the toys & games retail market in Australia, 2020
The most significant substitute to the toys and games market is digital alternatives including games consoles, tablets,
and mobile phone apps. These substitutes are becoming more prevalent in an increasingly digital age. Children now
have grown up surrounded by digital media. Consoles, PCs, tablets, and mobile phones are playing an ever growing part
in children's lives by providing games, education and entertainment.
Despite not providing a cheaper alternative on the whole, digital and video games are becoming more popular to the
detriment of traditional toys and games, where customer loyalty is low with minimal switching costs. Smartphone
penetration rates are on the increase in Australia, growing from 57% in 2014 to 69% in 2019 (latest available
MarketLine data). In 2020, games software for games consoles, tablets, PCs, and mobile phones generated revenues of
$1.5bn in Australia, which is bigger than the size of the traditional toys & games market. This trend towards video
games and electronics will continue to take consumer spend away from traditional toys & games in the coming years as
technology and innovation continue to develop.
Another option is purchasing second-hand toys from charity shops and internet sites such as eBay or making toys from
scratch. These would likely be a lower cost option. However, children with more affluent parents still provide a stable
source of revenue for more traditional toys and games. Counterfeit toys can be a significant threat to the revenues of
manufacturers with seizures by customs not uncommon.
There is a growing trend towards giving experiences and days out as gifts rather than buying toys & games; however,
this is unlikely to become a complete substitute in this market.
The threat of substitutes is assessed as strong overall.
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Figure 9: Drivers of degree of rivalry in the toys & games retail market in Australia, 2020
The toys and games market is fairly fragmented, with numerous players present, boosting competition within the
market. However, there are some large incumbents, such as Amazon, which operates globally and benefits from
economies of scale, allowing it to compete more intensely on price.
Some market players, primarily specialized toy retailers, are highly dependent on revenues from toy and game sales.
These players experience increased rivalry, as players must be profitable within that particular market at all times.
During the COVID-19 pandemic when non-essential retail has faced temporary closure, it is the specialized toy stores
that have suffered the most. One particular retailer that has fallen victim to this is Toys R Us. This retailer was the
leading player in this market but closed down all of its stores in Australia in 2018 following bankruptcy. The exit of Toys
R Us from the market eases competitive pressures on other retailers to an extent. However, the existing leading players
in this market are keen to seize the share of the market left behind by the demise of this retailer.
For retailers that do not wish to compete on price, focusing on customer experience can be a key strategy. For example,
Toysworld sees success through this strategy. The retailer offers an exciting and engaging experience for children,
resulting in consumers spending longer in the store.
The presence of Amazon in this market is hard to compete with. This retailer sees significant customer loyalty, largely
driven by its Amazon Prime offering, which it rolled out in Australia in 2018. The broad range of toys & games available
from the retail giant, along with its competitive pricing and delivery subscription makes for a formidable incumbent.
Department stores, supermarkets and retailers being less dependent than specialized stores due to the wide variety of
goods they stock, experience decreased rivalry as variations in the performance of one market are easier to cope with.
These players are also able to reduce their profit margins, competing largely on price, creating a significant threat to
specialized toy stores and further increasing rivalry.
Exit barriers are not a huge issue in this market due to the relative ease with which players can divest their assets, such
as retail units and fixtures and fittings, which can be used across a number of industries. The tendency for customers to
move between toys and games vendors coupled with low switching costs, also serves to increase competition. The
market is extremely seasonal with the biggest spikes in sales around Christmas. It is easy for customers to move from
one retailer to another based on price and this boosts the intensity of rivalry. The popularity of many toys and games is
short-lived or seasonal, which means the retail market is subject to rapid change, further boosting rivalry.
