News

Toys And Games Market Will Reach US$ 506.97 Bn by 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.

Get Sample Copy of This Report (Including TOC, List of Tables & Figures, and Chart)@ https://www.visionresearchreports.com/report/sample/38427 

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

Table of Contents

Chapter 1.  Introduction

1.1.  Research Objective

1.2.  Scope of the Study

1.3.  Definition

Chapter 2.  Research Methodology

2.1.  Research Approach

2.2.  Data Sources

2.3.  Assumptions & Limitations

Chapter 3.  Executive Summary

3.1.  Market Snapshot

Chapter 4.  Market Variables and Scope

4.1.  Introduction

4.2.  Market Classification and Scope

4.3.  Industry Value Chain Analysis

4.3.1.    Raw Material Procurement Analysis

4.3.2.    Sales and Distribution Channel Analysis

4.3.3.    Downstream Buyer Analysis

Chapter 5.  Market Dynamics Analysis and Trends

5.1.  Market Dynamics

5.1.1.    Market Drivers

5.1.2.    Market Restraints

5.1.3.    Market Opportunities

5.2.  Porter’s Five Forces Analysis

5.2.1.    Bargaining power of suppliers

5.2.2.    Bargaining power of buyers

5.2.3.    Threat of substitute

5.2.4.    Threat of new entrants

5.2.5.    Degree of competition

Chapter 6.  Competitive Landscape

6.1.1.    Company Market Share/Positioning Analysis

6.1.2.    Key Strategies Adopted by Players

6.1.3.    Vendor Landscape

6.1.3.1.        List of Suppliers

6.1.3.2.        List of Buyers

Chapter 7.  Global Toys And Games Market, By Product

7.1.  Toys And Games Market, by Product, 2021-2030

7.1.1.    Electronic Games

7.1.1.1.        Market Revenue and Forecast (2016-2030)

7.1.2.    Outdoor & Sport Toys

7.1.2.1.        Market Revenue and Forecast (2016-2030)

7.1.3.    Dolls

7.1.3.1.        Market Revenue and Forecast (2016-2030)

7.1.4.    Preschool Toys

7.1.4.1.        Market Revenue and Forecast (2016-2030)

7.1.5.    Games & Puzzles

7.1.5.1.        Market Revenue and Forecast (2016-2030)

7.1.6.    Others

7.1.6.1.        Market Revenue and Forecast (2016-2030)

Chapter 8.  Global Toys And Games Market, By Distribution Channel

8.1.  Toys And Games Market, by Distribution Channel, 2021-2030

8.1.1.    Online

8.1.1.1.        Market Revenue and Forecast (2016-2030)

8.1.2.    Offline

8.1.2.1.        Market Revenue and Forecast (2016-2030)

Chapter 9.  Global Toys And Games Market, By Distribution Channel

9.1.  Toys And Games Market, by Distribution Channel, 2021-2030

9.1.1.    Online

9.1.1.1.        Market Revenue and Forecast (2016-2030)

9.1.2.    Offline

9.1.2.1.        Market Revenue and Forecast (2016-2030)

Chapter 10.      Global Toys And Games Market, Regional Estimates and Trend Forecast

