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市場調查報告書

傳統的玩具/遊戲的全球市場:各產品種類,各流通管道,各地區 - 成長,趨勢,預測

Toys and Games Market - Growth, Trends, and Forecast (2019 - 2024)

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
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傳統的玩具/遊戲的全球市場:各產品種類,各流通管道,各地區 - 成長,趨勢,預測 Toys and Games Market - Growth, Trends, and Forecast (2019 - 2024)
出版日期: 2019年04月01日內容資訊: 英文 100 Pages
簡介

本報告提供全球傳統的玩具/遊戲市場相關調查分析,彙整市場概要,市場動態,各產品種類,各流通管道,各地區分析,競爭情形,主要企業的簡介等相關資訊。

第1章 簡介

第2章 傳統的玩具/遊戲市場考察

  • 市場概要
  • 市場趨勢
  • 市場魅力:波特的五力分析

第3章 傳統的玩具/遊戲市場動態

  • 促進要素
  • 抑制因素
  • 機會

第4章 傳統的玩具/遊戲市場區隔

  • 各產品種類
    • 室外/運動玩具
    • 組裝玩具
    • 玩偶/布娃娃
    • 其他
  • 流通管道
    • 線上
    • 離線

第5章 傳統的玩具/遊戲:各地區

  • 北美
  • 歐洲
  • 亞太地區
  • 南美
  • 中東/非洲

第6章 傳統的玩具/遊戲市場競爭情形

  • 主要企業
  • 市場佔有率分析
  • 主要企業的策略

第7章 企業簡介

  • Dream International Limited
  • Mattel
  • Hasbro
  • Funskool (India) Ltd.
  • LEGO Group
  • JAKKS Pacific, Inc.
  • TOMY
  • Bandai America Incorporated
  • Spin Master Ltd.
  • HALLMARK LICENSING, LLC
  • Moose Toys
  • TTPM

第8章 免責聲明

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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

  • 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 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

7 MARKET OPPORTUNITIES AND FUTURE TRENDS

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