Industry Profiles
The COVID-19 pandemic has presented a variety of difficulties for retailers, including an increase in costs to adapt to
meet new safety and hygiene measures, as well lowered footfall – particularly for those retailers that have been forced
to temporarily close. Retailers that have an established online presence and well-developed logistics network have
been best equipped to deal with these new pressures. Such a difficult operating environment has intensified
competition in this market. Toyworld does report its financial results; however, it is likely that this retailer will have
been the worst hit of the leading players in this market. As a specialist retailer with a network of bricks-and-mortar
stores, the pressures of the pandemic will have been difficult to emerge from unscathed.
Overall, the degree of rivalry is strong.
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7. Competitive Landscape
The leading players in the Australian toys and games market include Wesfarmers, Woolworths Group, Amazon, and Toy
World. Wesfarmers, Woolworths Group, and Amazon sell a wide range of merchandise, from groceries to electronics
and lots in between, which gives them a competitive advantage. Toy World is the most vulnerable of the leading players
to fluctuations in the toys and games market. While the COVID-19 pandemic has brought its difficulties, for some of the
leading players in this market the outcome has been a growth in sales, particularly through e-commerce.
Industry Profiles
Woolworths operates its retail business under various banners. The company operates its supermarkets chain under
the Woolworths brand through a network of 1,052 stores in Australia; and under the name of Thomas Dux, a specialty
grocer, operating nine supermarkets in the country. The company's BIG W brand provides its customers with discount
prices, offering a range of general merchandise products such as women's, men's and children's clothing, shoes,
electronics, pet food, cleaning items, party goods, toys, games, and books.
Wesfarmers has been focusing on core operations of late, in what is a marked departure from how the company has
previously operated. In mid-November 2018, the company demerged from Coals, an Australian supermarket chain. The
firm also sold Homebase in the UK. Wesfarmers took a significant financial hit in failing to turn around the struggling
retailer, even after investing into the business. In trimming down the size of the company, senior management at
Wesfarmers has refocused investment on the core business.
Industry Profiles
8. Company Profiles
Wesfarmers Limited (Wesfarmers or 'the company') is engaged in industrial and retail activities. It offers home
improvement; apparel, general merchandise and office supplies; an Industrials division with businesses in chemicals,
energy and fertilisers and industrial safety products. The company markets its services to various industries include The
company serves across various industries such as food and beverage, construction, mining, facilities maintenance,
manufacturing, government, transport , retail, and utilities. It also has non-controlling interests in companies operating
in forest products, property, investment banking and private equity. Wesfarmers primarily operates in Australia, New
Zealand and the UK. The company is headquartered in Perth, Australia.
The company reported revenues of (Australian Dollars) AUD30,846 million for the fiscal year ended June 2020 (FY2020),
an increase of 10.5% over FY2019. In FY2020, the company’s operating margin was 8.9%, compared to an operating
margin of 10.7% in FY2019. In FY2020, the company recorded a net margin of 5.5%, compared to a net margin of 19.7%
in FY2019.
Head office: Level 14 Brookfield Place, 123 Street Georges Terrace, Perth, Western Australia,
Australia
Number of Employees: 105000
Website: www.wesfarmers.com.au
Financial year-end: June
Ticker: WES
Stock exchange: Australian Stock Exchange Ltd
SOURCE: COMPANY WEBSITE MARKETLINE
Wesfarmers Limited (Wesfarmers or 'the company') operates diverse industries, including retailing, coal mining, energy,
chemicals and fertilizers, and industrial and safety in Australia. The group also conducts private equity and other
activities. Wesfarmers primarily operates in Australia, New Zealand and the UK.
Wesfarmers classifies its business operations into six reportable segments: Bunnings; Kmart Group; OfficeWorks;
WesCEF; WIS and Others.
Under Bunnings segment, the company retails home and garden improvement products, and building material. It also
offers its services to project builders and housing industry. In FY2020, the Bunnings segment reported revenue of
AUD14,999 million, which accounted for 48.6% of company’s total revenue. As of June 2020, it operated 274
Warehouses, 68 smaller format stores, 30 trade centres and 6 Adelaide Tools.
