Toys and Games Market Synopsis

Toys and Games Market Size Was Valued at USD  424.66 Billion in 2023, and is Projected to Reach USD  675.92 Billion by 2032, Growing at a CAGR of 5.30% From 2024-2032.

The Toys and Games market therefore covers a broad classification of products that are designed for use in plays and other recreational activities and they include; physical toys, electronic toys, toys for babies, puzzle toys, activity toys, action toys, dolls, cars and trucks, games, and educational toys, video games, and mobile games. These products are used by different groups of people starting from babies and extending up to adults, and their uses include learning, playing, and practicing various skills. It runs under considerations such as advancements in technologies, viewing the world from the consumers’ perspective, and following trends and trends in public culture.

  • The Toys and Games market around the world has grown in recent years, due to some of the factors such as technological innovations, social media, and the shifted consumer behavior. Where it was mostly centred upon doll toys, with action figures, board games etc, the market now comprises of a very huge number of digital and interactive games. The use of social devices such as smart phones and tablets has boosted the development of mobile games more so because they allow the game to be played from any location. Besides, the enhancement of internet availability contributed to the rise of online multiplayer games thus proliferating the market across different subsets of the population today.
  •  Another especially significant observation that can be applied to the Toys and Games Market is that the rate of demand for educational toys and especially STEM toys is rising. More and more parents and educators are paying attention to the possibilities of early childhood education, which contribute to the generation of demand for toys stimulating the child’s thinking processes. This change is evidenced by toys such as coding kits, robot building sets and other STEM toys, which not only provide entertainment, but also build knowledge. Additionally, the market is also experiencing a rising trend involving licensed toys that have many franchises including Disney, Marvel and Star Wars. These toys that are associated with famous movies, shows and games appeal to large audiences thus ensuring that these toys are accountable for a greater share of the total industry revenue.
  •  The concern for sustainability is another feature that defines the Toys and Games Market in the future. The awareness of the environmental questions is growing, and consumers became more attentive to the materials used in toys for children. Consequently, an increased need for toys that are environmentally friendly and some of the toys produced with minimal impact on the environment is observed. Companies have started bringing products with recycled content or offering products with lesser or no use of plastics or plastic packaging. Consumers’ demand for sustainable products and services complement this trend because it opens up a competitive niche for business entities. 
  •  It is also verifying the advantage of an increased use of social media and influence marketing. Social media channels such as YouTube, Instagram, and TikTok are already being widely used as means of promoting toys and games, with opinion leaders performing a crucial function in acquainting the target audience with certain outlets or items. Originally, logically, unboxing videos, product reviews and gameplays or any videos related to a product increase awareness and sales of the product. This trend has also given rise to the concept of markets, products, and toy that are obscure such as collector toys and products that are rare such as limited-edition toys.
  •  Nonetheless, below are some challenges that the Toys and Games Market has been experiencing; This is a highly competetive sector, where numerous companies try to get a share of the market. Also, because of the technology systems development, it can be envisaged that current business firms would need to advance and change frequently. The market is also affected by the economic factors bearing in mind toys and games are goods that are purchased based on discretionary income. Some factors that convey a negative influence include economic fluctuations, the business cycle that has a direct effect on consumers’ buying patterns hence affecting the overall market size. 
  •  All in all, the Toys and Games Market is also not an exception, and has been influenced by the use of technology, consumers’ preference and shift towards sustainability. The opportunities for growth are huge if Berry can establish its market in the following niches; digital and educational toys, licensed products and environmental friendly toys. However, threats like high level of competition and fluctuations in the economic environment make it difficult for companies to thrive in this ever changing market.

