News

Toys And Games Industry Expected to Touch USD 506.97 Billion at 10.0% CAGR During Forecast 2020 ro 2030.

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

  • 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
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

  • Product
    • Electronic Games
    • Outdoor & Sport Toys
    • Dolls
    • Preschool Toys
    • Games & Puzzles
    • Others
  • End-user
    • 0 – 8 age
    • 9 – 15 age
    • 15 age & above
  • Distribution Channel
    • Offline
    • Online
  • Regional
    • North America
      • U.S.
    • Europe
      • U.K.
      • Germany
    • Asia Pacific
      • China
      • India
      • Japan
    • Central & South America
      • Brazil
    • Middle East & Africa

The study objectives of this report are:

  • To analyze and study the global market capacity, production, value, consumption, status (2017-2020) and forecast (2021-2030);
  • Focuses on the key manufacturers, to study the capacity, production, value, market share and development plans in future.
  • Comprehensive company profiles covering the product offerings, key financial information, recent developments, SWOT analysis, and strategies employed by the major market players
  • To define, describe and forecast the market by type, application and region.
  • To analyze the global and key regions market potential and advantage, opportunity and challenge, restraints and risks.
  • To identify significant trends and factors driving or inhibiting the market growth.
  • To analyze the opportunities in the market for stakeholders by identifying the high growth segments.
  • To strategically analyze each submarket with respect to individual growth trend and their contribution to the market
  • To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market
  • To strategically profile the key players and comprehensively analyze their growth strategies.

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