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市場調查報告書

連網型玩具的全球市場 2024年:各連接用設備 (智慧型手機/應用/遊戲主機/平板電腦連接型玩具)、年齡層、地區的預測

Connected Toys Market by Interacting Device (Smartphone-Connected Toys, App-Connected Drones, Console-Connected Toys, and Tablet-Connected Toys), Age Group (2-5 Years, 6-8 Years, 9-12 Years, and Teenagers), Region - Global Forecast to 2024

出版商 MarketsandMarkets 商品編碼 879227
出版日期 內容資訊 英文 81 Pages
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連網型玩具的全球市場 2024年:各連接用設備 (智慧型手機/應用/遊戲主機/平板電腦連接型玩具)、年齡層、地區的預測 Connected Toys Market by Interacting Device (Smartphone-Connected Toys, App-Connected Drones, Console-Connected Toys, and Tablet-Connected Toys), Age Group (2-5 Years, 6-8 Years, 9-12 Years, and Teenagers), Region - Global Forecast to 2024
出版日期: 2019年06月24日內容資訊: 英文 81 Pages
簡介

全球連網型玩具市場預測將從2019年57億美元,成長到2024年138億美元的規模,並以19.3%的年複合成長率 (CAGR) 成長。

本報告提供全球連網型玩具的市場相關分析,市場基本結構和最新形勢,主要市場促進、阻礙因素,市場趨勢預測 (過去2年、今後6年份),各連接用設備、各年齡層、各地區的詳細趨勢,市場競爭的狀態,主要企業簡介等調查。

第1章 簡介

第2章 分析方法

第3章 摘要整理

第4章 重要考察

第5章 市場概要

  • 簡介
  • 市場動態
    • 促進因素
      • 網路連接平台:普及率高和易使
      • STEM (科學、技術、工程、數學) 玩具的普及
    • 阻礙因素
      • 連網型玩具的價格高
    • 市場機會
      • 網際網路/IT技術的關心增加
      • 在機器人、玩具領域的研究開發 (R&D) 支出的增加
    • 課題
      • 對兒童發育的不良影響
      • 長時間連接造成的風險上升

第6章 連網型玩具市場:各連接用設備

  • 簡介
  • 智慧型手機連接型玩具
  • 應用連接型玩具
  • 遊戲主機連接型玩具
  • 平板電腦連接型玩具

第7章 連網型玩具市場:各年齡層

  • 簡介
  • 2∼5歲孩子
  • 6∼8歲孩子
  • 9∼12歲孩子
  • 青少年

第8章 連網型玩具市場:各地區

  • 簡介
  • 北美
  • 歐洲
  • 亞太地區
  • 其他的國家 (RoW)

第9章 競爭環境

  • 簡介
  • 競爭方案
    • 產品/解決方案的銷售與改良
    • 企業收購
    • 事業聯盟

第10章 企業簡介

  • MATTEL
  • HASBRO
  • LEGO GROUP
  • SPHERO
  • SONY
  • PLAYMOBIL
  • BANDAI NAMCO
  • K'NEX
  • KONAMI
  • WONDER WORKSHOP
  • PLAYFUSION
  • ANKI
  • WOWWEE
  • DXTR LABS
  • LEKA

第11章 附錄

目錄
Product Code: TC 7183

"Increasing adoption of educational toys among kids to drive the growth of the global connected toys market"

The global connected toys market is expected to grow from USD 5.7 billion in 2019 to USD 13.8 billion by 2024, at a Compound Annual Growth Rate (CAGR) of 19.3% during the forecast period. It is driven by various factors, including the growing adoption of Science, Technology, Engineering, and Mathematics (STEM) toys and widespread and easy availability of connected platforms. However, the high cost of connected toys can hinder the market growth.

Among interactive devices, the app-connected drones segment to grow at the highest CAGR during the forecast period

Traditionally, kids were likely to play with remote control toys that operates with the help of controllers. With the rapid development in technology, smart devices are growing rapidly as they are easy to carry. In the tech-savvy world, children love to play with app-connected drones. For instance, DJI announced the launch of Mavic Air, which is a compact folding drone that combines the best of the Mavic Pro and Spark into one. Mavic Air uses hand gestures and a mobile app to fly.