Toys and Games Market Trend Analysis

Rise of Eco-Friendly and Sustainable Toys

  • Concerning the toys and games market, new trends of eco-friendly and sustainable toys are based on a general inclination to buy products conforming to eco-ethical values. This transition is as a result of the rising concern about the effects of conventional plastic toys on the environment since they are made of non-renewable materials and end up polluting the environment. Thus, the current shift by many toy industries to come up with products that are made from sustainable materials like recycled plastics, organic cotton, or sustainably sourced woods. Also, the focus is shifting towards the product life cycle and its durability; some firms produce toys that may be handed down from one generation to the other, while others can be recycled at the end of their lifecycle. This extension of children’s apparel is also a result of parents who want their children to grow as individuals imbued with sustainability with the hope of caring for the environment as they grow up.
  • Also, the increased accessibility of certifications and eco-labels in the industry makes the consumers aware of toys meeting specified environmental standards, thus encouraging the use of sustainable toys. Altogether, eco-friendly and sustainable toys as a trend is emerging as a factor in toys and games market; companies are refocusing on the idea that embedding sustainability with toys is not only an environmentally friendly idea, but is also a good seller in the current market where more and more consciousness regarding environment is being developed.

Expansion of Digital and STEM-Based Learning Games

  • The Toys and Games market shows the general tendency of increasing the educational component in products with the examples of digital and STEM-based learning games. Thus, this trend is fostered by the rising need of parents and educators to find effective resources for children’s entertainment and development, targeted at cognition, problem-solving, and computer skills improvement. Today, learning games which are proposed for digital learning environment incorporate technology such as augmented reality and virtual reality to make the content interesting and engaging for the children and at the same time help to develop mathematics and other skills.
  •  Such a type of games commonly involves elements of interactions as well as learning curves that delivers the lesson according to the necessity and capacity of the game’s player. Over time, the market is observing a trend towards new devices that combine a traditional desire for child’s play with opportunities created by an interface with technology, which contributes to child development. This expansion is also made possible by the increasing funding coming from both traditional toy manufacturers and technology firms that see the potential of EdTech to shape young children’s development.

Toys and Games Market Segment Analysis:

Toys and Games Market Segmented based on  Product Type, Age Group, and Distribution Channel.

By   Product Type, Video Games segment is expected to dominate the market during the forecast period

  • The Toys and Games Market can be classified based on the product type where several different product segments can be identified, each of them having individual trends and popular tendencies. Games & Puzzles remain the category of products that are popular because of their educational value and opportunity to communicate, which is interesting for both children and adults. Video Games are another notable sector as a result of the technological developments and the use of firm-based gaming consoles and personal computers with an extraordinary focus on interaction and immersion.
  • Construction Toys that include building blocks and kits fall in this category and due to the promotion of creativity, problem solving skills, the product continues to enjoy strong demand by parents. Dolls & Accessories are still relevant in this category and new types of dolls along with themed collections continue to be launched on the marketplace targeting various age groups. Infant & Preschool Toys are toys specifically aimed at infants and preschool going kids; they range from soft toys to toys that develop the child’s thinking and problem solving capabilities. Outdoor & Sports Toys  reflect mushrooming trend in children’s and teenager’s interest in outdoor and sporting activities, healthy lifestyle inclusion. The Others segment comprises many marginalized toy types that do not fall under the classification of the above segments, but are essential to the growth of the market. Every part is associated with the corresponding consumer demands and desires, which affects market conditions and development in a particular sphere.

By Age Group , 12-18 Yrs segment held the largest share in 2023

  • The Toys and Games Market is also classified by age to address the various stages of development of the toys and games as used by children and the adult population. Thus, when aiming at toys for 0-3 years age group, the toys are mainly aimed at sensory development and motor skills, and also the toy material has to be safe, non-toxic. Using age limitation, in the category of 3-5 years toys provide early learning, creativity and even social skills due to the interactive and education characteristics inherent to the product. In children group 5-12 years the market focuses more specific toys for toddler that provides challenges, stimulating children’s mind through developments that include problem solving, imaginative play and products that interests children through conducting physical activities on building sets and outdoor products.
  • The 12-18 years segment shows some dependence on products much in line with hobbies and new interests; technology-based toys, sports gears and articles with collections etc. , the adolescence is more independent and has heterogeneous preference. For the above total to 18 age group, the characterized market is made up of games and items that relate to the adults interests in strategies, collected items, leisure, device designs, and functionality of the devices. Such division enables the manufacturers and retailers to focus on the particular consumer requirements and preferences, including various product types suitable for different stages in consumers’ lives.

