表紙
市場調查報告書

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, and Forecast (2020 - 2025)

出版商 Mordor Intelligence LLP 商品編碼 754930
出版日期 內容資訊 英文 100 Pages
商品交期: 2-3個工作天內
價格
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, and Forecast (2020 - 2025)
出版日期: 2020年01月01日內容資訊: 英文 100 Pages
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

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目錄
Product Code: 65267

Market Overview

The Global Toys and Games market is forecasted grow at a CAGR of 4.5% during the forecast period (2019 - 2024).

In recent years, a rise in popularity of interactive and multi-functional toys and games has been observed among children, which has been positively impacting the toys and games market.

Due to rise in consumer spending, there is an increasing demand for toys, such as action figures, plush toys, puzzles, sports equipment and pre-school products. The sales of toys and games based on cartoon characters, TV shows, and movies are escalating, which is further promoting the growth of the market.

Scope of the Report

The scope of the market includes Toys and Games by Product type Games and Puzzles, infant and pre-school toys, Construction Toys, Dolls and Accessories, Outdoor and Sports toys, and Other product types. By distribution channel, the market is categorized as Online Channel and Offline Channel. It also provides an analysis of the regions, which include North America, Europe, Asia-Pacific, South America, and Middle East & Africa.

Key Market Trends

Influence of Technology is Promoting Video Games

The video game industry has become a recurring revenue model over the past few years, due to continuous video game engagement. As technology is expanding so is video content, virtual reality products, and video game tournaments.

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.

United States is the leading Country in Toys and Game Expenditure

One of the most important trends across toys and games in the United States was the continuous success of collectibles. With existing brands, such as Shopkins from Moose Enterprises, Hatchimals from Spin Master and Funko Pop! from Funko, collectibles received a further boost in recent years from an influx of newly successful new brands, such as LOL Surprise! from MGA Entertainment and Fingerlings from Wow We Group.

Competitive Landscape

Major players 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.

The key players are embarking on mergers and acquisitions as one of their key strategies to achieve consolidation and optimize their offerings. Moreover, these players merge with local players to gain dominance in the local markets.

Reasons to Purchase this report:

  • The market estimate (ME) sheet in Excel format
  • Report customization as per the client's requirements
  • 3 months of analyst support

Table of Contents

1 INTRODUCTION

  • 1.1 Study Deliverables
  • 1.2 Study Assumptions
  • 1.3 Scope of the Study

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

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 Infant and Pre-School Toys
    • 5.1.3 Construction Toys
    • 5.1.4 Dolls and Accessories
    • 5.1.5 Outdoor and Sports Toys
    • 5.1.6 Video Games
    • 5.1.7 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 United Arab Emirates
      • 5.3.5.3 Rest of Middle East and Africa

6 COMPETITIVE LANDSCAPE

  • 6.1 Most Active Companies
  • 6.2 Most Adopted Strategies
  • 6.3 Market Share Analysis
  • 6.4 Company Profiles
    • 6.4.1 Mattel Inc.
    • 6.4.2 Hasbro Inc.
    • 6.4.3 Lego Group
    • 6.4.4 Takara Tomy Co. Ltd
    • 6.4.5 Bandai Namco Holdings Inc.
    • 6.4.6 Simba-Dickie Group
    • 6.4.7 Spin Master Ltd
    • 6.4.8 Tru Kids Inc.
    • 6.4.9 Nintendo Co., Ltd.

7 MARKET OPPORTUNITIES AND FUTURE TRENDS