Toys And Games Market Growth & Trends
The global toys and games market size is expected to reach USD 406.97 billion by 2028, according to a new report by Grand View Research, Inc. It is expected to expand at a CAGR of 5.0% from 2021 to 2028. Toys and games sales increased as the outbreak spread and parents realized they have been spending more time at home. Toy sales increased in 2020, with games and puzzles, dolls and action figures, and outdoor play being the most popular categories. The use of weather-related items was a big aspect of that outdoor activity. Sleds, snow-coloring toys, inflatables, and tools for building snow structures flew off the shelves.
Due to ease of accessibility, a large range of products, and competitive pricing, consumers are increasingly purchasing toys and games through the e-commerce channel. Furthermore, internet portals provide assistance 24 hours a day, seven days a week, and offer a wide range of products to choose from and substantial discounts on branded products.
Families wanted to spread a little extra cheer during the pandemic, thus retailers had a successful holiday season in 2020. According to figures issued by the National Retail Federation, holiday sales increased by 8.3 percent in 2019. Sports toys such as skateboards and scooters outperformed fashion dolls and accessories and building sets like Lego. Due to the increased traffic to its website on Black Friday, Lego had to construct a virtual wait for online consumers.
Traditional toys and games are being developed in emerging countries due to a significant increase in birth rates and an increasing percentage of young people. The market for toys and games has benefited from shifting preferences toward sustainable toys and rising living standards in nations, such as China, India, and Russia.
Toys And Games Market Report Highlights
- By product, the electronic games segment accounted for the largest share of more than 64.0% in 2020
- The offline distribution channel segment accounted for the largest share of over 50.0% in 2020. The online segment is expected to witness the fastest growth over the forecast period
- Asia Pacific captured the largest share of over 40.0% in 2020. Companies have expanded their reach to countries like China and Japan through improved e-commerce or opening stores in new locations
Profiled CompaniesDream International Limited
VTech Holdings Limited
The LEGO Group
Sanrio Company, Ltd.
Playmates Toys Limited
JAKKS Pacific, Inc.
Mattel
Hasbro
Konami Holdings Corporation
Bandai Namco Holdings Inc.
Please note The report will be delivered in 2-3 business days upon order notification.
- Chapter 1. Methodology and Scope
- 1.1. Market Segmentation & Scope
- 1.2. Market Definition
- 1.3. Information Procurement
- 1.3.1. Purchased Database
- 1.3.2. GVR’s Internal Database
- 1.3.3. Secondary Sources & Third-Party Perspectives
- 1.3.4. Primary Research
- 1.4. Information Analysis
- 1.4.1. Data Analysis Models
- 1.5. Market Formulation & Data Visualization
- 1.6. Data Validation & Publishing
- Chapter 2. Executive Summary
- 2.1. Market Outlook
- 2.2. Product Outlook
- 2.3. End-user Outlook
- 2.4. Distribution Channel Outlook
- 2.5. Regional Outlook
- 2.6. Competitive Insights
- Chapter 3. Toys & Games Market Variables, Trends & Scope
- 3.1. Market Introduction
- 3.2. Penetration & Growth Prospect Mapping
- 3.3. Industry Value Chain Analysis
- 3.3.1. Sales/ retail chain Analysis
- 3.3.2. Profit Margin Analysis
- 3.4. Market Dynamics
- 3.4.1. Market Driver Analysis
- 3.4.2. Market Restraint Analysis
- 3.4.3. Industry Challenges
- 3.4.4. Industry Opportunities
- 3.5. Business Environment Analysis
- 3.5.1. Industry Analysis - Porter’s
- 3.5.1.1. Supplier Power
- 3.5.1.2. Buyer Power
- 3.5.1.3. Substitution Threat
- 3.5.1.4. Threat from New Entrant
- 3.5.1.5. Competitive Rivalry
