2026 Global: Connected Toys Market-Competitive Review (2032) report
Description
The 2026 Global: Connected Toys Market-Competitive Review (2031) report features the global market size and projected growth/decline data for the period 2021 through 2032. The report primarily provides an examination of the business strategies for the ten largest global companies in the market and how their strategies differ.
Perry/Hope Partners' reports provide the most accurate industry forecasts based on our proprietary economic models. Our forecasts project the product market size nationally and by regions for 2021 to 2032 using regression analysis in our modeling. and Perry/Hope is the only market research publisher that utilizes both longitudinal (historical) and vertical (from market section to market division to market class) analysis, since we study every manufactured product in the countries we analyze. The report also provides written analysis on the market definition, market segments, and SWOT analysis (market strengths, weaknesses, opportunities, and threats).
The market study aims at estimating the market size and the growth potential of this market. Topics analyzed within the report include a detailed breakdown of the global markets for connected toys market by geography and historical trend. The scope of the report extends to sizing of the connected toys market market and global market trends with market data for 2024 as the base year, 2025 and 2026 as the estimate years with projection of CAGR from 2027 to 2032.
The report also features a list of the top ten largest global players in the market. A review of each company includes 1) an estimate of the market share, 2) a listing of the products and/or services in the market, and 3) the features of these products and/or services in the market. The report has a chapter on Comparative Business Strategies for the largest four players. An example of the Comparative Business Strategies analysis would be -- How does Netflix's business strategy to expand its market share in the global online streaming compare to Amazon Prime's business strategy through its video products and services?
The ten market players in this report and a brief synopsis of their participation in the market are:
Hasbro, Inc., The LEGO Group, and Mattel, Inc. lead the connected toys market with innovative Wi-Fi and Bluetooth-enabled products that blend physical play with digital interaction. Hasbro dominates through proprietary technology in toys that support games, music, videos, educational content, and virtual events like coding classes, driving strong revenue growth. The LEGO Group pioneered connected offerings with LEGO Boost in 2017, enabling children to build and program robots using drag-and-drop coding on tablets, alongside internet-connected sets for custom cities and vehicles. Mattel integrates smart features into classics, expanding reach via subsidiaries like Fisher-Price, while focusing on interactive dolls and playsets that connect to apps for personalized experiences.
Sphero, Inc., Sony Corporation, and VTech Holding Limited excel in robotics and augmented reality toys that enhance learning and entertainment. Sphero's BOLT robotic ball delivers AR gaming, appealing to children and adults with immersive, programmable interactions that boost revenue through engaging STEM play. Sony leverages flagship robots like Aibo and Kirobo Mini, incorporating motion sensing, real-time interaction, and compatibility with devices; recent acquisitions of Wonder Workshop and Think & Learn, plus partnerships with Walmart and Amazon, broaden its educational portfolio including Paw Patrol and Sesame Street characters. VTech thrives on demand for Kidizoom products and connected toys like Tut Tut Baby Flitzer Train, combining touch screens with physical play for customizable games, stories, and activities favored by parents seeking interactive education.
UBTech Robotics Corp., iRobot Corporation, Digital Dream Labs, Inc., and WowWee Group Limited round out the top tier with specialized robotics and edtech solutions. UBTech focuses on advanced humanoid robots for consumer learning, contributing to market expansion through hardware innovations. iRobot brings vacuum and mapping tech to playful robots, emphasizing autonomy and exploration in connected ecosystems. Digital Dream Labs, with $10 million revenue, develops edtechtainment robots from Pittsburgh, targeting all ages via acquisitions in technology hardware. WowWee offers interactive robots and drones, joining leaders like Bandai Namco in fostering market concentration through app-linked toys that promote creativity and social play. These firms collectively drive the sector's growth amid trends in AI, AR, and IoT integration.
Perry/Hope Partners' reports provide the most accurate industry forecasts based on our proprietary economic models. Our forecasts project the product market size nationally and by regions for 2021 to 2032 using regression analysis in our modeling. and Perry/Hope is the only market research publisher that utilizes both longitudinal (historical) and vertical (from market section to market division to market class) analysis, since we study every manufactured product in the countries we analyze. The report also provides written analysis on the market definition, market segments, and SWOT analysis (market strengths, weaknesses, opportunities, and threats).
