Description
SWOT ANALYSIS OF THINKFUN
ThinkFun
Parent Company
ThinkFun
Category
Toy Brands & Manufacturers
Sector
Media and Entertainment
Tagline/ Slogan
Ignite your mind
USP
Games to develop specific skills in children
STP
Segment
Young boys and girls interest in puzzles and games
Target Group
Children (4-16 years) with interest in puzzles and board games
Positioning
Changing the World through play
SWOT Analysis
1. One of Inc 500 fastest growing company 2. Launched many successful products like Rush Hour, Chocolate Fix, Zingo, etc. which are also available on application stores 3. Perceived as a company making truly innovative games by delving into brain mapping studies 4. Take inputs from teachers, scientists at Bunge Cognitive Control and Development Lab at Berkeley and parents to improve games 5. User friendly and interactive website, presence on social media as well 6. Raises awareness about Asperger’s Syndrome through ThinkFun & Asper Kids, also has a separate ThinkFundraisers Strength 7. Good availability through retail outlets and onlinr shopping
1. Games require heave engagement and mental activity hence not seen as easy to play Weakness 2. Low market presence outside the USA
1. Emerging markets especially Asia-Pacific region 2. Can collaborate with therapists and educational institutions to promote their game 3. More marketing and brand visibility can push the brand in the big Opportunity league
1. Online educational games available free of cost 2. Competition from games targeting at developing specific skills Threats 3. Mobile apps, online games and other sports pose a threat
Competition
1. Rokenbok 2. Lego 3. Hamleys Competitors 4. Mattel
doc_351538067.docx
SWOT ANALYSIS OF THINKFUN
ThinkFun
Parent Company
ThinkFun
Category
Toy Brands & Manufacturers
Sector
Media and Entertainment
Tagline/ Slogan
Ignite your mind
USP
Games to develop specific skills in children
STP
Segment
Young boys and girls interest in puzzles and games
Target Group
Children (4-16 years) with interest in puzzles and board games
Positioning
Changing the World through play
SWOT Analysis
1. One of Inc 500 fastest growing company 2. Launched many successful products like Rush Hour, Chocolate Fix, Zingo, etc. which are also available on application stores 3. Perceived as a company making truly innovative games by delving into brain mapping studies 4. Take inputs from teachers, scientists at Bunge Cognitive Control and Development Lab at Berkeley and parents to improve games 5. User friendly and interactive website, presence on social media as well 6. Raises awareness about Asperger’s Syndrome through ThinkFun & Asper Kids, also has a separate ThinkFundraisers Strength 7. Good availability through retail outlets and onlinr shopping
1. Games require heave engagement and mental activity hence not seen as easy to play Weakness 2. Low market presence outside the USA
1. Emerging markets especially Asia-Pacific region 2. Can collaborate with therapists and educational institutions to promote their game 3. More marketing and brand visibility can push the brand in the big Opportunity league
1. Online educational games available free of cost 2. Competition from games targeting at developing specific skills Threats 3. Mobile apps, online games and other sports pose a threat
Competition
1. Rokenbok 2. Lego 3. Hamleys Competitors 4. Mattel
doc_351538067.docx