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Traditional Toys and Games in South Korea

Published Jul 08, 2025
Length 25 Pages
SKU # EP20199785

Description

Traditional toys and games in South Korea experienced a modest dip in 2024, influenced by digital entertainment and evolving consumer habits. Notably, dolls and accessories recorded an upturn, attributed to the popularity of certain characters and the emergence of the kidult trend. The industry is anticipated to witness an increase in strategic partnerships and leveraging intellectual property, along with the integration of artificial intelligence.

Euromonitor International's Traditional Toys and Games in South Korea report offers a comprehensive guide to the size and shape of the market at a national level. It provides the latest retail sales data 2020-2024, 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 2029 illustrate how the market is set to change.

Product coverage: Action Figures and Accessories, Arts and Crafts, Baby and Infant, Construction, Dolls and Accessories, Dress-Up and Role Play, Games and Puzzles, Model Vehicles, Other Traditional Toys and Games, Outdoor and Sports, Plush, Pre-School, Remote Control Toys, Ride-On Vehicles, Scientific/Educational.

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

Why buy this report??
* Get a detailed picture of the Traditional 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.

Table of Contents

25 Pages
Traditional Toys and Games in South Korea
Euromonitor International
July 2025
List Of Contents And Tables
TRADITIONAL TOYS AND GAMES IN SOUTH KOREA
KEY DATA FINDINGS
2024 DEVELOPMENTS
Despite overall decline, dolls and accessories benefits from kidults and collectibles trends
CHART 1 Key Trends 2024
INDUSTRY PERFORMANCE
Dolls and accessories experiences double-digit growth, driven by Catch Teenieping
CHART 2 Lego Expands Botanicals Range
Pop Mart partnerships drive growth in collectibles
CHART 3 Pop Mart Grows Collectibles Buzz with Disney and K-pop
Catch Teenieping IP drives growth across children's products through partnerships
WHAT’S NEXT?
Construction to drive overall sales, while companies will look to diversify with AI and tech innovations
Major focus on kidults amid ageing population and low birth rates
Retail e-commerce to attract cost-conscious consumers while gacha model may be hindered by potential regulations and concerns
CHART 4 Analyst Insight
COMPETITIVE LANDSCAPE
Low concentration as LEGO Group retains lead while competitors make gains
Local company Young Toys gains ground by utilising intellectual properties
Aurora World acquires Mary Meyer to expand product range
CHANNELS
Retail e-commerce leads distribution, while hypermarkets loses ground
Experiential retail drives flagship and pop-up store expansion
COUNTRY REPORTS DISCLAIMER
CHART 5 Key Trends 2024
CHART 6 Analyst Insight
CHART 7 From Gachia Park to Hypermarkets
CHART 8 JYP’s DENIMALZ Campaign Charms Fans
CHART 9 Krafton Bets on AI with InZOI Launch
CHART 10 Real GDP Growth and Inflation 2019-2029
CHART 11 PEST Analysis in South Korea 2024
CHART 12 Key Insights on Consumers in South Korea 2024
CHART 13 Consumer Landscape in South Korea 2024
TOYS AND GAMES IN SOUTH KOREA
EXECUTIVE SUMMARY
Collectibles, kidults and digital content help drive positive performance
KEY DATA FINDINGS
INDUSTRY PERFORMANCE
Largest category of video games registers most dynamic performance overall
Gachapon trend expands, influencing marketing beyond toys and games
Bigglz uses AI to enhance toy customisation and engagement
DAY6's DENIMALZ merchandise leverages customisation to engage fans
WHAT’S NEXT?
Video games to continue driving growth of toys and games
AI to drive development in toys and games
Gacha marketing to gain further traction, but this will be more of a challenge for video games
Change to chat feature for Among Us alienates Generation Alpha
COMPETITIVE LANDSCAPE
Leader Nexon uses AI marketing, while Catch Teenieping gains notable share in dolls and accessories
Pikmin game resonates with millennials and Generation Z for providing enjoyment
Neptune diversifies via independent studio investment; Aurora World acquires Mary Meyer
CHANNELS
Retail e-commerce expansion driven by changing industry and pre-order systems
Gacha retail model helps to boost toys and games, while expanding across consumer goods
ECONOMIC CONTEXT
CONSUMER CONTEXT
COUNTRY REPORTS DISCLAIMER
SOURCES
Summary 1 Research Sources

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