10.1.        North America

10.1.1.  Market Revenue and Forecast, by Product (2016-2030)

10.1.2.  Market Revenue and Forecast, by Distribution Channel (2016-2030)

10.1.3.  Market Revenue and Forecast, by Distribution Channel (2016-2030)

10.1.4.  U.S.

10.1.4.1.      Market Revenue and Forecast, by Product (2016-2030)

10.1.4.2.      Market Revenue and Forecast, by Distribution Channel (2016-2030)

10.1.4.3.      Market Revenue and Forecast, by Distribution Channel (2016-2030)

10.1.5.  Rest of North America

10.1.5.1.      Market Revenue and Forecast, by Product (2016-2030)

10.1.5.2.      Market Revenue and Forecast, by Distribution Channel (2016-2030)

10.1.5.3.      Market Revenue and Forecast, by Distribution Channel (2016-2030)

10.2.        Europe

10.2.1.  Market Revenue and Forecast, by Product (2016-2030)

10.2.2.  Market Revenue and Forecast, by Distribution Channel (2016-2030)

10.2.3.  Market Revenue and Forecast, by Distribution Channel (2016-2030)

10.2.4.  UK

10.2.4.1.      Market Revenue and Forecast, by Product (2016-2030)

10.2.4.2.      Market Revenue and Forecast, by Distribution Channel (2016-2030)

10.2.4.3.      Market Revenue and Forecast, by Distribution Channel (2016-2030)

10.2.5.  Germany

10.2.5.1.      Market Revenue and Forecast, by Product (2016-2030)

10.2.5.2.      Market Revenue and Forecast, by Distribution Channel (2016-2030)

10.2.5.3.      Market Revenue and Forecast, by Distribution Channel (2016-2030)

10.2.6.  France

10.2.6.1.      Market Revenue and Forecast, by Product (2016-2030)

10.2.6.2.      Market Revenue and Forecast, by Distribution Channel (2016-2030)

10.2.6.3.      Market Revenue and Forecast, by Distribution Channel (2016-2030)

10.2.7.  Rest of Europe

10.2.7.1.      Market Revenue and Forecast, by Product (2016-2030)

10.2.7.2.      Market Revenue and Forecast, by Distribution Channel (2016-2030)

10.2.7.3.      Market Revenue and Forecast, by Distribution Channel (2016-2030)

10.3.        APAC

10.3.1.  Market Revenue and Forecast, by Product (2016-2030)

10.3.2.  Market Revenue and Forecast, by Distribution Channel (2016-2030)

10.3.3.  Market Revenue and Forecast, by Distribution Channel (2016-2030)

10.3.4.  India

10.3.4.1.      Market Revenue and Forecast, by Product (2016-2030)

10.3.4.2.      Market Revenue and Forecast, by Distribution Channel (2016-2030)

10.3.4.3.      Market Revenue and Forecast, by Distribution Channel (2016-2030)

10.3.5.  China

10.3.5.1.      Market Revenue and Forecast, by Product (2016-2030)

10.3.5.2.      Market Revenue and Forecast, by Distribution Channel (2016-2030)

10.3.5.3.      Market Revenue and Forecast, by Distribution Channel (2016-2030)

10.3.6.  Japan

10.3.6.1.      Market Revenue and Forecast, by Product (2016-2030)

10.3.6.2.      Market Revenue and Forecast, by Distribution Channel (2016-2030)

10.3.6.3.      Market Revenue and Forecast, by Distribution Channel (2016-2030)

10.3.7.  Rest of APAC

10.3.7.1.      Market Revenue and Forecast, by Product (2016-2030)

10.3.7.2.      Market Revenue and Forecast, by Distribution Channel (2016-2030)

10.3.7.3.      Market Revenue and Forecast, by Distribution Channel (2016-2030)

10.4.        MEA

10.4.1.  Market Revenue and Forecast, by Product (2016-2030)

10.4.2.  Market Revenue and Forecast, by Distribution Channel (2016-2030)

10.4.3.  Market Revenue and Forecast, by Distribution Channel (2016-2030)

10.4.4.  GCC

10.4.4.1.      Market Revenue and Forecast, by Product (2016-2030)

10.4.4.2.      Market Revenue and Forecast, by Distribution Channel (2016-2030)

10.4.4.3.      Market Revenue and Forecast, by Distribution Channel (2016-2030)

10.4.5.  North Africa

10.4.5.1.      Market Revenue and Forecast, by Product (2016-2030)

10.4.5.2.      Market Revenue and Forecast, by Distribution Channel (2016-2030)

10.4.5.3.      Market Revenue and Forecast, by Distribution Channel (2016-2030)

10.4.6.  South Africa