The company’s Kmart Group segment manages its business activities through Kmart; Target and Catch, Under Kmart it
offers apparel and general merchandise, including toys, leisure, entertainment, home and consumables. Under Target it
offers apparel, homewares and general merchandise, including accessories, electrical and toys. Under Catch it offers
branded products on a first-party basis and a third-party online marketplace. In FY2020, the segment reported revenue
Industry Profiles
of AUD9,217 million for FY2020, which accounted for 29.9% of the company's revenue. As of June 2020, it operated
239 stores under Kmart Tyre and Auto banner and 283 stores under Target banner.
Under Officeworks segment, the company retails and supplies solutions and products for home, small-to-medium sized
education and businesses. In FY2020, the Officeworks segment reported revenue of AUD2,787 million, which
accounted for 9% of company’s total revenue. As of June 2020, the segment operated 167 Officeworks stores.
Under WesCEF segment, the company manufactures and markets chemicals for industries and mineral and mining
processing; broadacre and horticultural fertilizers. It also markets and distributes LNG and LPG for domestic and export
markets. WesCEF manufactures wood-plastic for screening and composite decking products. In FY2020, the segment
reported revenue of AUD2,085 million, which accounted for 6.8% of the company’s total revenue.
The company’s WIS segment manufactures, markets, supplies and distributes, industrial gases and equipment;
industrial safety products and services; workwear clothing in Australia and internationally. It also provides compliance
and risk management services. In FY2020, the WIS segment reported revenue of AUD1,745 million, which accounted
for 5.6% of company’s total revenue.
Other segment consists of food and staples retailing; forest products; property; investment banking and corporate
expenses.. In FY2020, the Other segment reported revenue of AUD13 million, which accounted for 0.1% of company’s
total revenue.
Geographically, the group classifies its operations into four segments, namely Australia, New Zealand, the UK and Other
Foreign Countries. In FY2020, Australia segment reported revenue of AUD28,688 million, which accounted for 93% of
the group's revenues, followed by New Zealand with AUD2,101 million (6.8%); the UK with AUD35 million (0.1%) and
Other Foreign Countries with AUD22 million (0.1%).
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Woolworths Limited (Woolworths or 'the company') owns and operates retail stores that sell food, liquor and fuel in
Australia and New Zealand. The company also operates hotels including bars, dining, accommodation, venue hire and
gaming operations. Its brand portfolio includes Woolworths, Metros, Countdown, WooliesX, Dan Murphy’s,
Summergate, Langtons, Cellarmasters, BIG W, and BWS. The company also offers leisure and hospitality services
including accommodation, entertainment and gaming for its users and also delivers these products across various pick
up locations residing in these regions. Woolworths also offers financial products related to credit cards, gift cards and
insurance products. The company is headquartered in Bella Vista, Australia.
The company reported revenues of (Australian Dollars) AUD63,675 million for the fiscal year ended June 2020 (FY2020),
an increase of 6.2% over FY2019. In FY2020, the company’s operating margin was 4.1%, compared to an operating
margin of 3.9% in FY2019. In FY2020, the company recorded a net margin of 1.8%, compared to a net margin of 4.5% in
FY2019.
Woolworths Limited (Woolworths or 'the company') is engaged in retailing food, liquor, and petroleum products, and
also in hotels business. As of June 2020, the company operated 3,357 stores and these stores serve an average of 29.1
million customers per week with more than 3,000 pick-up locations across the region.
The company operates through six segments: Australian Food; Endeavour Drinks Group; New Zealand Food; BIG W,
Hotels and Other.
The Australian Food segment is involved in the procurement of food and petroleum products for resale to customers
primarily in Australia. In FY2020, the segment operated 1,052 Woolworths Supermarkets, and five Thomas Dux stores.
In FY2020, the Australian Food segment reported revenues of AUD42,151 million, which accounted for 66.2% of the
company's revenue.
The Endeavour Drinks Group segment procures liquor products for resale primarily in Australia. In FY2020, the company
operated 1,610 liquor stores under the Dan Murphy’s and BWS brands and Summergate stores. Woolworths also
operates the Cellarmasters, Langtons and winemarket.com.au online website. In FY2020, the Endeavour Drinks Group
segment reported revenues of AUD9,275 million, which accounted for 14.6% of the company's revenue.