- 3.6. Roadmap of Toys and Games Market
- 3.7. Market Entry Strategies
- 3.8. Impact of COVID-19 on the Toys & Games Market
- Chapter 4. Consumer Behavior Analysis
- 4.1. Consumer Trends and Preferences
- 4.2. Factors Affecting Buying Decision
- 4.3. Consumer Product Adoption
- 4.4. Observations & Recommendations
- Chapter 5. Toys & Games Market: Product Estimates & Trend Analysis
- 5.1. Product Movement Analysis & Market Share, 2020 & 2028
- 5.2. Electronic Games
- 5.2.1. Market estimates and forecast, 2015 - 2028 (USD Billion)
- 5.3. Outdoor and Sport Toys
- 5.3.1. Market estimates and forecast, 2015 - 2028 (USD Billion)
- 5.4. Dolls
- 5.4.1. Market estimates and forecast, 2015 - 2028 (USD Billion)
- 5.5. Preschool Toys
- 5.5.1. Market estimates and forecast, 2015 - 2028 (USD Billion)
- 5.6. Games & Puzzles
- 5.6.1. Market estimates and forecast, 2015 - 2028 (USD Billion)
- 5.7. Others
- 5.7.1. Market estimates and forecast, 2015 - 2028 (USD Billion)
- Chapter 6. Toys & Games Market: End-user Estimates & Trend Analysis
- 6.1. End-user Movement Analysis & Market Share, 2020 & 2028
- 6.2. 0 - 8 Age
- 6.2.1. Market estimates and forecast, 2015 - 2028 (USD Billion)
- 6.3. 9 - 15 Age
- 6.3.1. Market estimates and forecast, 2015 - 2028 (USD Billion)
- 6.4. 15 Age and above
- 6.4.1. Market estimates and forecast, 2015 - 2028 (USD Billion)
- Chapter 7. Toys & Games Market: Distribution Channel Estimates & Trend Analysis
- 7.1. Distribution Channel Movement Analysis & Market Share, 2020 & 2028
- 7.2. Offline
- 7.2.1. Market estimates and forecast, 2015 - 2028 (USD Billion)
- 7.3. Online
- 7.3.1. Market estimates and forecast, 2015 - 2028 (USD Billion)
- Chapter 8. Toys & Games Market: Regional Estimates & Trend Analysis
- 8.1. Regional Movement Analysis & Market Share, 2020 & 2028
- 8.2. North America
- 8.2.1. Market estimates and forecast, 2015 - 2028 (USD Billion)
- 8.2.2. Market estimates and forecast, by product, 2015 - 2028 (USD Billion)
- 8.2.3. Market estimates and forecast, by end user, 2015 - 2028 (USD Billion)
- 8.2.4. Market estimates and forecast, by distribution channel, 2015 - 2028 (USD Billion)
- 8.2.5. U.S.
- 8.2.5.1. Market estimates and forecast, 2015 - 2028 (USD Billion)
- 8.2.5.2. Market estimates and forecast, by product, 2015 - 2028 (USD Billion)
- 8.2.5.3. Market estimates and forecast, by end user, 2015 - 2028 (USD Billion)
- 8.2.5.4. Market estimates and forecast, by distribution channel, 2015 - 2028 (USD Billion)
- 8.3. Europe
- 8.3.1. Market estimates and forecast, 2015 - 2028 (USD Billion)
- 8.3.2. Market estimates and forecast, by product, 2015 - 2028 (USD Billion)
- 8.3.3. Market estimates and forecast, by end user, 2015 - 2028 (USD Billion)
- 8.3.4. Market estimates and forecast, by distribution channel, 2015 - 2028 (USD Billion)
- 8.3.5. U.K.
- 8.3.5.1. Market estimates and forecast, 2015 - 2028 (USD Billion)
- 8.3.5.2. Market estimates and forecast, by product, 2015 - 2028 (USD Billion)
- 8.3.5.3. Market estimates and forecast, by end user, 2015 - 2028 (USD Billion)
- 8.3.5.4. Market estimates and forecast, by distribution channel, 2015 - 2028 (USD Billion)
- 8.3.6. Germany
- 8.3.6.1. Market estimates and forecast, 2015 - 2028 (USD Billion)
- 8.3.6.2. Market estimates and forecast, by product, 2015 - 2028 (USD Billion)
- 8.3.6.3. Market estimates and forecast, by end user, 2015 - 2028 (USD Billion)
- 8.3.6.4. Market estimates and forecast, by distribution channel, 2015 - 2028 (USD Billion)
- 8.4. Asia Pacific
- 8.4.1. Market estimates and forecast, 2015 - 2028 (USD Billion)
- 8.4.2. Market estimates and forecast, by product, 2015 - 2028 (USD Billion)
- 8.4.3. Market estimates and forecast, by end user, 2015 - 2028 (USD Billion)
- 8.4.4. Market estimates and forecast, by distribution channel, 2015 - 2028 (USD Billion)
- 8.4.5. China
