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Toys and Games Market to grow at a CAGR of 6.70%, Industry Analysis, Market Trends, Market Growth, Opportunities & Forecast 2025 - Technavio

Technavio (PRNewsfoto/Technavio)

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Technavio

Jul 19, 2022, 09:30 ET

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NEW YORK, July 19, 2022 /PRNewswire/ -- The toys and games market estimates a market value of USD 50.73 billion from 2020 to 2025. The report offers a detailed analysis of the COVID-19 impact on the market and the new opportunities that market players can expect. In addition, the report projects the market to progress at a CAGR of  6.70%. 3D printing is a new trend in the market, which is acting as a challenge for toy manufacturers and license providers as consumers can obtain 3D prints of their favorite toy characters any time they want. There is also an inherent risk that this technology will increase the market for collectible and toy counterfeits and violate copyright and trademark infringements. 3D printers are likely to become increasingly affordable over the coming years. Thus, licensors are trying to protect their products and figuring out methods to legitimize do-it-yourself merchandise and toys and derive revenue from them. Many market players are introducing 3D printing tools for building and modifying toys at home. Such innovations in 3D printing are expected to propel the growth of the market focus during the forecast period.

Technavio has announced its latest market research report titled 
Toys and Games Market Growth, Size, Trends, Analysis Report by Type, Application, Region and Segment Forecast 2021-2025
Technavio has announced its latest market research report titled Toys and Games Market Growth, Size, Trends, Analysis Report by Type, Application, Region and Segment Forecast 2021-2025

Evaluate growth strategies by getting insights into upcoming trends -.Request a sample now!

Toys and Games Market: Vendor Landscape
  • The toys and games market is fragmented and the vendors are deploying various organic and inorganic growth strategies to compete in the market.
  • The toys and games market forecast report offers in-depth insights into key vendor profiles. The profiles include information on the production, sustainability, and prospects of the leading companies.
  • The toys and games market report also offers information on several market vendors, including Atlas Games, Clementoni Spa, Franckh-Kosmos Verlags-GmbH and Co. KG, Hasbro Inc., LEGO System AS, Mattel Inc., Ravensburger AG, The Goliath Games LLC, TOMY Co. Ltd., and VTech Holdings Ltd. among others.
  • For Instance - LEGO System AS, the company offers toys and games namely The Ultimate Bundle.
  • For in-depth insights into key vendor profiles with complete offerings - Request a sample!
Toys and Games Market: Major Driver

The key factors driving growth in the toys and games market are the increasing personal disposable income and the rising middle-class population. In recent years, the lifestyle in both developed countries and emerging countries such as Russia, China, and India has changed dramatically. One of the reasons behind this dramatic increase is rapid urbanization. Another reason behind the dramatic change in consumer lifestyle is an increase in purchasing power. Consumer purchasing power and living standards have increased because of higher disposable income, especially in developing countries such as India and China. The increasing disposable income in these countries, along with rapid urbanization, is leading to a rise in the demand for toys and games from organized multi-brand retail stores, which, in turn, is helping the market vendors to earn higher revenue. The growth in the middle-class population is expected to aid the growth of the global toys and games market. 

Refine your marketing strategies by knowing more about drivers & challenges - Request a sample report now!

Toys And Games Market: Segmentation Analysis

This market research report segments the toys and games market by Product (activity and ride-on toys, infant and pre-school toys, games and puzzles, plush toys, and others), Distribution Channel (offline distribution channel and online distribution channel), and Geography (North America, Europe, APAC, South America, and MEA).

To know about the accurate prediction of the contribution of all the segments  - Grab a sample!

Related Reports:
  • The construction toys market share is expected to increase to USD 1.23 billion from 2021 to 2026, and the market's growth momentum will accelerate at a CAGR of 2.79%.
  • The board games market share is expected to increase by USD 2.56 billion from 2020 to 2025, and the market's growth momentum will accelerate at a CAGR of 7.30%.

Toys And Games Market Scope

Report Coverage

Details

Page number

120

Base year

2020

Forecast period

2021-2025

Growth momentum & CAGR

Accelerate at a CAGR of 6.70%

Market growth 2021-2025

USD 50.73 billion

Market structure

Fragmented

YoY growth (%)

5.11

Regional analysis

North America, Europe, APAC, South America, and MEA

Performing market contribution

North America at 31%

Key consumer countries

US, Canada, Mexico, Germany, UK, France, China, India, and Japan

Competitive landscape

Leading companies, competitive strategies, consumer engagement scope

Companies profiled

Atlas Games, Clementoni Spa, Franckh-Kosmos Verlags-GmbH and Co. KG, Hasbro Inc., LEGO System AS, Mattel Inc., Ravensburger AG, The Goliath Games LLC, TOMY Co. Ltd., and VTech Holdings Ltd.