Toys and Games Market Regional Insights:

Asia Pacific is Expected to Dominate the Market Over the Forecast period

  • The Toys and Games market is anticipated to experience a considerable growth in the Asia Pacific region during the forecasting period due to such factors as rising disposable income per capital, growing middle-class population and rising interest in digital and electronic toys among children. High population density and increasing consumers’ purchasing capacity play a major role in such a development since modern parents are ready to spend great sums of money on the qualitative and diverse toys and games for children.
  • Also, the growth of e-stores and pop influence of international entertainment brands is also contributing to the market demand. China and India remain the most significant players in this process as both countries have young population which can consume toys manufactured both by national and overseas companies. Therefore, the Asia Pacific is expected to control the Toys and Games market share and reveal strong growth and leadership to drive evolution in the market.

Active Key Players in the Toys and Games Market

  • Spin Master (Canada)
  • The LEGO Group (Denmark)
  • SANRIO CO., LTD. (Japan)
  • Playmates Toys Limited (Hong Kong)
  • JAKKS Pacific, Inc. (US)
  • Mattel (US)
  • Hasbro (US)
  • Schylling (US)
  • Bandai Namco Holdings Inc. (Japan)
  • Dream International Limited (Hong Kong)
  • Others Key Player

Key Industry Developments in the Toys and Games Market

  • In February 2024, Rollic, a Zynga-owned company, and toy titan Mattel partnered to develop a Barbie game slated for release later this year. Mattel has highlighted this collaboration as a part of the continued growth of its licensed digital games portfolio.
  • In June 2023, Mattel, Inc. announced a new collection of Barbie dolls inspired by the highly anticipated film release, Barbie. Barbie the Movie dolls have looks that fans will recognize from the film, representing the distinctive fashions of Barbie, Ken, and new characters. From their first-look costumes to the matching sets they wore in the movie; the collection recreates the Barbiecore and Ken-ergy persona from the feature film.
  • In January 2023, Buffalo Games partnered with London-based indie games company Big Potato to distribute each other’s products in the UK and the U.S. Buffalo Games’ Chuckle & Roar line of toys and games will debut in the UK through Big Potato on Amazon and with a few select retail partners.

Global Toys and Games Market

Base Year:

2023

Forecast Period:

2024-2032

Historical Data:

2017 to 2023

Market Size in 2023:

USD  424.66 Bn.

Forecast Period 2024-32 CAGR:

5.30%

Market Size in 2032:

USD  675.92 Bn.

Segments Covered:

 By Product Type

  • Games & Puzzles
  • Video Games
  • Construction Toys
  • Dolls & Accessories
  • Infant & Preschool Toys
  • Outdoor & Sports Toys
  • Others

By Age Group

  • 0-3 Yrs
  • 3-5Yrs
  • 5-12 Yrs
  • 12-18 Yrs
  • Above 18

By Distribution Channel

  • Hypermarkets/Supermarkets
  • Specialty Stores
  • Departmental Stores
  • Shopping Malls
  • Dedicated Stores
  • Gift Shops
  • Online Channel
  • Others

By Region

  • North America (U.S., Canada, Mexico)
  • Eastern Europe (Bulgaria, The Czech Republic, Hungary, Poland, Romania, Rest of Eastern Europe)
  • Western Europe (Germany, UK, France, Netherlands, Italy, Russia, Spain, Rest of Western Europe)
  • Asia Pacific (China, India, Japan, South Korea, Malaysia, Thailand, Vietnam, The Philippines, Australia, New-Zealand, Rest of APAC)
  • Middle East & Africa (Turkey, Bahrain, Kuwait, Saudi Arabia, Qatar, UAE, Israel, South Africa)
  • South America (Brazil, Argentina, Rest of SA)

Key Market Drivers:

  • Growing Demand for Interactive and Educational Toys

Key Market Restraints:

  • Increasing Raw Material Costs

Key Opportunities:

  • Expansion of Digital and STEM-Based Learning Games

Companies Covered in the report:

  • Spin Master (Canada),The LEGO Group (Denmark),SANRIO CO., LTD. (Japan),Playmates Toys Limited (Hong Kong),JAKKS Pacific, Inc. (US),Mattel (US),Hasbro (US),Schylling (US),Bandai Namco Holdings Inc. (Japan),and Other Major Players.