9-12 years age group to hold the largest market size during the forecast period

9-12 years age group children can understand and learn innovative connected toys, which include advanced technologies such as Artificial Intelligence (AI), Machine Learning (ML), and speech and voice recognition. Children in the age group of 9-12 years are more likely to play fast-paced games, capable of learning and playing musical instruments, and effectively use tablets. STEM toys for the age group of 9-12 years allow children to solve difficult problem-solving games and therefore help them to enhance their creative thinking skills.

Asia Pacific (APAC) to record the highest growth rate during the forecast period

APAC is expected to hold the highest growth rate during the forecast period, due to the growing economies of countries, such as China, Japan, India, Australia, and New Zealand, and Singapore provides enormous opportunities for connected toys. Moreover, high-tech electronic toys have become increasingly popular in recent years. Interactive, electronic toys with relatively high technology content have emerged as mainstream items. Furthermore, North America is projected to hold the largest market size during the forecast period.

In-depth interviews were conducted with Chief Executive Officers (CEOs), marketing directors, other innovation and technology directors, and executives from various key organizations operating in the connected toys market.

  • By company type: Tier 1 - 42%, Tier 2 - 38%, and Tier 3 - 20%
  • By designation: C-level - 40%, Directors - 35%, and Others - 25%
  • By region: North America-35%, Europe-27%, APAC- 23%, and RoW- 15%

Major vendors offering connected toys software and services across the globe include: Mattel (US), Hasbro (US), LEGO Group (Denmark), Sphero (US), Sony (Japan), PLAYMOBIL (Germany), BANDAI NAMCO (Japan), K'NEX (US), Konami (Japan), Wonder Workshop (US), PlayFusion (UK), Anki (US), WowWee (Hong Kong), DXTR Labs (Denmark), and Leka (France). The study includes the in-depth competitive analysis of these key players, along with their company profiles, recent developments, and key market strategies, in the connected toys market

Research Coverage:

The market study covers the connected toys market across segments. The report aims at estimating the connected toys market size and future growth across segments, namely, interacting devices, age groups, and regions. Furthermore, it also includes an in-depth competitive analysis of the key players in the market, their strengths and weaknesses, recent developments, and key strategies.

Key Benefits of Buying the Report:

The report would provide the market leaders/new entrants in this market with information about the closest approximations of the revenue numbers of the overall connected toys market and its subsegments. It would help stakeholders understand the competitive landscape and gain more insights to better position their businesses and plan suitable go-to-market strategies. It helps stakeholders understand the pulse of the market and provides them with information about key market drivers, restraints, challenges, and opportunities.

TABLE OF CONTENTS

1 INTRODUCTION

  • 1.1 OBJECTIVES OF THE STUDY
  • 1.2 MARKET DEFINITION
  • 1.3 MARKET SCOPE
    • 1.3.1 MARKET SEGMENTATION
    • 1.3.2 REGIONS COVERED
  • 1.4 YEARS CONSIDERED FOR THE STUDY
  • 1.5 CURRENCY CONSIDERED
  • 1.6 STAKEHOLDERS

2 RESEARCH METHODOLOGY

  • 2.1 RESEARCH DATA
    • 2.1.1 SECONDARY DATA
    • 2.1.2 PRIMARY DATA
      • 2.1.2.1 Breakup of primary profiles
  • 2.2 MARKET BREAKUP AND DATA TRIANGULATION
  • 2.3 MARKET SIZE ESTIMATION
    • 2.3.1 TOP-DOWN APPROACH
    • 2.3.2 BOTTOM-UP APPROACH
  • 2.4 MARKET FORECAST
  • 2.5 ASSUMPTIONS FOR THE STUDY
  • 2.6 LIMITATIONS OF THE STUDY

