Global Toys & Games Market is valued approximately USD 305.4 billion in 2022 and is anticipated to grow with a healthy growth rate of more than 4.70% over the forecast period 2023-2030. Toys and games refer to a diverse range of objects and activities designed for entertainment, amusement, and play. They encompass physical objects, such as dolls, action figures, puzzles, board games, construction sets, and electronic toys, as well as activities that involve imaginative play, outdoor games, sports, and video games. Toys and games serve various purposes, including fostering creativity, promoting social interaction, developing cognitive skills, providing recreational enjoyment, and stimulating physical activity. They cater to individuals of different age groups and interests, offering a wide array of experiences that engage, entertain, and facilitate learning and enjoyment. The driving factors boosting the market are growing population of children and increasing disposable income of parents who can afford to buy different types of toys.
According to Statista, the global population of children were estimated to be approx. 1.98 billion and it is expected to reach approx. 2.03 billion in 2040, thus driving the market. Another factor driving the market growth is increasing disposable incomes that enable parents to spend more on toys and games for their children. As household incomes improve, consumers have greater purchasing power and are willing to invest in high-quality and innovative toys and games. Moreover, integration of technology such as augmented reality (AR) and virtual reality (VR) into toys and games is expected to create lucrative opportunities in the market. However, the availability of substitute products and intense competition among established players and new entrants stifles market growth throughout the forecast period of 2023-2030.
The key regions considered for the Global Toys & Games Market study includes Asia Pacific, North America, Europe, Latin America, and Middle East & Africa. North America dominated the market in 2022 owing to the dominance of its strong consumer base with a high disposable income, growing emphasis on educational and STEM toys, and effective marketing and advertising campaigns. However, Asia Pacific is expected to become the fastest growing during the forecast period, owing to factors such as rising preference for educational toys beyond core skills, increasing awareness of early childhood development and education, and expansion of retail infrastructure, including shopping malls, toy stores, and e-commerce platforms.
Major market player included in this report are:
- Mattel Inc.
- Lego Group
- Bandai Namco Holdings Inc.
- Spin Master Ltd
- Moose Enterprise Holdings Pty Ltd
- Hasbro Inc.
- Takara Tomy Co. Ltd
- Simba-Dickie Group
- Aoshima Bunka Kyozai Co. Ltd
- Tru Kids Inc.
Recent Developments in the Market:
- In June 2023, Gameloft for brands, a renowned company specializing in gamified experiences, has partnered with the LEGO Group to introduce the exciting 'Heartlake Friendship Zone' from LEGO® Friends. This immersive and interactive environment is now available for free on both mobile and desktop platforms, offering users a fun-filled experience.
- In March 2023, Spin Master, a prominent global children's entertainment company, unveiled the launch of a captivating and enchanting children's franchise called Unicorn Academy.
Global Toys & Games Market Report Scope:
- Historical Data: 2020 - 2021
- Base Year for Estimation: 2022
- Forecast period: 2023-2030
- Report Coverage: Revenue forecast, Company Ranking, Competitive Landscape, Growth factors, and Trends
- Segments Covered: Product, Application, Distribution Channel, Region
- Regional Scope: North America; Europe; Asia Pacific; Latin America; Middle East & Africa
- Customization Scope: Free report customization (equivalent up to 8 analyst's working hours) with purchase. Addition or alteration to country, regional & segment scope*
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 years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within countries involved in the study.
The report also caters detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, it also incorporates potential opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below.
By Product:
- Games and Puzzles
- Video Games
- Construction Toys
- Dolls and Accessories
- Outdoor and Sports Toys
- Others
By Application:
- Up to 8 Years
- 9-15 Years
- 15 Years & Above
By Distribution Channel:
By Region:
- Europe
- UK
- Germany
- France
- Spain
- Italy
- ROE
- Asia Pacific
- China
- India
- Japan
- Australia
- South Korea
- RoAPAC
- Middle East & Africa
- Saudi Arabia
- South Africa
- Rest of Middle East & Africa
Table of Contents
Chapter 1. Executive Summary
- 1.1. Market Snapshot