The market study aims at estimating the market size and the growth potential of this market. Topics analyzed within the report include a detailed breakdown of the global markets for connected toys market by geography and historical trend. The scope of the report extends to sizing of the connected toys market market and global market trends with market data for 2024 as the base year, 2025 and 2026 as the estimate years with projection of CAGR from 2027 to 2032.
The report also features a list of the top ten largest global players in the market. A review of each company includes 1) an estimate of the market share, 2) a listing of the products and/or services in the market, and 3) the features of these products and/or services in the market. The report has a chapter on Comparative Business Strategies for the largest four players. An example of the Comparative Business Strategies analysis would be -- How does Netflix's business strategy to expand its market share in the global online streaming compare to Amazon Prime's business strategy through its video products and services?
The ten market players in this report and a brief synopsis of their participation in the market are:
Hasbro, Inc., The LEGO Group, and Mattel, Inc. lead the connected toys market with innovative Wi-Fi and Bluetooth-enabled products that blend physical play with digital interaction. Hasbro dominates through proprietary technology in toys that support games, music, videos, educational content, and virtual events like coding classes, driving strong revenue growth. The LEGO Group pioneered connected offerings with LEGO Boost in 2017, enabling children to build and program robots using drag-and-drop coding on tablets, alongside internet-connected sets for custom cities and vehicles. Mattel integrates smart features into classics, expanding reach via subsidiaries like Fisher-Price, while focusing on interactive dolls and playsets that connect to apps for personalized experiences.
Sphero, Inc., Sony Corporation, and VTech Holding Limited excel in robotics and augmented reality toys that enhance learning and entertainment. Sphero's BOLT robotic ball delivers AR gaming, appealing to children and adults with immersive, programmable interactions that boost revenue through engaging STEM play. Sony leverages flagship robots like Aibo and Kirobo Mini, incorporating motion sensing, real-time interaction, and compatibility with devices; recent acquisitions of Wonder Workshop and Think & Learn, plus partnerships with Walmart and Amazon, broaden its educational portfolio including Paw Patrol and Sesame Street characters. VTech thrives on demand for Kidizoom products and connected toys like Tut Tut Baby Flitzer Train, combining touch screens with physical play for customizable games, stories, and activities favored by parents seeking interactive education.
UBTech Robotics Corp., iRobot Corporation, Digital Dream Labs, Inc., and WowWee Group Limited round out the top tier with specialized robotics and edtech solutions. UBTech focuses on advanced humanoid robots for consumer learning, contributing to market expansion through hardware innovations. iRobot brings vacuum and mapping tech to playful robots, emphasizing autonomy and exploration in connected ecosystems. Digital Dream Labs, with $10 million revenue, develops edtechtainment robots from Pittsburgh, targeting all ages via acquisitions in technology hardware. WowWee offers interactive robots and drones, joining leaders like Bandai Namco in fostering market concentration through app-linked toys that promote creativity and social play. These firms collectively drive the sector's growth amid trends in AI, AR, and IoT integration.
Table of Contents
32 Pages
- 1.0 Scope of Report and Methodology
- 2.0 Market SWOT Analysis and Players
- 2.1 Market Definition
- 2.2 Market Segments
- 2.3 Market Strengths
- 2.4 Market Weaknesses
- 2.5 Market Threats
- 2.6 Market Opportunities
- 2.7 Major Players
- 3.0 Competitive Analysis
- 3.1 Market Player 1
- 3.2 Market Player 2
- 3.3 Market Player 3
- 3.4 Market Player 4
- 3.5 Market Player 5
- 3.6 Market Player 6
- 3.7 Market Player 7
- 3.8 Market Player 8
- 3.9 Market Player 9
- 3.10 Market Player 10
- 4.0 Comparative Business Strategies
- 4.1 Comparative Business Strategies of Player 1 and 2
- 4.2 Comparative Business Strategies of Player 1 and 3
- 4.3 Comparative Business Strategies of Player 1 and 4
- 4.4 Comparative Business Strategies of Player 2 and 3
- 4.5 Comparative Business Strategies of Player 2 and 4
- 4.6 Comparative Business Strategies of Player 3 and 4
- 5.0 Appendix
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