表紙
市場調查報告書
商品編碼
754930

全球玩具、遊戲市場:成長,趨勢,及預測(2020年∼2025年)

Toys and Games Market - Growth, Trends, COVID-19 Impact, and Forecasts (2021 - 2026)

出版日期: | 出版商: Mordor Intelligence Pvt Ltd | 英文 100 Pages | 商品交期: 2-3個工作天內

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  • 全貌
  • 簡介
  • 目錄
簡介

全球玩具、遊戲市場在預測期間內預計將以4.5%的年複合成長率成長。由於消費者支出的增加,對動作模型,布娃娃,拼圖,運動用品,學齡前兒童產品等玩具的需求也提高。漫畫的角色,電視節目,電影為基礎的玩具和遊戲銷售擴大,更加促進該市場的成長。還有近幾年的兒童們之間的互動多功能的玩具和遊戲的人氣高漲,給予該市場積極的影響。再加上電玩遊戲產業,成為過去數年持續性的收益模式。隨著技術擴大,視訊內容,虛擬實境產品,及電玩遊戲比賽等也擴大。

本報告提供全球玩具、遊戲市場的相關調查,市場機會和趨勢,成長及阻礙因素,各產品類型、流通管道、地區的市場分析,競爭情形,主要企業的簡介等資訊。

目錄

第1章 簡介

  • 調查成果
  • 調查的前提條件
  • 調查範圍

第2章 調查方法

第3章 摘要整理

第4章 市場動態

  • 市場成長要素
  • 市場阻礙因素
  • 波特的五力分析
    • 新加入廠商的威脅
    • 買主/消費者談判力
    • 供應商談判力
    • 替代產品的威脅
    • 產業內的競爭

第5章 市場區隔

  • 各產品類型
    • 遊戲、拼圖
    • 幼兒、學齡前兒童玩具
    • 建設玩具
    • 玩偶、飾品
    • 戶外運動玩具
    • 電玩遊戲
    • 其他
  • 各流通管道
    • 線上管道
    • 離線頻道
  • 各地區
    • 北美
    • 歐洲
    • 亞太地區
    • 南美
    • 中東、非洲

第6章 競爭情形

  • 主要活動性的企業
  • 主要的採用策略
  • 市場佔有率分析
  • 企業簡介
    • Mattel Inc.
    • Hasbro Inc.
    • Lego Group
    • 株式會社TAKARA TOMY
    • Bandai Namco Holdings Inc.
    • Simba-Dickie Group
    • Spin Master Ltd
    • Tru Kids Inc.
    • 任天堂株式會社

第7章 市場機會及今後趨勢

目錄
Product Code: 65267

The global toys and games market was valued at USD 261.65 billion and is projected to grow at a CAGR of 9.91% during the forecast period (2021- 2026).

As an impact of COVID-19, the market witnessed a strong growth among the high-income groups as well as middle-income consumers leading to the launch of numerous stay at home product ranges by the leading players. During the pandemic, the sales of toys and games were primarily driven by the online retail of products. However, due to delay in much-anticipated movie releases like "Trolls World Tour" and "Top Gun: Maverick", the toys, collectables, and other merchandise based on the character of these movies that already reached the retailer stores observed no or minimal sales. Thus, negatively impacted the market growth over the medium term.

The global toys and games market witness significant growth owing to the presence of high-income group consumers in the country. However, middle-range toys and games accounted for the highest sales in the country. Outdoor and sports toys contributed the major share to the market studied, followed by dolls. Consumer inclination towards movies and cartoons drives the sales of action figures and accessories. The launch of new movies or cartoons, further boosts the sales of action figures and accessories, making it the fastest-growing segment.

Both online and offline retailers of the country witness extensive revenue growth, therefore the companies have initiated to add more space to carry more toys, especially in the holiday season including Christmas, when the sales of toys and games fiercely increase.

Key Market Trends

Influence of Technology is Promoting Video Games

Globally, the video game industry has developed a recurring revenue model over the past few years, due to continuous video game engagement. As technology is expanding, consumer spending on video content, virtual reality products, and video game tournaments have witnessed significant growth. The market is observing exponential growth due to factors, such as the expansion of mobile and online gaming and the shift from physical to digital distribution of software.

Furthermore, the factors governing the success of the market are local leagues and the franchising approach, the arrival of new game formats and competition, the approval of content rights sales, team profitability, and the impact of industry convergence involving traditional media, entertainment, telecom, and sports companies, this in turn boosting the market growth.

