
Toys And Games Market Size, Share & Trends Analysis Report By Product (Preschool Toys, Dolls), By Application (0-8 Years, 15 Years & Above), By Distribution Channel (Offline, Online), By Region, And Segment Forecasts, 2022 - 2030
Description
Toys And Games Market Size, Share & Trends Analysis Report By Product (Preschool Toys, Dolls), By Application (0-8 Years, 15 Years & Above), By Distribution Channel (Offline, Online), By Region, And Segment Forecasts, 2022 - 2030
Toys And Games Market Growth & Trends
The global toys and games market size is anticipated to reach USD 439.91 billion by 2030, registering a CAGR of 4.7% over the forecast period, according to a new report by Grand View Research, Inc. Sales increased as the pandemic spread. Toy sales increased in 2020, with games & puzzles, dolls & action figures, and outdoor plays being the most popular categories. The use of weather-related items was a big aspect of outdoor activity. Sleds, snow-coloring toys, inflatables, and tools for building snow structures flew off the shelves.Due to the 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 assist 24 hours a day, seven days a week, and offer a wide range of products to choose from, as well as substantial discounts on branded products.In addition, families wanted to spread a little extra cheer during the pandemic, thus retailers had a successful holiday season in 2020. Sports toys, such as skateboards and scooters, outperformed fashion dolls and accessories, as well as building sets like Lego. In 2020, due to increased traffic to its website on Black Friday, Lego had to construct a virtual wait for online consumers.Moreover, market players have improvised their offerings during the pandemic by introducing Science, Technology, Engineering, and Math (STEM)-based games and toys.
For instance, an activity desk launched by V-tech includes STEM games. Parents had to resort to home-schooling and opted for STEM-based toys and games.Furthermore, the coronavirus pandemic led to an increased demand for indoor games since children and adults alike were spending more time at home. Asia Pacific dominated the global market in 2021. North America was the second-largest regional market in the same year, while Africa was the smallest regional market.
Toys And Games Market Report Highlights
Toys And Games Market Growth & Trends
The global toys and games market size is anticipated to reach USD 439.91 billion by 2030, registering a CAGR of 4.7% over the forecast period, according to a new report by Grand View Research, Inc. Sales increased as the pandemic spread. Toy sales increased in 2020, with games & puzzles, dolls & action figures, and outdoor plays being the most popular categories. The use of weather-related items was a big aspect of outdoor activity. Sleds, snow-coloring toys, inflatables, and tools for building snow structures flew off the shelves.Due to the 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 assist 24 hours a day, seven days a week, and offer a wide range of products to choose from, as well as substantial discounts on branded products.In addition, families wanted to spread a little extra cheer during the pandemic, thus retailers had a successful holiday season in 2020. Sports toys, such as skateboards and scooters, outperformed fashion dolls and accessories, as well as building sets like Lego. In 2020, due to increased traffic to its website on Black Friday, Lego had to construct a virtual wait for online consumers.Moreover, market players have improvised their offerings during the pandemic by introducing Science, Technology, Engineering, and Math (STEM)-based games and toys.
For instance, an activity desk launched by V-tech includes STEM games. Parents had to resort to home-schooling and opted for STEM-based toys and games.Furthermore, the coronavirus pandemic led to an increased demand for indoor games since children and adults alike were spending more time at home. Asia Pacific dominated the global market in 2021. North America was the second-largest regional market in the same year, while Africa was the smallest regional market.