Market Dynamics

Parent market analysis, Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID 19 impact and future consumer dynamics, market condition analysis for forecast period,

Customization purview

If our report has not included the data that you are looking for, you can reach out to our analysts and get segments customized.

Table of Content

1. Executive Summary                         

2. Market Landscape                            

               2.1 Market ecosystem             

                              Exhibit 01:  Parent market

                              Exhibit 02:  Market characteristics

               2.2 Value chain analysis           

                              Exhibit 03: Value chain analysis: Leisure products

                              2.2.1 Inputs

                              2.2.2 Inbound logistics

                              2.2.3 Operations

                              2.2.4 Outbound logistics

                              2.2.5 Marketing and sales

                              2.2.6 Service

3. Market Sizing                      

               3.1 Market definition

                              Exhibit 04:  Offerings of vendors included in the market definition

               3.2 Market segment analysis  

                              Exhibit 05:  Market segments

               3.3 Market size 2020 

               3.4 Market outlook: Forecast for 2020 - 2025 

                              3.4.1 Estimating growth rates for emerging and high-growth markets

                              3.4.2 Estimating growth rates for mature markets

                              Exhibit 06:  Global - Market size and forecast 2020 - 2025 ($ billion)

                              Exhibit 07:  Global market: Year-over-year growth 2020 - 2025 (%)

4. Five Forces Analysis                         

               4.1 Five Forces Summary         

                              Exhibit 08: Five forces analysis 2020 & 2025

               4.2 Bargaining power of buyers            

                              Exhibit 09: Bargaining power of buyers

               4.3 Bargaining power of suppliers        

                              Exhibit 10: Bargaining power of suppliers

               4.4 Threat of new entrants     

                              Exhibit 11: Threat of new entrants

               4.5 Threat of substitutes          

                              Exhibit 12: Threat of substitutes

               4.6 Threat of rivalry   

                              Exhibit 13: Threat of rivalry

               4.7 Market condition 

                              Exhibit 14: Market condition - Five forces 2020

5. Market Segmentation by Product              

               5.1 Market segments

                              Exhibit 15: Product - Market share 2020-2025 (%)

               5.2 Comparison by Product    

                              Exhibit 16: Comparison by Product

               5.3 Activity and ride-on toys - Market size and forecast 2020-2025       

                              Exhibit 17:  Activity and ride-on toys - Market size and forecast 2020-2025 ($ billion)

                              Exhibit 18:  Activity and ride-on toys - Year-over-year growth 2020-2025 (%)

               5.4 Infant and pre-school toys  - Market size and forecast 2020-2025   

                              Exhibit 19:  Infant and pre-school toys  - Market size and forecast 2020-2025 ($ billion)

                              Exhibit 20:  Infant and pre-school toys  - Year-over-year growth 2020-2025 (%)

               5.5 Games and puzzles - Market size and forecast 2020-2025  

                              Exhibit 21:  Games and puzzles - Market size and forecast 2020-2025 ($ billion)

                              Exhibit 22:  Games and puzzles - Year-over-year growth 2020-2025 (%)

               5.6 Plush toys - Market size and forecast 2020-2025    

                              Exhibit 23:  Plush toys - Market size and forecast 2020-2025 ($ billion)

                              Exhibit 24:  Plush toys - Year-over-year growth 2020-2025 (%)

               5.7 Others - Market size and forecast 2020-2025          

                              Exhibit 25:  Others - Market size and forecast 2020-2025 ($ billion)

                              Exhibit 26:  Others - Year-over-year growth 2020-2025 (%)

               5.8 Market opportunity by Product     

                              Exhibit 27: Market opportunity by Product

6. Market Segmentation by Distribution channel                    

               6.1 Market segments

                              Exhibit 28:  Distribution channel - Market share 2020-2025 (%)

               6.2 Comparison by Distribution channel           

                              Exhibit 29:  Comparison by Distribution channel

               6.3 Offline distribution channel - Market size and forecast 2020-2025  

                              Exhibit 30:  Offline distribution channel - Market size and forecast 2020-2025 ($ billion)