Asia-Pacific is the Fastest Growing Market

The major factor driving the prosperity of the Asia-Pacific toys and games market is the rising preference for educational toys beyond the core skills. These toys have been witnessing high demand. For instance, among the pre-school toys, Code-A-Pillar from Fisher-Price, a developmental toy, which was launched in 2016 in China, allows children to do domestic computer programming and problems. Furthermore, an industry report from the China Toy and Juvenile Products Association (CTJPA) shows that China's toy market's volume witnessed a growth of 7.8%. According to the association's survey of over 13,000 consumers, more of them are planning to reduce their spending on toys and juvenile products in 2020. This will also impact the growth of the toys and games market in the Asia-Pacific region, specifically in China.

Competitive Landscape

The global toys and games market is highly competitive and dominated by Mattel Inc., Hasbro Inc., LEGO Group and Spin Master Ltd, among others. The key players operating in the market are focusing on introducing new products in the market to cater to the interests of the consumers. New product development is the most preferred strategy in the global toys and games market.

Moreover, these players are embarking on mergers and acquisitions as one of their key strategies to achieve consolidation and optimize their offerings. Additionally, these players merging with local players to gain dominance in the local markets is among the most effective strategy in the market studied.

Reasons to Purchase this report:

  • The market estimate (ME) sheet in Excel format
  • 3 months of analyst support

TABLE OF CONTENTS

1 INTRODUCTION

  • 1.1 Study Assumptions and Market Definition
  • 1.2 Scope of the Study

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

  • 3.1 Market Overview

4 MARKET DYNAMICS

  • 4.1 Market Drivers
  • 4.2 Market Restraints
  • 4.3 Porter's Five Forces Analysis
    • 4.3.1 Threat of New Entrants
    • 4.3.2 Bargaining Power of Buyers/Consumers
    • 4.3.3 Bargaining Power of Suppliers
    • 4.3.4 Threat of Substitute Products
    • 4.3.5 Intensity of Competitive Rivalry

5 MARKET SEGMENTATION

  • 5.1 By Product Type
    • 5.1.1 Games and Puzzles
    • 5.1.2 Video Games
    • 5.1.3 Construction Toys
    • 5.1.4 Dolls and Accessories
    • 5.1.5 Outdoor and Sports Toys
    • 5.1.6 Other Product Types
  • 5.2 By Distribution Channel
    • 5.2.1 Online Channel
    • 5.2.2 Offline Channel
  • 5.3 Geography
    • 5.3.1 North America
      • 5.3.1.1 United States
      • 5.3.1.2 Canada
      • 5.3.1.3 Mexico
      • 5.3.1.4 Rest of North America
    • 5.3.2 Europe
      • 5.3.2.1 Spain
      • 5.3.2.2 United Kingdom
      • 5.3.2.3 Germany
      • 5.3.2.4 France
      • 5.3.2.5 Italy
      • 5.3.2.6 Russia
      • 5.3.2.7 Rest of Europe
    • 5.3.3 Asia Pacific
      • 5.3.3.1 China
      • 5.3.3.2 Japan
      • 5.3.3.3 India
      • 5.3.3.4 Australia
      • 5.3.3.5 Rest of Asia-Pacific
    • 5.3.4 South America
      • 5.3.4.1 Brazil
      • 5.3.4.2 Argentina
      • 5.3.4.3 Rest of South America
    • 5.3.5 Middle East and Africa
      • 5.3.5.1 South Africa
      • 5.3.5.2 Saudi Arabia
      • 5.3.5.3 Rest of Middle East and Africa

6 COMPETITIVE LANDSCAPE

  • 6.1 Most Active Companies
  • 6.2 Market Share Analysis
  • 6.3 Company Profiles
    • 6.3.1 Mattel Inc.
    • 6.3.2 Hasbro Inc.
    • 6.3.3 Lego Group
    • 6.3.4 Takara Tomy Co. Ltd
    • 6.3.5 Bandai Namco Holdings Inc.
    • 6.3.6 Simba-Dickie Group
    • 6.3.7 Spin Master Ltd
    • 6.3.8 AOSHIMA BUNKA KYOZAI Co,.Ltd.
    • 6.3.9 Moose Enterprise Holdings Pty Ltd
    • 6.3.10 Tru Kids Inc.

7 MARKET OPPORTUNITIES AND FUTURE TRENDS

8 IMPACT OF COVID-19 ON THE MARKET