Toys And Games Market Report Highlights
- The global market is expected to grow at a CAGR of 4.7% from 2022 to 2030. Children have been more interested in interactive and multi-functional toys and games in recent years, which has had a favorable impact on the market
- Furthermore, with rising consumer spending, the demand for toys, such as action figures, plush toys, puzzles, sports equipment, and pre-school products, is growing
- The electronic games segment accounted for the largest share in 2021 and is expected to expand at a steady CAGR over the forecast period
- Owing to the work-from-home lifestyle adopted across countries, consumers have been substituting their outdoor activities with in-house leisure activities, such as electronic games, video games, and puzzles
- The offline segment accounted for the largest share in 2021 and is estimated to ascend with a steady CAGR over the forecast period
- Increasing product visibility at retail stores is expected to fuel the sales of toys and games through the offline channel segment
- Asia Pacific had the largest market share in 2021 owing to the growing awareness about branded and licensed games and toys
Table of Contents
80 Pages
- 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. Application Outlook
- 2.4. Distribution Channel Outlook
- 2.5. Region 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. Demographic Analysis
- 4.2. Consumer Trends and Preferences
- 4.3. Factors Affecting Buying Decision
- 4.4. Consumer Product Adoption
- 4.5. Observations & Recommendations
- Chapter 5. Toys & Games Market: Product Estimates & Trend Analysis
- 5.1. Product Movement Analysis & Market Share, 2021 & 2030
- 5.2. Electronic Games
- 5.2.1. Market estimates and forecast, 2017 - 2030 (USD Billion)
- 5.3. Outdoor & Sport Toys
- 5.3.1. Market estimates and forecast, 2017 - 2030 (USD Billion)
- 5.4. Dolls
- 5.4.1. Market estimates and forecast, 2017 - 2030 (USD Billion)
- 5.5. Preschool Toys
- 5.5.1. Market estimates and forecast, 2017 - 2030 (USD Billion)
- 5.6. Games & Puzzles
- 5.6.1. Market estimates and forecast, 2017 - 2030 (USD Billion)
- 5.7. Others
- 5.7.1. Market estimates and forecast, 2017 - 2030 (USD Billion)
- Chapter 6. Toys & Games Market: Application Estimates & Trend Analysis
- 6.1. Application Movement Analysis & Market Share, 2021 & 2030
- 6.2. Up to 8 years
- 6.2.1. Market estimates and forecast, 2017 - 2030 (USD Billion)
- 6.3. 9 - 15 Years
- 6.3.1. Market estimates and forecast, 2017 - 2030 (USD Billion)
- 6.4. 15 Years and above
- 6.4.1. Market estimates and forecast, 2017 - 2030 (USD Billion)
- Chapter 7. Toys & Games Market: Distribution Channel Estimates & Trend Analysis
- 7.1. Distribution Channel Movement Analysis & Market Share, 2021 & 2030
- 7.2. Offline
- 7.2.1. Market estimates and forecast, 2017 - 2030 (USD Billion)
- 7.3. Online
- 7.3.1. Market estimates and forecast, 2017 - 2030 (USD Billion)
- Chapter 8. Toys & Games Market: Country Estimates & Trend Analysis
- 8.1. Region Movement Analysis & Market Share, 2021 & 2030
- 8.2. North America
- 8.2.1. Market estimates and forecast, 2017 - 2030 (USD Billion)
- 8.2.2. Market estimates and forecast, by product, 2017 - 2030 (USD Billion)
- 8.2.3. Market estimates and forecast, by application, 2017 - 2030 (USD Billion)
- 8.2.4. Market estimates and forecast, by distribution channel, 2017 - 2030 (USD Billion)
- 8.2.5. U.S.
- 8.2.5.1. Market estimates and forecast, 2017 - 2030 (USD Billion)
- 8.2.5.2. Market estimates and forecast, by product, 2017 - 2030 (USD Billion)
- 8.2.5.3. Market estimates and forecast, by application, 2017 - 2030 (USD Billion)
- 8.2.5.4. Market estimates and forecast, by distribution channel, 2017 - 2030 (USD Billion)
- 8.3. Europe
- 8.3.1. Market estimates and forecast, 2017 - 2030 (USD Billion)
- 8.3.2. Market estimates and forecast, by product, 2017 - 2030 (USD Billion)
- 8.3.3. Market estimates and forecast, by application, 2017 - 2030 (USD Billion)
- 8.3.4. Market estimates and forecast, by distribution channel, 2017 - 2030 (USD Billion)
- 8.3.5. U.K.