3 EXECUTIVE SUMMARY

4 PREMIUM INSIGHTS

  • 4.1 ATTRACTIVE OPPORTUNITIES IN THE CONNECTED TOYS MARKET
  • 4.2 CONNECTED TOYS MARKET, BY INTERACTING DEVICE (2019 VS. 2024)
  • 4.3 MARKET INVESTMENT SCENARIO

5 MARKET OVERVIEW AND INDUSTRY TRENDS

  • 5.1 INTRODUCTION
  • 5.2 MARKET DYNAMICS
    • 5.2.1 DRIVERS
      • 5.2.1.1 Widespread and easy availability of connected platforms
      • 5.2.1.2 Increasing adoption of STEM toys
    • 5.2.2 RESTRAINTS
      • 5.2.2.1 High cost of connected toys
    • 5.2.3 OPPORTUNITIES
      • 5.2.3.1 Increasing awareness of internet and technology
      • 5.2.3.2 Increasing R&D spending on robots and toys
    • 5.2.4 CHALLENGES
      • 5.2.4.1 Negative effects on children's development
      • 5.2.4.2 Heightened risks with constant connectivity

6 CONNECTED TOYS MARKET, BY INTERACTING DEVICE

  • 6.1 INTRODUCTION
  • 6.2 SMARTPHONE-CONNECTED TOYS
    • 6.2.1 ENHANCED NETWORK INFRASTRUCTURE AND SENSOR-BASED TECHNOLOGIES TO DRIVE THE GROWTH OF SMARTPHONE-CONNECTED TOYS
  • 6.3 APP-CONNECTED DRONES
    • 6.3.1 SENSORS, LATEST SOFTWARE AND AI ADVANCEMENTS TO DRIVE THE GROWTH OF OVERALL APP-CONNECTED DRONES MARKET
  • 6.4 CONSOLE-CONNECTED TOYS
    • 6.4.1 NEW GAME PLATFORMS AND A PLETHORA OF NEW VIDEO GAMES TO DRIVE THE OVERALL GROWTH OF CONSOLE-CONNECTED TOYS
  • 6.5 TABLET-CONNECTED TOYS
    • 6.5.1 CUSTOMIZED FEATURES AND DAILY LEARNING EXERCISES FOR KIDS TO DRIVE THE OVERALL GROWTH OF TABLET-CONNECTED TOYS MARKET

7 CONNECTED TOYS MARKET, BY AGE GROUP

  • 7.1 INTRODUCTION
  • 7.2 2-5 YEARS
    • 7.2.1 CURIOSITY TO LEARN, EXPLORE, AND DISCOVER NEW TOYS TO DRIVE CONNECTED TOYS ADOPTION IN THE AGE GROUP OF 2-5 YEARS
  • 7.3 6-8 YEARS
    • 7.3.1 INNOVATIVE USE OF TECHNOLOGIES AND CREATIVE IMAGINATION DRIVING THE GROWTH OF CONNECTED TOYS ADOPTION IN 6-8 YEARS AGE GROUP
  • 7.4 9-12 YEARS
    • 7.4.1 CREATIVE THINKING AND THE ABILITY TO DEMONSTRATE PERSONALITY TO DRIVE THE ADOPTION OF CONNECTED-TOYS AMONG KIDS AGED BETWEEN 9 AND 12 YEARS
  • 7.5 TEENAGERS
    • 7.5.1 TOYS THAT ENCOURAGE TEAM WORK AND PROBLEM-SOLVING SKILLS TO DRIVE THE GROWTH OF CONNECTED TOYS MARKET FOR TEENAGERS

8 CONNECTED TOYS MARKET, BY REGION

  • 8.1 INTRODUCTION
  • 8.2 NORTH AMERICA
    • 8.2.1 INNOVATION AND ABILITY TO INVEST IN ADVANCED TECHNOLOGY TO DRIVE THE ADOPTION OF CONNECTED TOYS MARKET IN NORTH AMERICA
  • 8.3 EUROPE
    • 8.3.1 LAUNCH OF A SIGNIFICANT FRAMEWORK FOR POLICY DEVELOPMENT AND ADOPTION OF EMERGING TECHNOLOGIES TO BOOST THE ADOPTION OF CONNECTED TOYS IN EUROPE
  • 8.4 ASIA PACIFIC
    • 8.4.1 RISING ADOPTION OF ADVANCED TECHNOLOGIES TO INCREASE THE GROWTH OPPORTUNITIES FOR CONNECTED TOYS MARKET IN APAC
  • 8.5 REST OF THE WORLD