                              Exhibit 31:  Offline distribution channel - Year-over-year growth 2020-2025 (%)

               6.4 Online distribution channel - Market size and forecast 2020-2025  

                              Exhibit 32:  Online distribution channel - Market size and forecast 2020-2025 ($ billion)

                              Exhibit 33:  Online distribution channel - Year-over-year growth 2020-2025 (%)

               6.5 Market opportunity by Distribution channel            

                              Exhibit 34:  Market opportunity by Distribution channel

7. Customer landscape                        

               7.1 Overview

                              Technavio's customer landscape matrix comparing Drivers or price sensitivity, Adoption lifecycle, importance in customer price basket, Adoption rate and Key purchase criteria

                              Exhibit 35:  Customer landscape

8. Geographic Landscape                    

               8.1 Geographic segmentation

                              Exhibit 36:  Market share by geography 2020-2025 (%)

               8.2 Geographic comparison    

                              Exhibit 37:  Geographic comparison

               8.3 North America - Market size and forecast 2020-2025          

                              Exhibit 38:  North America - Market size and forecast 2020-2025 ($ billion)

                              Exhibit 39:  North America - Year-over-year growth 2020-2025 (%)

               8.4 Europe - Market size and forecast 2020-2025         

                              Exhibit 40:  Europe - Market size and forecast 2020-2025 ($ billion)

                              Exhibit 41:  Europe - Year-over-year growth 2020-2025 (%)

               8.5 APAC - Market size and forecast 2020-2025             

                              Exhibit 42:  APAC - Market size and forecast 2020-2025 ($ billion)

                              Exhibit 43:  APAC - Year-over-year growth 2020-2025 (%)

               8.6 South America - Market size and forecast 2020-2025          

                              Exhibit 44:  South America - Market size and forecast 2020-2025 ($ billion)

                              Exhibit 45:  South America - Year-over-year growth 2020-2025 (%)

               8.7 MEA - Market size and forecast 2020-2025              

                              Exhibit 46:  MEA - Market size and forecast 2020-2025 ($ billion)

                              Exhibit 47:  MEA - Year-over-year growth 2020-2025 (%)

               8.8 Key leading countries        

                              Exhibit 48:  Key leading countries

               8.9 Market opportunity by geography

                              Exhibit 49:  Market opportunity by geography

9. Drivers, Challenges, and Trends                  

               9.1  Market drivers     

                              9.1.1 Increasing personal disposable income and rising middle-class population

                              9.1.2 Increasing children's TV and Internet viewership

                              9.1.3 Rise in online sales

               9.2 Market challenges              

                              9.2.1 Seasonal demand and short life of merchandise and collectibles

                              9.2.2 Market fragmentation

                              9.2.3 Increasing popularity of e-games

                              Exhibit 50:  Impact of drivers and challenges

               9.3 Market trends      

                              9.3.1 Emergence of 3D printing

                              9.3.2 Use of licensed merchandise for marketing and branding

                              9.3.3 Growing market for franchise movies and shows

10. Vendor Landscape                         

               10.1 Overview             

                              Exhibit 51: Vendor landscape

               10.2 Landscape disruption      

                              The potential for the disruption of the market landscape was moderate in 2020, and its threat is expected to remain unchanged by 2025. 

                              Exhibit 52: ?Landscape disruption?