Chapter 1: Introduction
 1.1 Scope and Coverage

Chapter 2:Executive Summary

Chapter 3: Market Landscape
 3.1 Market Dynamics
  3.1.1 Drivers
  3.1.2 Restraints
  3.1.3 Opportunities
  3.1.4 Challenges
 3.2 Market Trend Analysis
 3.3 PESTLE Analysis
 3.4 Porter's Five Forces Analysis
 3.5 Industry Value Chain Analysis
 3.6 Ecosystem
 3.7 Regulatory Landscape
 3.8 Price Trend Analysis
 3.9 Patent Analysis
 3.10 Technology Evolution
 3.11 Investment Pockets
 3.12 Import-Export Analysis

Chapter 4: Toys and Games Market by Product Type
 4.1 Toys and Games Market Snapshot and Growth Engine
 4.2 Toys and Games Market Overview
 4.3 Games & Puzzles
  4.3.1 Introduction and Market Overview
  4.3.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F)
  4.3.3 Key Market Trends, Growth Factors and Opportunities
  4.3.4 Games & Puzzles: Geographic Segmentation Analysis
 4.4 Video Games
  4.4.1 Introduction and Market Overview
  4.4.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F)
  4.4.3 Key Market Trends, Growth Factors and Opportunities
  4.4.4 Video Games: Geographic Segmentation Analysis
 4.5 Construction Toys
  4.5.1 Introduction and Market Overview
  4.5.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F)
  4.5.3 Key Market Trends, Growth Factors and Opportunities
  4.5.4 Construction Toys: Geographic Segmentation Analysis
 4.6 Dolls & Accessories
  4.6.1 Introduction and Market Overview
  4.6.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F)
  4.6.3 Key Market Trends, Growth Factors and Opportunities
  4.6.4 Dolls & Accessories: Geographic Segmentation Analysis
 4.7 Infant & Preschool Toys
  4.7.1 Introduction and Market Overview
  4.7.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F)
  4.7.3 Key Market Trends, Growth Factors and Opportunities
  4.7.4 Infant & Preschool Toys: Geographic Segmentation Analysis
 4.8 Outdoor & Sports Toys
  4.8.1 Introduction and Market Overview
  4.8.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F)
  4.8.3 Key Market Trends, Growth Factors and Opportunities
  4.8.4 Outdoor & Sports Toys: Geographic Segmentation Analysis
 4.9 Others
  4.9.1 Introduction and Market Overview
  4.9.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F)
  4.9.3 Key Market Trends, Growth Factors and Opportunities
  4.9.4 Others: Geographic Segmentation Analysis

Chapter 5: Toys and Games Market by Age Group
 5.1 Toys and Games Market Snapshot and Growth Engine
 5.2 Toys and Games Market Overview
 5.3 0-3 Yrs
  5.3.1 Introduction and Market Overview
  5.3.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F)
  5.3.3 Key Market Trends, Growth Factors and Opportunities
  5.3.4 0-3 Yrs: Geographic Segmentation Analysis
 5.4 3-5Yrs
  5.4.1 Introduction and Market Overview
  5.4.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F)
  5.4.3 Key Market Trends, Growth Factors and Opportunities
  5.4.4 3-5Yrs: Geographic Segmentation Analysis
 5.5 5-12 Yrs
  5.5.1 Introduction and Market Overview
  5.5.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F)
  5.5.3 Key Market Trends, Growth Factors and Opportunities
  5.5.4 5-12 Yrs: Geographic Segmentation Analysis
 5.6 12-18 Yrs
  5.6.1 Introduction and Market Overview
  5.6.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F)
  5.6.3 Key Market Trends, Growth Factors and Opportunities
  5.6.4 12-18 Yrs: Geographic Segmentation Analysis
 5.7 Above 18
  5.7.1 Introduction and Market Overview
  5.7.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F)
  5.7.3 Key Market Trends, Growth Factors and Opportunities
  5.7.4 Above 18: Geographic Segmentation Analysis