9 COMPETITIVE LANDSCAPE

  • 9.1 INTRODUCTION
  • 9.2 COMPETITIVE SCENARIO
    • 9.2.1 PRODUCT/SOLUTION LAUNCHES AND ENHANCEMENTS
    • 9.2.2 ACQUISITIONS
    • 9.2.3 PARTNERSHIPS

10 COMPANY PROFILES

(Business Overview, Products & Services, Key Insights, Recent Developments, SWOT Analysis, MnM View)*

  • 10.1 MATTEL
  • 10.2 HASBRO
  • 10.3 LEGO GROUP
  • 10.4 SPHERO
  • 10.5 SONY
  • 10.6 PLAYMOBIL
  • 10.7 BANDAI NAMCO
  • 10.8 K'NEX
  • 10.9 KONAMI
  • 10.10 WONDER WORKSHOP
  • 10.11 PLAYFUSION
  • 10.12 ANKI
  • 10.13 WOWWEE
  • 10.14 DXTR LABS
  • 10.15 LEKA

Details on Business Overview, Products & Services, Key Insights, Recent Developments, SWOT Analysis, MnM View might not be captured in case of unlisted companies.

11 APPENDIX

  • 11.1 DISCUSSION GUIDE
  • 11.2 KNOWLEDGE STORE: MARKETSANDMARKETS' SUBSCRIPTION PORTAL
  • 11.3 AVAILABLE CUSTOMIZATIONS
  • 11.4 RELATED REPORTS
  • 11.5 AUTHOR DETAILS

LIST OF TABLES

  • TABLE 1: UNITED STATES DOLLAR EXCHANGE RATE, 2016-2018
  • TABLE 2: FACTOR ANALYSIS
  • TABLE 3: CONNECTED TOYS MARKET SIZE, BY INTERACTING DEVICE, 2017-2024 (USD MILLION)
  • TABLE 4: SMARTPHONE -CONNECTED TOYS: CONNECTED TOYS MARKET SIZE, BY REGION, 2017-2024 (USD MILLION)
  • TABLE 5: APP-CONNECTED DRONES: CONNECTED TOYS MARKET SIZE, BY REGION, 2017-2024 (USD MILLION)
  • TABLE 6: CONSOLE-CONNECTED TOYS: CONNECTED TOYS MARKET SIZE, BY REGION, 2017-2024 (USD MILLION)
  • TABLE 7: TABLET-CONNECTED TOYS: CONNECTED TOYS MARKET SIZE, BY REGION, 2017-2024 (USD MILLION)
  • TABLE 8: CONNECTED TOYS MARKET SIZE, BY AGE GROUP, 2017-2024 (USD MILLION)
  • TABLE 9: 2-5 YEARS: CONNECTED TOYS MARKET SIZE, BY REGION, 2017-2024 (USD MILLION)
  • TABLE 10: 6-8 YEARS: CONNECTED TOYS MARKET SIZE, BY REGION, 2017-2024 (USD MILLION)
  • TABLE 11: 9-12 YEARS: CONNECTED TOYS MARKET SIZE, BY REGION, 2017-2024 (USD MILLION)
  • TABLE 12: TEENAGERS: CONNECTED TOYS MARKET SIZE, BY REGION, 2017-2024 (USD MILLION)
  • TABLE 13: CONNECTED TOYS MARKET SIZE, BY REGION, 2017-2024 (USD MILLION)
  • TABLE 14: NORTH AMERICA: CONNECTED TOYS MARKET SIZE, BY INTERACTING DEVICE, 2017-2024 (USD MILLION)
  • TABLE 15: NORTH AMERICA: CONNECTED TOYS MARKET SIZE, BY AGE GROUP, 2017-2024 (USD MILLION)
  • TABLE 16: EUROPE: CONNECTED TOYS MARKET SIZE, BY INTERACTING DEVICE, 2017-2024 (USD MILLION)
  • TABLE 17: EUROPE: CONNECTED TOYS MARKET SIZE, BY AGE GROUP, 2017-2024 (USD MILLION)
  • TABLE 18: ASIA PACIFIC: CONNECTED TOYS MARKET SIZE, BY INTERACTING DEVICE, 2017-2024 (USD MILLION)
  • TABLE 19: ASIA PACIFIC: CONNECTED TOYS MARKET SIZE, BY AGE GROUP, 2017-2024 (USD MILLION)
  • TABLE 20: REST OF THE WORLD: CONNECTED TOYS MARKET SIZE, BY INTERACTING DEVICE, 2017-2024 (USD MILLION)
  • TABLE 21: REST OF THE WORLD: CONNECTED TOYS MARKET SIZE, BY AGE GROUP, 2017-2024 (USD MILLION)
  • TABLE 22: PRODUCT/SOLUTION LAUNCHES AND ENHANCEMENTS, 2018-2019
  • TABLE 23: ACQUISITIONS, 2018
  • TABLE 24: PARTNERSHIPS, 2018-2019