The New Zealand Food segment procures food and liquor products for resale to customers in New Zealand. In FY2020,
the company operated 182 Countdown Supermarkets. In FY2020, the New Zealand Food segment reported revenues of
AUD6,823 million, which accounted for 10.7% of the company's revenue.
BIGW segment procures discount general merchandise products for resale in Australia. In FY2020, the company
operated 179 BIGW stores. In FY2020, the BIGW segment reported revenues of AUD4,106 million, which accounted for
6.4% of the company's revenue.
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The Hotels segment provides leisure and hospitality services, including accommodation, food and alcohol,
entertainment and gaming in Australia. The segment is comprised of 334 hotels including bars, dining, accommodation,
venue hire and gaming operations. In FY2020, the Hotels segment reported revenues of AUD1,320 million, which
accounted for 2.1% of the company's revenue.
Geographically, the company classifies its operations into two segments, namely Australia and New Zealand. In FY2020,
Australia segment accounted for 89.3% of the company's revenues, and New Zealand with 10.7%.
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8.3. Big W
Big W, a subsidiary of Woolworths Ltd is a retailing company that retails consumer products. The company's products
include active wear, dresses, decors, landline phones, sunglasses, jackets, intimates, denims, vests, tops, coats, work
wear, t-shirts, and children’s wear. It also provides animated toys, tablets and accessories, bedding, books, CDs and
DVDs, strollers, action figures, play sets, novelty toys, dolls, table games, garden and outdoor furnishings, exercise
bikes, party essentials, camping accessories, party tableware and others. Big W offers services such as parcel pickup, in-
store lay by, photo labs, home delivery, returns, garden centers, pet centers and optometry store. The company
operates retails stores located across Australia. Big W is headquartered in Sydney, New South Wales, Australia.
Head office: 1 Woolworths Way Bella Vista, New South Wales, Australia
Website: www.bigw.com.au
Financial year-end: April
SOURCE: COMPANY WEBSITE MARKETLINE
Industry Profiles
Amazon.com, Inc. (Amazon or 'the company') is a retailer that offers its products through online and physical stores.
The company offers a range of merchandise, including books, apparel, home and garden tools, electronics, toys and
baby games, sports and outdoor products, automotive and industrial products and other general merchandise
products. It also provides services that includes web services, order fulfillment, publishing, advertising and co-branded
credit cards services. The company manufactures and sells electronic devices, including Kindle e-readers, Fire tablets,
Fire televisions (TVs) and Echo. Amazon markets its products through its website, www.amazon.com. Amazon also
operates through various international websites. It has business presence across North America, Europe and Asia-
Pacific. The company is headquartered in Seattle, Washington, the US.
The company reported revenues of (US Dollars) US$280,522 million for the fiscal year ended December 2019 (FY2019),
an increase of 20.5% over FY2018. In FY2019, the company’s operating margin was 5.2%, compared to an operating
margin of 5.3% in FY2018. In FY2019, the company recorded a net margin of 4.1%, compared to a net margin of 4.3% in
FY2018. The company reported revenues of US$88,912 million for the second quarter ended June 2020, an increase of
17.8% over the previous quarter.
Head office: 410 Terry Avenue North Seattle, Washington, United States
Number of Employees: 798000
Website: www.amazon.com
Financial year-end: December
Ticker: AMZN
Stock exchange: NASDAQ
SOURCE: COMPANY WEBSITE MARKETLINE
Amazon.com, Inc. (Amazon or 'the company') is an online retailer. The company offers a range of products and services
through its physical stores and e-commerce site, amazon.com. The company offers a range of merchandise, including
books, apparel, home and garden tools, toys and baby games, sports and outdoor products, automotive and industrial
products and other general merchandise products. It also sells electronic devices, such as Fire tablets, Kindle e-readers,
Echo devices and Fire TVs. Moreover, it offers a membership program called Amazon Prime, which provides customers
unlimited free shipping option on over 100 million items, access to unlimited streaming of thousands of movies and TV
episodes, and other benefits. The company also provides advertising services and order fulfillment services to its
consumers. The company operates through three business segments: North America, International and Amazon Web
Services (AWS).