Chapter 6: Toys and Games Market by Distribution Channel
 6.1 Toys and Games Market Snapshot and Growth Engine
 6.2 Toys and Games Market Overview
 6.3 Hypermarkets/Supermarkets
  6.3.1 Introduction and Market Overview
  6.3.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F)
  6.3.3 Key Market Trends, Growth Factors and Opportunities
  6.3.4 Hypermarkets/Supermarkets: Geographic Segmentation Analysis
 6.4 Specialty Stores
  6.4.1 Introduction and Market Overview
  6.4.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F)
  6.4.3 Key Market Trends, Growth Factors and Opportunities
  6.4.4 Specialty Stores: Geographic Segmentation Analysis
 6.5 Departmental Stores
  6.5.1 Introduction and Market Overview
  6.5.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F)
  6.5.3 Key Market Trends, Growth Factors and Opportunities
  6.5.4 Departmental Stores: Geographic Segmentation Analysis
 6.6 Shopping Malls
  6.6.1 Introduction and Market Overview
  6.6.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F)
  6.6.3 Key Market Trends, Growth Factors and Opportunities
  6.6.4 Shopping Malls: Geographic Segmentation Analysis
 6.7 Dedicated Stores
  6.7.1 Introduction and Market Overview
  6.7.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F)
  6.7.3 Key Market Trends, Growth Factors and Opportunities
  6.7.4 Dedicated Stores: Geographic Segmentation Analysis
 6.8 Gift Shops
  6.8.1 Introduction and Market Overview
  6.8.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F)
  6.8.3 Key Market Trends, Growth Factors and Opportunities
  6.8.4 Gift Shops: Geographic Segmentation Analysis
 6.9 Online Channel
  6.9.1 Introduction and Market Overview
  6.9.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F)
  6.9.3 Key Market Trends, Growth Factors and Opportunities
  6.9.4 Online Channel: Geographic Segmentation Analysis
 6.10 Others
  6.10.1 Introduction and Market Overview
  6.10.2 Historic and Forecasted Market Size in Value USD and Volume Units (2017-2032F)
  6.10.3 Key Market Trends, Growth Factors and Opportunities
  6.10.4 Others: Geographic Segmentation Analysis

Chapter 7: Company Profiles and Competitive Analysis
 7.1 Competitive Landscape
  7.1.1 Competitive Benchmarking
  7.1.2 Toys and Games Market Share by Manufacturer (2023)
  7.1.3 Industry BCG Matrix
  7.1.4 Heat Map Analysis
  7.1.5 Mergers and Acquisitions
  
 7.2 SPIN MASTER (CANADA)
  7.2.1 Company Overview
  7.2.2 Key Executives
  7.2.3 Company Snapshot
  7.2.4 Role of the Company in the Market
  7.2.5 Sustainability and Social Responsibility
  7.2.6 Operating Business Segments
  7.2.7 Product Portfolio
  7.2.8 Business Performance
  7.2.9 Key Strategic Moves and Recent Developments
  7.2.10 SWOT Analysis
 7.3 THE LEGO GROUP (DENMARK)
 7.4 SANRIO CO
 7.5 LTD(JAPAN)
 7.6 PLAYMATES TOYS LIMITED (HONG KONG)
 7.7 JAKKS PACIFIC
 7.8 INC. (US)
 7.9 MATTEL (US)
 7.10 HASBRO (US)
 7.11 SCHYLLING (US)
 7.12 BANDAI NAMCO HOLDINGS INC. (JAPAN)
 7.13 OTHER MAJOR PLAYERS