LIST OF FIGURES

  • FIGURE 1: CONNECTED TOYS MARKET: RESEARCH DESIGN
  • FIGURE 2: CONNECTED TOYS MARKET: BOTTOM-UP AND TOP-DOWN APPROACHES
  • FIGURE 3: ASIA PACIFIC TO GROW AT THE HIGHEST CAGR DURING THE FORECAST PERIOD
  • FIGURE 4: CONSOLE-CONNECTED TOYS SEGMENT TO ACCOUNT FOR THE HIGHEST MARKET SHARE IN 2019
  • FIGURE 5: INCREASING ADOPTION OF STEM TOYS TO DRIVE THE GROWTH OF THE CONNECTED TOYS MARKET DURING THE FORECAST PERIOD
  • FIGURE 6: CONSOLE-CONNECTED TOYS SEGMENT TO ACCOUNT FOR THE HIGHEST MARKET SHARE IN 2019
  • FIGURE 7: ASIA PACIFIC TO EMERGE AS THE BEST MARKET FOR INVESTMENT OVER THE NEXT 5 YEARS
  • FIGURE 8: DRIVERS, RESTRAINTS, OPPORTUNITIES, AND CHALLENGES: CONNECTED TOYS MARKET
  • FIGURE 9: APP-CONNECTED DRONES SEGMENT TO GROW AT THE HIGHEST CAGR DURING THE FORECAST PERIOD
  • FIGURE 10: 9-12 YEARS SEGMENT TO GROW AT THE HIGHEST CAGR DURING THE FORECAST PERIOD
  • FIGURE 11: ASIA PACIFIC TO WITNESS SIGNIFICANT GROWTH DURING THE FORECAST PERIOD
  • FIGURE 12: NORTH AMERICA: MARKET SNAPSHOT
  • FIGURE 13: ASIA PACIFIC: MARKET SNAPSHOT
  • FIGURE 14: KEY DEVELOPMENTS IN THE CONNECTED TOYS MARKET, 2018-2019
  • FIGURE 15: MATTEL: COMPANY SNAPSHOT
  • FIGURE 16: MATTEL: SWOT ANALYSIS
  • FIGURE 17: HASBRO: COMPANY SNAPSHOT
  • FIGURE 18: HASBRO: SWOT ANALYSIS
  • FIGURE 19: LEGO GROUP: COMPANY SNAPSHOT
  • FIGURE 20: LEGO: SWOT ANALYSIS
  • FIGURE 21: SONY: COMPANY SNAPSHOT
  • FIGURE 22: SONY: SWOT ANALYSIS
  • FIGURE 23: BANDAI NAMCO: COMPANY SNAPSHOT
  • FIGURE 24: KONAMI: COMPANY SNAPSHOT
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