The North America segment focuses on retail sales of consumer products (including from sellers) and handles
subscriptions through North America-focused online and physical stores. This segment also includes export sales
generated from the online stores. In FY2019, the North America segment reported revenue of US$170,773 million,
which accounted for 60.9% of the company's revenue.
The International segment includes the retail sales of consumer products (including from sellers) and subscriptions from
internationally focused online stores. This segment also includes export sales from international online stores (including
export sales from their respective sites to customers in the US, Canada and Mexico), but excludes export sales from
North American online stores. In FY2019, the International segment reported revenue of US$74,723 million, which
accounted for 26.6% of the company's revenue.
Industry Profiles
The Amazon Web Services (AWS) segment includes global sales of compute, storage, database, and other AWS service
offerings for start-ups, enterprises, government agencies, and academic institutions. In FY2019, the AWS segment
reported revenue of US$35,026 million , which accounted for 12.5% of the company's revenue.
Amazon serves four primary customer sets: consumers, sellers, developers and enterprises, and content creators. The
company also develops and produces media content. Amazon fulfills customer orders through its fulfillment centers
and delivery networks that it operates in North America and other foreign countries; co-sourced and outsourced
arrangements in certain countries; and digital delivery. Amazon serves sellers by offering programs that enable them to
sell their products on their websites and also on Amazon's websites. The company earns fixed fees, per-unit activity
fees and interest on such transactions. The company serves developers and enterprises through AWS, which provides a
broad set of global compute, storage, database, and other service offerings. Amazon serves content creators such as
authors and independent publishers through Kindle Direct Publishing, an online platform that allows independent
authors and publishers to select a royalty option and make their books available in the Kindle Store. The company also
offers its own publishing arm, Amazon Publishing. It also offers programs that allow authors, musicians, filmmakers,
application developers, and others to publish and sell content.
Geographically, the company classifies its operations into five regions: the US, Germany, Japan, the UK, and Rest of the
World. In FY2019, the US accounted for 69% of the company's revenue, followed by Germany (7.9%), the UK (6.3%),
Japan (5.7%), and Rest of the World (11.1%).
Industry Profiles
Industry Profiles
Industry Profiles
9. Macroeconomic Indicators
Industry Profiles
Industry Profiles
Appendix
Methodology
MarketLine Industry Profiles draw on extensive primary and secondary research, all aggregated, analyzed, cross-
checked and presented in a consistent and accessible style.
Review of in-house databases – Created using 250,000+ industry interviews and consumer surveys and supported by
analysis from industry experts using highly complex modeling & forecasting tools, MarketLine’s in-house databases
provide the foundation for all related industry profiles
Preparatory research – We also maintain extensive in-house databases of news, analyst commentary, company profiles
and macroeconomic & demographic information, which enable our researchers to build an accurate market overview
Definitions – Market definitions are standardized to allow comparison from country to country. The parameters of each
definition are carefully reviewed at the start of the research process to ensure they match the requirements of both the
market and our clients
Extensive secondary research activities ensure we are always fully up-to-date with the latest industry events and trends
MarketLine aggregates and analyzes a number of secondary information sources, including:
- National/Governmental statistics
- International data (official international sources)
- National and International trade associations
- Broker and analyst reports
- Company Annual Reports
- Business information libraries and databases
Modeling & forecasting tools – MarketLine has developed powerful tools that allow quantitative and qualitative data to
be combined with related macroeconomic and demographic drivers to create market models and forecasts, which can
then be refined according to specific competitive, regulatory and demand-related factors
Continuous quality control ensures that our processes and profiles remain focused, accurate and up-to-date
Industry Profiles
Industry Profiles
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