Toys and Games in Singapore

Toys and Games in Singapore

In 2019, prior to the COVID-19 outbreak, the lowering birth rate in Singapore continued to impact traditional toys and games to the extent that baby and infant and pre-school toys and games were seeing slower and negative growth, respectively. Thus, manufacturers targeting this demographic segment were needing to adjust to reduced demand due to having a smaller pool of consumers given the shrinking population. At the same time, the value contribution to traditional toys and games overall from yo...

Euromonitor International's Toys and Games in Singapore report offers a comprehensive guide to the size and shape of the market at a national level. It provides the latest retail sales data 2015-2019, allowing you to identify the sectors driving growth. It identifies the leading companies, the leading brands and offers strategic analysis of key factors influencing the market – be they new product developments, distribution or pricing issues. Forecasts to 2024 illustrate how the market is set to change.

Product coverage: Traditional Toys and Games, Video Games.

Data coverage: market sizes (historic and forecasts), company shares, brand shares and distribution data.

Why buy this report?
* Get a detailed picture of the Toys and Games market;
* Pinpoint growth sectors and identify factors driving change;
* Understand the competitive environment, the market’s major players and leading brands;
* Use five-year forecasts to assess how the market is predicted to develop.

Euromonitor International has over 40 years' experience of publishing market research reports, business reference books and online information systems. With offices in London, Chicago, Singapore, Shanghai, Vilnius, Dubai, Cape Town, Santiago, Sydney, Tokyo and Bangalore and a network of over 800 analysts worldwide, Euromonitor International has a unique capability to develop reliable information resources to help drive informed strategic planning.


Toys and Games in Singapore
Euromonitor International
August 2020
List OF CONTENTS AND TABLES
EXECUTIVE SUMMARY
COVID-19 impact on toys and games
COVID-19 country impact
Both licensed and classic toys drive growth in the industry in 2019
E-commerce maintains the fastest growth in 2019, driven by demand for video games and traditional toys and games through this channel
Video games set to benefit the most from Singapore’s strong digital landscape and infrastructure and children’s early access to technology
MARKET DATA
Table 1 Sales of Toys and Games by Category: Value 2014-2019
Table 2 Sales of Toys and Games by Category: % Value Growth 2014-2019
Table 3 NBO Company Shares of Toys and Games: % Value 2015-2019
Table 4 LBN Brand Shares of Toys and Games: % Value 2016-2019
Table 5 Distribution of Toys and Games by Format: % Value 2014-2019
Table 6 Forecast Sales of Toys and Games by Category: Value 2019-2024
Table 7 Forecast Sales of Toys and Games by Category: % Value Growth 2019-2024
GLOBAL MACROECONOMIC ENVIRONMENT
GLOBAL INDUSTRY ENVIRONMENT
DISCLAIMER
SOURCES
Summary 1 Research Sources
HEADLINES
PRE-COVID-19 PERFORMANCE
STEM and coding drive demand for scientific/educational toys, while games and puzzles remains the major growth driver in 2019
Experiential value and an omnichannel strategy look to be the best way forward in 2019
Western brands dominate ranks, with leading player LEGO enhancing its position with the 2019 launch of its first AR-focused game
2020 AND BEYOND
COVID-19 impact
Affected products within traditional toys and games
Recovery and opportunities
CATEGORY DATA
Table 8 Sales of Traditional Toys and Games by Category: Value 2014-2019
Table 9 Sales of Traditional Toys and Games by Category: % Value Growth 2014-2019
Table 10 Sales of Traditional Toys and Games by Demographic: % Value 2014-2019
Table 11 Sales of Traditional Toys and Games by Licensed vs Non-Licensed: % Value 2014-2019
Table 12 Sales of Traditional Toys and Games by Electronic vs Non-Electronic: % Value 2014-2019
Table 13 NBO Company Shares of Traditional Toys and Games: % Value 2015-2019
Table 14 LBN Brand Shares of Traditional Toys and Games: % Value 2016-2019
Table 15 Distribution of Traditional Toys and Games by Format: % Value 2014-2019
Table 16 Forecast Sales of Traditional Toys and Games by Category: Value 2019-2024
Table 17 Forecast Sales of Traditional Toys and Games by Category: % Value Growth 2019-2024
Table 18 Forecast Sales of Traditional Toys and Games by Demographic: % Value 2019-2024
Table 19 Forecast Sales of Traditional Toys and Games by Licensed vs Non-Licensed: % Value 2019-2024
HEADLINES
PRE-COVID-19 PERFORMANCE
As e-sports gears for expansion, livestreaming platforms also gain momentum in Singapore in 2019
Mobile games drives sales of video games software (digital) in 2019
Nintendo secures leading position in 2019 as Supercell inches upwards, while Sony exits hand-held landscape and drops rank
2020 AND BEYOND
COVID-19 impact
Affected products within video games
Recovery and opportunities
CATEGORY DATA
Table 20 Sales of Video Games by Category: Value 2014-2019
Table 21 Sales of Video Games by Category: % Value Growth 2014-2019
Table 22 NBO Company Shares of Video Games: % Value 2015-2019
Table 23 LBN Brand Shares of Video Games: % Value 2016-2019
Table 24 NBO Company Shares of Video Games Hardware: % Value 2015-2019
Table 25 LBN Brand Shares of Video Games Hardware: % Value 2016-2019
Table 26 NBO Company Shares of Video Games Software: % Value 2015-2019
Table 27 Distribution of Video Games by Format: % Value 2014-2019
Table 28 Distribution of Video Games Hardware by Format: % Value 2014-2019
Table 29 Distribution of Video Games Software by Format: % Value 2014-2019
Table 30 Distribution of Video Games Software (Physical) by Format: % Value 2014-2019
Table 31 Distribution of Video Games Software (Digital) by Format: % Value 2014-2019
Table 32 Forecast Sales of Video Games by Category: Value 2019-2024
Table 33 Forecast Sales of Video Games by Category: % Value Growth 2019-2024

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