Christmas & New Year Discount Image

Global Toys and Games Market Size study, by Product (electronics games, outdoor & sport toys, dolls, preschool toys, games & puzzles, others) End-user (0-8 age, 9-15 age, 15 age and above) Distribution Channel (offline, online) and Regional Forecasts 2021-2027

Global Toys and Games Market is valued approximately USD 275.75 billion in 2020 and is anticipated to grow with a healthy growth rate of more than 5.0 % over the forecast period 2021-2027. Parents' growing interest in green toys, the comeback of traditional toys and video games, knowledge of the cognitive advantages of building toys, and the exponential spread of mobile-based gaming are all contributing to the industry's growth. Traditional leisure activities are projected to gain popularity among younger generations, thus driving the industry. The rising popularity of old-school games during social gatherings among millennials and rising revival of vintage games is expected to drive market growth. Companies are frequently changing their product offerings by creating e-stores and selling items on e-commerce platforms such as Amazon, Walmart Online, and eBay, since online platforms have emerged as a viable and cost-effective alternative to traditional marketing and sales. Due to the lockdown, people stayed at home and indoor games gained traction which affected the market positively. The toy firms of Curtis McGill and Scott Houdashell rely on sales during the crucial two weeks leading up to Easter for the majority of their profits. In March 2020, their Amazon sales grew by 4,000 percent year over year, while their Walmart in-store sales grew by 100 percent. Ravensburger, a puzzle manufacturer, also saw an increase in sales in March 2020. Sales of puzzles in the United States grew by 370 percent year over year in the final two weeks of March 2020, according to a business spokesperson, and sales were 10 times more than the same day in 2019. However, Toy and game sales were largely driven by online shopping of items during the epidemic. However, owing to delays in the release of highly anticipated films such as "Trolls World Tour" and "Top Gun: Maverick," toys, collectibles, and other items based on the characters of these films that had already reached merchant stores saw little or low sales. As a result, it had a negative influence on market growth in the medium term.


The main regions of Asia Pacific, North America, Europe, Latin America, and the Rest of the World are included in the geographical analysis of the worldwide Toys and Games market. In 2020, Asia Pacific had the biggest market share, accounting for nearly 40.0 percent. Companies have increased their reach in nations such as China and Japan by improving e-commerce or building new shops. In 2020, for instance, Lego will open 134 retail locations, including 91 of them in China. There are now 678 Lego-branded stores worldwide, with plans to add another 120, including 80 in China. The objective is to open over 300 Lego stores in China by the end of 2021. North America had the second-largest proportion in 2020. Downloads spiked in March 2020 after the US issued shelter-in-place orders, leading in an increase in downloads across all genres, including hypercasual, puzzle, simulation, and lifestyle.
Major market player included in this report are:
LEGO System A/S
Hasbro
Mattel
JAKKS Pacific Inc.
Sony Interactive Entertainment Inc.
Nintendo
Microsoft
NetEase Inc.
Sanrio Company Ltd.
Playmates Toys Ltd.
The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming eight years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within each of the regions and countries involved in the study. Furthermore, the report also caters the detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, the report shall also incorporate available opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and Mode of Operation offerings of key players. The detailed segments and sub-segment of the market are explained below:
By End-user:
0-8 age
9-15 age
15 age & above
By Product:
Electronic games
Outdoor & sport toys
Dolls
Preschool toys
Games & puzzles
Others
By Distribution Channel:
Offline
Online
By Region:
North America
U.S.
Canada
Europe
UK
Germany
France
Spain
Italy
ROE

Asia Pacific
China
India
Japan
Australia
South Korea
RoAPAC
Latin America
Brazil
Mexico
Rest of the World

Furthermore, years considered for the study are as follows:

Historical year – 2018, 2019
Base year – 2020
Forecast period – 2021 to 2027

Target Audience of the Global Toys and Games Market in Market Study:

Key Consulting Companies & Advisors
Large, medium-sized, and small enterprises
Venture capitalists
Value-Added Resellers (VARs)
Third-party knowledge providers
Investment bankers
Investors
Chapter 1. Executive Summary
1.1. Market Snapshot
1.2. Global & Segmental Market Estimates & Forecasts, 2019-2027 (USD Billion)
1.2.1. Toys and Games Market, by Region, 2019-2027 (USD Billion)
1.2.2. Toys and Games Market, by End-user, 2019-2027 (USD Billion)
1.2.3. Toys and Games Market, by Product, 2019-2027 (USD Billion)
1.2.4. Toys and Games Market, by Distribution Channel, 2019-2027 (USD Billion)
1.3. Key Trends
1.4. Estimation Methodology
1.5. Research Assumption
Chapter 2. Global Toys and Games Market Definition and Scope
2.1. Objective of the Study
2.2. Market Definition & Scope
2.2.1. Scope of the Study
2.2.2. Industry Evolution
2.3. Years Considered for the Study
2.4. Currency Conversion Rates
Chapter 3. Global Toys and Games Market Dynamics
3.1. Toys and Games Market Impact Analysis (2019-2027)
3.1.1. Market Drivers
3.1.1.1. Green toys gaining popularity among parents
3.1.1.2. Traditional toys and games making a resurgence
3.1.1.3. People becoming more conscious of advantages of constructing toys
3.1.2. Market Challenges
3.1.2.1. Delay in anticipated movie releases
3.1.3. Market Opportunities
3.1.3.1. Development in technology
Chapter 4. Global Toys and Games Market Industry Analysis
4.1. Porter’s 5 Force Model
4.1.1. Bargaining Power of Suppliers
4.1.2. Bargaining Power of Buyers
4.1.3. Threat of New Entrants
4.1.4. Threat of Substitutes
4.1.5. Competitive Rivalry
4.1.6. Futuristic Approach to Porter’s 5 Force Model (2018-2027)
4.2. PEST Analysis
4.2.1. Political
4.2.2. Economical
4.2.3. Social
4.2.4. Technological
4.3. Investment Adoption Model
4.4. Analyst Recommendation & Conclusion
Chapter 5. Global Toys and Games Market, by End-user
5.1. Market Snapshot
5.2. Global Toys and Games Market by End-user, Performance - Potential Analysis
5.3. Global Toys and Games Market Estimates & Forecasts by End-user 2018-2027 (USD Billion)
5.4. Toys and Games Market, Sub Segment Analysis
5.4.1. 0-8 age
5.4.2. 9-15 age
5.4.3. 15 age & above
Chapter 6. Global Toys and Games Market, by Product,
6.1. Market Snapshot
6.2. Global Toys and Games Market by Product, Performance-Potential Analysis
6.3. Global Toys and Games Market Estimates & Forecasts by Product, 2018-2027 (USD Billion)
6.4. Toys and Games Market, Sub Segment Analysis
6.4.1. Electronic games
6.4.2. Outdoor & sport toys
6.4.3. Dolls
6.4.4. Preschool toys
6.4.5. Games & puzzles
6.4.6. Others
Chapter 7. Global Toys and Games Market, by Distribution Channel,
7.1. Market Snapshot
7.2. Global Toys and Games Market by Distribution Channel, Performance-Potential Analysis
7.3. Global Toys and Games Market Estimates & Forecasts by Distribution Channel, 2018-2027 (USD Billion)
7.4. Toys and Games Market, Sub Segment Analysis
7.4.1. Offline
7.4.2. Online
Chapter 8. Global Toys and Games Market, Regional Analysis
8.1. Toys and Games Market, Regional Market Snapshot
8.2. North America Toys and Games Market
8.2.1. U.S. Toys and Games Market
8.2.1.1. End-user breakdown estimates & forecasts, 2018-2027
8.2.1.2. Product breakdown estimates & forecasts, 2018-2027
8.2.1.3. Distribution Channel breakdown estimated & forecasts, 2018-2027
8.2.2. Canada Toys and Games Market
8.3. Europe Toys and Games Market Snapshot
8.3.1. U.K. Toys and Games Market
8.3.2. Germany Toys and Games Market
8.3.3. France Toys and Games Market
8.3.4. Spain Toys and Games Market
8.3.5. Italy Toys and Games Market
8.3.6. Rest of Europe Toys and Games Market
8.4. Asia-Pacific Toys and Games Market Snapshot
8.4.1. China Toys and Games Market
8.4.2. India Toys and Games Market
8.4.3. Japan Toys and Games Market
8.4.4. Australia Toys and Games Market
8.4.5. South Korea Toys and Games Market
8.4.6. Rest of Asia Pacific Toys and Games Market
8.5. Latin America Toys and Games Market Snapshot
8.5.1. Brazil Toys and Games Market
8.5.2. Mexico Toys and Games Market
8.6. Rest of The World Toys and Games Market

Chapter 9. Competitive Intelligence
9.1. Top Market Strategies
9.2. Company Profiles
9.2.1. LEGO System A/S
9.2.1.1. Key Information
9.2.1.2. Overview
9.2.1.3. Financial (Subject to Data Availability)
9.2.1.4. End-user Summary
9.2.1.5. Recent Developments
9.2.2. Hasbro
9.2.3. Mattel
9.2.4. JAKKS Pacific Inc.
9.2.5. Sony Interactive Entertainment Inc.
9.2.6. Nintendo
9.2.7. Microsoft
9.2.8. NetEase Inc.
9.2.9. Sanrio Company Ltd.
9.2.10. Playmates Toys Limited
Chapter 10. Research Process
10.1. Research Process
10.1.1. Data Mining
10.1.2. Analysis
10.1.3. Market Estimation
10.1.4. Validation
10.1.5. Publishing
10.2. Research Attributes
10.3. Research Assumption

no record found