- 8.3.5.1. Market estimates and forecast, 2017 - 2030 (USD Billion)
- 8.3.5.2. Market estimates and forecast, by product, 2017 - 2030 (USD Billion)
- 8.3.5.3. Market estimates and forecast, by application, 2017 - 2030 (USD Billion)
- 8.3.5.4. Market estimates and forecast, by distribution channel, 2017 - 2030 (USD Billion)
- 8.3.6. Germany
- 8.3.6.1. Market estimates and forecast, 2017 - 2030 (USD Billion)
- 8.3.6.2. Market estimates and forecast, by product, 2017 - 2030 (USD Billion)
- 8.3.6.3. Market estimates and forecast, by application, 2017 - 2030 (USD Billion)
- 8.3.6.4. Market estimates and forecast, by distribution channel, 2017 - 2030 (USD Billion)
- 8.4. Asia Pacific
- 8.4.1. Market estimates and forecast, 2017 - 2030 (USD Billion)
- 8.4.2. Market estimates and forecast, by product, 2017 - 2030 (USD Billion)
- 8.4.3. Market estimates and forecast, by application, 2017 - 2030 (USD Billion)
- 8.4.4. Market estimates and forecast, by distribution channel, 2017 - 2030 (USD Billion)
- 8.4.5. China
- 8.4.5.1. Market estimates and forecast, 2017 - 2030 (USD Billion)
- 8.4.5.2. Market estimates and forecast, by product, 2017 - 2030 (USD Billion)
- 8.4.5.3. Market estimates and forecast, by application, 2017 - 2030 (USD Billion)
- 8.4.5.4. Market estimates and forecast, by distribution channel, 2017 - 2030 (USD Billion)
- 8.4.6. India
- 8.4.6.1. Market estimates and forecast, 2017 - 2030 (USD Billion)
- 8.4.6.2. Market estimates and forecast, by product, 2017 - 2030 (USD Billion)
- 8.4.6.3. Market estimates and forecast, by application, 2017 - 2030 (USD Billion)
- 8.4.6.4. Market estimates and forecast, by distribution channel, 2017 - 2030 (USD Billion)
- 8.4.7. Japan
- 8.4.7.1. Market estimates and forecast, 2017 - 2030 (USD Billion)
- 8.4.7.2. Market estimates and forecast, by product, 2017 - 2030 (USD Billion)
- 8.4.7.3. Market estimates and forecast, by application, 2017 - 2030 (USD Billion)
- 8.4.7.4. Market estimates and forecast, by distribution channel, 2017 - 2030 (USD Billion)
- 8.5. Central and South America
- 8.5.1. Market estimates and forecast, 2017 - 2030 (USD Billion)
- 8.5.2. Market estimates and forecast, by product, 2017 - 2030 (USD Billion)
- 8.5.3. Market estimates and forecast, by application, 2017 - 2030 (USD Billion)
- 8.5.4. Market estimates and forecast, by distribution channel, 2017 - 2030 (USD Billion)
- 8.5.5. Brazil
- 8.5.5.1. Market estimates and forecast, 2017 - 2030 (USD Billion)
- 8.5.5.2. Market estimates and forecast, by product, 2017 - 2030 (USD Billion)
- 8.5.5.3. Market estimates and forecast, by application, 2017 - 2030 (USD Billion)
- 8.5.5.4. Market estimates and forecast, by distribution channel, 2017 - 2030 (USD Billion)
- 8.6. Middle East and Africa
- 8.6.1. Market estimates and forecast, 2017 - 2030 (USD Billion)
- 8.6.2. Market estimates and forecast, by product, 2017 - 2030 (USD Billion)
- 8.6.3. Market estimates and forecast, by application, 2017 - 2030 (USD Billion)
- 8.6.4. Market estimates and forecast, by distribution channel, 2017 - 2030 (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, 2021
- 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
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