- 8.4.5.1. Market estimates and forecast, 2015 - 2028 (USD Billion)
- 8.4.5.2. Market estimates and forecast, by product, 2015 - 2028 (USD Billion)
- 8.4.5.3. Market estimates and forecast, by end user, 2015 - 2028 (USD Billion)
- 8.4.5.4. Market estimates and forecast, by distribution channel, 2015 - 2028 (USD Billion)
- 8.4.6. India
- 8.4.6.1. Market estimates and forecast, 2015 - 2028 (USD Billion)
- 8.4.6.2. Market estimates and forecast, by product, 2015 - 2028 (USD Billion)
- 8.4.6.3. Market estimates and forecast, by end user, 2015 - 2028 (USD Billion)
- 8.4.6.4. Market estimates and forecast, by distribution channel, 2015 - 2028 (USD Billion)
- 8.4.7. Japan
- 8.4.7.1. Market estimates and forecast, 2015 - 2028 (USD Billion)
- 8.4.7.2. Market estimates and forecast, by product, 2015 - 2028 (USD Billion)
- 8.4.7.3. Market estimates and forecast, by end user, 2015 - 2028 (USD Billion)
- 8.4.7.4. Market estimates and forecast, by distribution channel, 2015 - 2028 (USD Billion)
- 8.5. Central and South America
- 8.5.1. Market estimates and forecast, 2015 - 2028 (USD Billion)
- 8.5.2. Market estimates and forecast, by product, 2015 - 2028 (USD Billion)
- 8.5.3. Market estimates and forecast, by end user, 2015 - 2028 (USD Billion)
- 8.5.4. Market estimates and forecast, by distribution channel, 2015 - 2028 (USD Billion)
- 8.5.5. Brazil
- 8.5.5.1. Market estimates and forecast, 2015 - 2028 (USD Billion)
- 8.5.6.2. Market estimates and forecast, by product, 2015 - 2028 (USD Billion)
- 8.5.5.3. Market estimates and forecast, by end user, 2015 - 2028 (USD Billion)
- 8.5.5.4. Market estimates and forecast, by distribution channel, 2015 - 2028 (USD Billion)
- 8.6. Middle East and Africa
- 8.6.1. Market estimates and forecast, 2015 - 2028 (USD Billion)
- 8.6.2. Market estimates and forecast, by product, 2015 - 2028 (USD Billion)
- 8.6.3. Market estimates and forecast, by end user, 2015 - 2028 (USD Billion)
- 8.6.4. Market estimates and forecast, by distribution channel, 2015 - 2028 (USD Billion)
- Chapter 9. Competitive Analysis
- 9.1. Key global players, recent developments & their impact on the industry
- 9.2. Key Company/Competition Categorization (Key innovators, Market leaders, Emerging players)
- 9.3. Vendor Landscape
- 9.3.1. Key company market share analysis, 2020
- Chapter 10. Company Profiles
- 10.1. Dream International Limited
- 10.1.1. Company Overview
- 10.1.2. Financial Performance
- 10.1.3. Product Benchmarking
- 10.1.4. Strategic Initiatives
- 10.2. VTech Holdings Limited
- 10.2.1. Company Overview
- 10.2.2. Financial Performance
- 10.2.3. Product Benchmarking
- 10.2.4. Strategic Initiatives
- 10.3. The LEGO Group
- 10.3.1. Company Overview
- 10.3.2. Financial Performance
- 10.3.3. Type Benchmarking
- 10.3.4. Strategic Initiatives
- 10.4. Sanrio Company, Ltd.
- 10.4.1. Company Overview
- 10.4.2. Financial Performance
- 10.4.3. Product Benchmarking
- 10.4.4. Strategic Initiatives
- 10.5. Playmates Toys Limited
- 10.5.1. Company Overview
- 10.5.2. Financial Performance
- 10.5.3. Product Benchmarking
- 10.5.4. Strategic Initiatives
- 10.6. JAKKS Pacific, Inc.
- 10.6.1. Company Overview
- 10.6.2. Financial Performance
- 10.6.3. Product Benchmarking
- 10.6.4. Strategic Initiatives
- 10.7. Mattel
- 10.7.1. Company Overview
- 10.7.2. Financial Performance
- 10.7.3. Product Benchmarking
- 10.7.4. Strategic Initiatives
- 10.8. Hasbro
- 10.8.1. Company Overview
- 10.8.2. Financial Performance
- 10.8.3. Product Benchmarking
- 10.8.4. Strategic Initiatives
- 10.9. Konami Holdings Corporation
- 10.9.1. Company Overview
- 10.9.2. Financial Performance
- 10.9.3. Product Benchmarking
- 10.9.4. Strategic Initiatives
- 10.10. Bandai Namco Holdings Inc.
- 10.10.1. Company Overview
- 10.10.2. Financial Performance
- 10.10.3. Product Benchmarking
- 10.10.4. Strategic Initiatives