The global Toys And Games market size is expected to be worth around US$ 506.97 billion by 2030, according to a new report by Vision Research Reports.
The global Toys And Games market size was valued at US$ 280.75 billion in 2020 and is anticipated to grow at a CAGR of 10.0% during forecast period 2021 to 2030.
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Growth Factors
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.
Report Highlights
Electronic games dominated the market with a revenue share of over 74.0% in 2020. Consumer spending on video content, virtual reality items, and video game tournaments has increased significantly owing to technological advancements. Due to reasons such as the proliferation of mobile and online gaming and the move from physical to digital software distribution, the market is seeing exponential growth.
The 15 age and above segment held the largest share of over 60.0% in 2020. According to CNBC, 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. In all product categories, toymakers saw average selling prices grow. Families in developed economies are increasingly purchasing educational, interactive, and multi-functional toys as a tool for their children’s development.
The offline distribution channel segment dominated the market and held a share of more than 60.0% in 2020. The online segment is expected to witness the fastest growth over the forecast period. Aggregators and manufacturer-hosted e-commerce websites are part of the online segment. Manufacturers have recognized the channel’s potential and are hosting shopping websites to better serve customers’ demands while increasing profit margins. To accommodate the increased demand for e-commerce, companies such as Hasbro and Mattel extended their direct-to-consumer businesses.
Asia Pacific held the largest share of over 50.0% in 2020. Companies have expanded their reach to countries like China and Japan through improved e-commerce or opening stores in new locations. For instance, Lego launched 134 retail sites in 2020, including 91 of them in China. There are currently 678 Lego-branded stores around the world, with plans to open 120 more, including 80 in China. By the end of 2021, the goal is to establish roughly 300 Lego stores in China.
Key Players
Report Coverage | Details |
Market Size | US$ 506.97 billion by 2030 |
Growth Rate | CAGR of 10.0% From 2021 to 2030 |
Base Year | 2020 |
Historic Data | 2017 to 2020 |
Forecast Period | 2021 to 2030 |
Segments Covered | Product, End-user, Distribution Channel |
Regional Scope | North America, Latin America, Europe, Asia Pacific, MEA |
Companies Mentioned | BANDAI NAMCO Entertainment Europe S.A.S; LEGO System A/S; Hasbro; Mattel; JAKKS Pacific, Inc.; Sony Interactive Entertainment Inc.; Nintendo; Microsoft; NetEase, Inc.; Sanrio Company, Ltd.; Playmates Toys Limited; Dream International Limited; VTech Holdings Limited; Konami Holdings Corporation |
Market Segmentation
The study objectives of this report are:
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