10.4.6.1.      Market Revenue and Forecast, by Product (2016-2030)

10.4.6.2.      Market Revenue and Forecast, by Distribution Channel (2016-2030)

10.4.6.3.      Market Revenue and Forecast, by Distribution Channel (2016-2030)

10.4.7.  Rest of MEA

10.4.7.1.      Market Revenue and Forecast, by Product (2016-2030)

10.4.7.2.      Market Revenue and Forecast, by Distribution Channel (2016-2030)

10.4.7.3.      Market Revenue and Forecast, by Distribution Channel (2016-2030)

10.5.        Latin America

10.5.1.  Market Revenue and Forecast, by Product (2016-2030)

10.5.2.  Market Revenue and Forecast, by Distribution Channel (2016-2030)

10.5.3.  Market Revenue and Forecast, by Distribution Channel (2016-2030)

10.5.4.  Brazil

10.5.4.1.      Market Revenue and Forecast, by Product (2016-2030)

10.5.4.2.      Market Revenue and Forecast, by Distribution Channel (2016-2030)

10.5.4.3.      Market Revenue and Forecast, by Distribution Channel (2016-2030)

10.5.5.  Rest of LATAM

10.5.5.1.      Market Revenue and Forecast, by Product (2016-2030)

10.5.5.2.      Market Revenue and Forecast, by Distribution Channel (2016-2030)

10.5.5.3.      Market Revenue and Forecast, by Distribution Channel (2016-2030)

Chapter 11.  Company Profiles

11.1.              BANDAI NAMCO Entertainment Europe S.A.S

11.1.1.  Company Overview

11.1.2.  Product Offerings

11.1.3.  Financial Performance

11.1.4.  Recent Initiatives

11.2.              LEGO System A/S

11.2.1.  Company Overview

11.2.2.  Product Offerings

11.2.3.  Financial Performance

11.2.4.  Recent Initiatives

11.3.              Hasbro

11.3.1.  Company Overview

11.3.2.  Product Offerings

11.3.3.  Financial Performance

11.3.4.  Recent Initiatives

11.4.              Mattel

11.4.1.  Company Overview

11.4.2.  Product Offerings

11.4.3.  Financial Performance

11.4.4.  Recent Initiatives

11.5.              JAKKS Pacific, Inc.

11.5.1.  Company Overview

11.5.2.  Product Offerings

11.5.3.  Financial Performance

11.5.4.  Recent Initiatives

11.6.              Sony Interactive Entertainment Inc.

11.6.1.  Company Overview

11.6.2.  Product Offerings

11.6.3.  Financial Performance

11.6.4.  Recent Initiatives

11.7.              Nintendo

11.7.1.  Company Overview

11.7.2.  Product Offerings

11.7.3.  Financial Performance

11.7.4.  Recent Initiatives

11.8.              Microsoft

11.8.1.  Company Overview

11.8.2.  Product Offerings

11.8.3.  Financial Performance

11.8.4.  Recent Initiatives

11.9.              NetEase, Inc.

11.9.1.  Company Overview

11.9.2.  Product Offerings

11.9.3.  Financial Performance

11.9.4.  Recent Initiatives

11.10.           Sanrio Company, Ltd.

11.10.1.               Company Overview

11.10.2.               Product Offerings

11.10.3.               Financial Performance

11.10.4.               Recent Initiatives

11.11.           Playmates Toys Limited

11.11.1.               Company Overview

11.11.2.               Product Offerings

11.11.3.               Financial Performance

11.11.4.               Recent Initiatives

11.12.           Dream International Limited

11.12.1.               Company Overview

11.12.2.               Product Offerings

11.12.3.               Financial Performance

11.12.4.               Recent Initiatives

11.13.           VTech Holdings Limited

11.13.1.               Company Overview

11.13.2.               Product Offerings

11.13.3.               Financial Performance

11.13.4.               Recent Initiatives

11.14.           Konami Holdings Corporation

11.14.1.               Company Overview

11.14.2.               Product Offerings

11.14.3.               Financial Performance

11.14.4.               Recent Initiatives

Chapter 12.  Research Methodology

12.1.              Primary Research

12.2.              Secondary Research

12.3.              Assumptions

Chapter 13.  Appendix

13.1.              About Us

13.2.              Glossary of Terms

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