                              Exhibit 53: Industry risks

11. Vendor Analysis               

               11.1 Vendors covered              

                              Exhibit 54:  Vendors covered

               11.2 Market positioning of vendors    

                              Exhibit 55:  Market positioning of vendors

               11.3 Atlas Games       

                              Exhibit 56:  Atlas Games  - Overview

                              Exhibit 57:  Atlas Games  - Product and service

                              Exhibit 58:  Atlas Games  - Key offerings

               11.4 Clementoni Spa 

                              Exhibit 59:  Clementoni Spa - Overview

                              Exhibit 60:  Clementoni Spa - Product and service

                              Exhibit 61:  Clementoni Spa - Key offerings

               11.5 Franckh-Kosmos Verlags-GmbH and Co. KG           

                              Exhibit 62:  Franckh-Kosmos Verlags-GmbH and Co. KG - Overview

                              Exhibit 63:  Franckh-Kosmos Verlags-GmbH and Co. KG - Product and service

                              Exhibit 64:  Franckh-Kosmos Verlags-GmbH and Co. KG - Key offerings

               11.6 Hasbro Inc.         

                              Exhibit 65:  Hasbro Inc. - Overview

                              Exhibit 66:  Hasbro Inc. - Business segments

                              Exhibit 67:  Hasbro Inc. - Key offerings

                              Exhibit 68:  Hasbro Inc. - Segment focus

               11.7 LEGO System AS

                              Exhibit 69:  LEGO System AS - Overview

                              Exhibit 70:  LEGO System AS - Product and service

                              Exhibit 71:  LEGO System AS - Key news

                              Exhibit 72:  LEGO System AS - Key offerings

               11.8 Mattel Inc.          

                              Exhibit 73:  Mattel Inc. - Overview

                              Exhibit 74:  Mattel Inc. - Business segments

                              Exhibit 75:  Mattel Inc. - Key offerings

                              Exhibit 76:  Mattel Inc. - Segment focus

               11.9 Ravensburger AG             

                              Exhibit 77:  Ravensburger AG - Overview

                              Exhibit 78:  Ravensburger AG - Product and service

                              Exhibit 79:  Ravensburger AG - Key offerings

               11.10 The Goliath Games LLC

                              Exhibit 80:  The Goliath Games LLC - Overview

                              Exhibit 81:  The Goliath Games LLC - Product and service

                              Exhibit 82:  The Goliath Games LLC - Key offerings

               11.11 TOMY Co. Ltd.

                              Exhibit 83:  TOMY Co. Ltd. - Overview

                              Exhibit 84:  TOMY Co. Ltd. - Business segments

                              Exhibit 85:  TOMY Co. Ltd.- Key news

                              Exhibit 86:  TOMY Co. Ltd. - Key offerings

                              Exhibit 87:  TOMY Co. Ltd. - Segment focus

               11.12 VTech Holdings Ltd.      

                              Exhibit 88:  VTech Holdings Ltd. - Overview

                              Exhibit 89:  VTech Holdings Ltd. - Business segments

                              Exhibit 90:   VTech Holdings Ltd. - Key news

                              Exhibit 91:  VTech Holdings Ltd. - Key offerings

                              Exhibit 92:  VTech Holdings Ltd. - Segment focus

12. Appendix                           

               12.1 Scope of the report         

                              12.1.1 Market definition

                              12.1.2 Objectives

                              12.1.3Notes and caveats

               12.2 Currency conversion rates for US$            

                              Exhibit 93: Currency conversion rates for US$?

               12.3 Research Methodology   

                              Exhibit 94: Research Methodology

                              Exhibit 95: Validation techniques employed for market sizing?

                              Exhibit 96: Information sources

               12.4 List of abbreviations        

                              Exhibit 97: List of abbreviations

About Technavio

Technavio is a leading global technology research and advisory company. Their research and analysis focuses on emerging market trends and provides actionable insights to help businesses identify market opportunities and develop effective strategies to optimize their market positions.

With over 500 specialized analysts, Technavio's report library consists of more than 17,000 reports and counting, covering 800 technologies, spanning across 50 countries. Their client base consists of enterprises of all sizes, including more than 100 Fortune 500 companies. This growing client base relies on Technavio's comprehensive coverage, extensive research, and actionable market insights to identify opportunities in existing and potential markets and assess their competitive positions within changing market scenarios.

Contacts

Technavio Research
Jesse Maida
Media & Marketing Executive
US: +1 844 364 1100
UK: +44 203 893 3200
Email: [email protected]
Website: www.technavio.com/

SOURCE Technavio

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Fast Casual Restaurants Market to Grow by USD 302.5 Billion from 2024-2028, Driven by Demand for Food Menu Innovation & Customization, Report on How AI is Driving Market Transformation - Technavio

Report with the AI impact on market trends - The global fast casual restaurants market size is estimated to grow by USD 302.5 billion from 2024-2028, ...

Fast Fashion Market to Grow by USD 79.2 Billion from 2025-2029, Driven by Burgeoning Youth Populations' Demand for Fast Fashion Clothing, Report on AI-Powered Market Evolution - Technavio

Fast Fashion Market to Grow by USD 79.2 Billion from 2025-2029, Driven by Burgeoning Youth Populations' Demand for Fast Fashion Clothing, Report on AI-Powered Market Evolution - Technavio

Report on how AI is driving market transformation - The global fast fashion market size is estimated to grow by USD 79.2 billion from 2025-2029,...

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