- 1.2. Global & Segmental Market Estimates & Forecasts, 2020-2030 (USD Billion)
- 1.2.1. Toys & Games Market, by Region, 2020-2030 (USD Billion)
- 1.2.2. Toys & Games Market, by Product, 2020-2030 (USD Billion)
- 1.2.3. Toys & Games Market, by Application, 2020-2030 (USD Billion)
- 1.2.4. Toys & Games Market, by Distribution Channel, 2020-2030 (USD Billion)
- 1.3. Key Trends
- 1.4. Estimation Methodology
- 1.5. Research Assumption
Chapter 2. Global Toys & Games Market Definition and Scope
- 2.1. Objective of the Study
- 2.2. Market Definition & Scope
- 2.2.1. Industry Evolution
- 2.2.2. Scope of the Study
- 2.3. Years Considered for the Study
- 2.4. Currency Conversion Rates
Chapter 3. Global Toys & Games Market Dynamics
- 3.1. Toys & Games Market Impact Analysis (2020-2030)
- 3.1.1. Market Drivers
- 3.1.1.1. Growing population of children
- 3.1.1.2. Increasing disposable income
- 3.1.2. Market Challenges
- 3.1.2.1. Availability of substitute products
- 3.1.2.2. Intense competition among established players and new entrants
- 3.1.3. Market Opportunities
- 3.1.3.1. Integration of technology such as augmented Reality (AR) and virtual reality (VR)
- 3.1.3.2. Collaborations with popular brands and movie franchises
Chapter 4. Global Toys & 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
- 4.2. Porter's 5 Force Impact Analysis
- 4.3. PEST Analysis
- 4.3.1. Political
- 4.3.2. Economical
- 4.3.3. Social
- 4.3.4. Technological
- 4.3.5. Environmental
- 4.3.6. Legal
- 4.4. Top investment opportunity
- 4.5. Top winning strategies
- 4.6. COVID-19 Impact Analysis
- 4.7. Disruptive Trends
- 4.8. Industry Expert Perspective
- 4.9. Analyst Recommendation & Conclusion
Chapter 5. Global Toys & Games Market, by Product
- 5.1. Market Snapshot
- 5.2. Global Toys & Games Market by Product, Performance - Potential Analysis
- 5.3. Global Toys & Games Market Estimates & Forecasts by Product 2020-2030 (USD Billion)
- 5.4. Toys & Games Market, Sub Segment Analysis
- 5.4.1. Games and Puzzles
- 5.4.2. Video Games
- 5.4.3. Construction Toys
- 5.4.4. Dolls and Accessories
- 5.4.5. Outdoor and Sports Toys
- 5.4.6. Other Products
Chapter 6. Global Toys & Games Market, by Application
- 6.1. Market Snapshot
- 6.2. Global Toys & Games Market by Application, Performance - Potential Analysis
- 6.3. Global Toys & Games Market Estimates & Forecasts by Application 2020-2030 (USD Billion)
- 6.4. Toys & Games Market, Sub Segment Analysis
- 6.4.1. Up to 8 Years
- 6.4.2. 9-15 Years
- 6.4.3. 15 Years and Above
Chapter 7. Global Toys & Games Market, by Distribution Channel
- 7.1. Market Snapshot
- 7.2. Global Toys & Games Market by Distribution Channel, Performance - Potential Analysis
- 7.3. Global Toys & Games Market Estimates & Forecasts by Distribution Channel 2020-2030 (USD Billion)
- 7.4. Toys & Games Market, Sub Segment Analysis
- 7.4.1. Online
- 7.4.2. Offline
Chapter 8. Global Toys & Games Market, Regional Analysis
- 8.1. Top Leading Countries
- 8.2. Top Emerging Countries
- 8.3. Toys & Games Market, Regional Market Snapshot
- 8.4. North America Toys & Games Market
- 8.4.1. U.S. Toys & Games Market
- 8.4.1.1. Product breakdown estimates & forecasts, 2020-2030
- 8.4.1.2. Application breakdown estimates & forecasts, 2020-2030
- 8.4.1.3. Distribution Channel breakdown estimates & forecasts, 2020-2030
- 8.4.2. Canada Toys & Games Market
- 8.5. Europe Toys & Games Market Snapshot
- 8.5.1. U.K. Toys & Games Market
- 8.5.2. Germany Toys & Games Market
- 8.5.3. France Toys & Games Market
- 8.5.4. Spain Toys & Games Market
- 8.5.5. Italy Toys & Games Market
- 8.5.6. Rest of Europe Toys & Games Market
- 8.6. Asia-Pacific Toys & Games Market Snapshot
- 8.6.1. China Toys & Games Market
- 8.6.2. India Toys & Games Market
- 8.6.3. Japan Toys & Games Market
- 8.6.4. Australia Toys & Games Market
- 8.6.5. South Korea Toys & Games Market
- 8.6.6. Rest of Asia Pacific Toys & Games Market
- 8.7. Latin America Toys & Games Market Snapshot
- 8.7.1. Brazil Toys & Games Market
- 8.7.2. Mexico Toys & Games Market
- 8.8. Middle East & Africa Toys & Games Market
- 8.8.1. Saudi Arabia Toys & Games Market
- 8.8.2. South Africa Toys & Games Market
- 8.8.3. Rest of Middle East & Africa Toys & Games Market
Chapter 9. Competitive Intelligence
- 9.1. Key Company SWOT Analysis
- 9.1.1. Company 1
- 9.1.2. Company 2
- 9.1.3. Company 3
- 9.2. Top Market Strategies
- 9.3. Company Profiles
- 9.3.1. Mattel Inc.
- 9.3.1.1. Key Information
- 9.3.1.2. Overview
- 9.3.1.3. Financial (Subject to Data Availability)
- 9.3.1.4. Product Summary
- 9.3.1.5. Recent Developments
- 9.3.2. Lego Group
- 9.3.3. Bandai Namco Holdings Inc.
- 9.3.4. Spin Master Ltd
- 9.3.5. Moose Enterprise Holdings Pty Ltd
- 9.3.6. Hasbro Inc.
- 9.3.7. Takara Tomy Co. Ltd
- 9.3.8. Simba-Dickie Group
- 9.3.9. Aoshima Bunka Kyozai Co. Ltd
- 9.3.10. Tru Kids Inc.
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