Chapter 8: Global Toys and Games Market By Region
 8.1 Overview
8.2. North America Toys and Games Market
  8.2.1 Key Market Trends, Growth Factors and Opportunities
  8.2.2 Top Key Companies
  8.2.3 Historic and Forecasted Market Size by Segments
  8.2.4 Historic and Forecasted Market Size By Product Type
   8.2.4.1 Games & Puzzles
   8.2.4.2 Video Games
   8.2.4.3 Construction Toys
   8.2.4.4 Dolls & Accessories
   8.2.4.5 Infant & Preschool Toys
   8.2.4.6 Outdoor & Sports Toys
   8.2.4.7 Others
  8.2.5 Historic and Forecasted Market Size By Age Group
   8.2.5.1 0-3 Yrs
   8.2.5.2 3-5Yrs
   8.2.5.3 5-12 Yrs
   8.2.5.4 12-18 Yrs
   8.2.5.5 Above 18
  8.2.6 Historic and Forecasted Market Size By Distribution Channel
   8.2.6.1 Hypermarkets/Supermarkets
   8.2.6.2 Specialty Stores
   8.2.6.3 Departmental Stores
   8.2.6.4 Shopping Malls
   8.2.6.5 Dedicated Stores
   8.2.6.6 Gift Shops
   8.2.6.7 Online Channel
   8.2.6.8 Others
  8.2.7 Historic and Forecast Market Size by Country
   8.2.7.1 US
   8.2.7.2 Canada
   8.2.7.3 Mexico
8.3. Eastern Europe Toys and Games Market
  8.3.1 Key Market Trends, Growth Factors and Opportunities
  8.3.2 Top Key Companies
  8.3.3 Historic and Forecasted Market Size by Segments
  8.3.4 Historic and Forecasted Market Size By Product Type
   8.3.4.1 Games & Puzzles
   8.3.4.2 Video Games
   8.3.4.3 Construction Toys
   8.3.4.4 Dolls & Accessories
   8.3.4.5 Infant & Preschool Toys
   8.3.4.6 Outdoor & Sports Toys
   8.3.4.7 Others
  8.3.5 Historic and Forecasted Market Size By Age Group
   8.3.5.1 0-3 Yrs
   8.3.5.2 3-5Yrs
   8.3.5.3 5-12 Yrs
   8.3.5.4 12-18 Yrs
   8.3.5.5 Above 18
  8.3.6 Historic and Forecasted Market Size By Distribution Channel
   8.3.6.1 Hypermarkets/Supermarkets
   8.3.6.2 Specialty Stores
   8.3.6.3 Departmental Stores
   8.3.6.4 Shopping Malls
   8.3.6.5 Dedicated Stores
   8.3.6.6 Gift Shops
   8.3.6.7 Online Channel
   8.3.6.8 Others
  8.3.7 Historic and Forecast Market Size by Country
   8.3.7.1 Bulgaria
   8.3.7.2 The Czech Republic
   8.3.7.3 Hungary
   8.3.7.4 Poland
   8.3.7.5 Romania
   8.3.7.6 Rest of Eastern Europe
8.4. Western Europe Toys and Games Market
  8.4.1 Key Market Trends, Growth Factors and Opportunities
  8.4.2 Top Key Companies
  8.4.3 Historic and Forecasted Market Size by Segments
  8.4.4 Historic and Forecasted Market Size By Product Type
   8.4.4.1 Games & Puzzles
   8.4.4.2 Video Games
   8.4.4.3 Construction Toys
   8.4.4.4 Dolls & Accessories
   8.4.4.5 Infant & Preschool Toys
   8.4.4.6 Outdoor & Sports Toys
   8.4.4.7 Others
  8.4.5 Historic and Forecasted Market Size By Age Group
   8.4.5.1 0-3 Yrs
   8.4.5.2 3-5Yrs
   8.4.5.3 5-12 Yrs
   8.4.5.4 12-18 Yrs
   8.4.5.5 Above 18
  8.4.6 Historic and Forecasted Market Size By Distribution Channel
   8.4.6.1 Hypermarkets/Supermarkets
   8.4.6.2 Specialty Stores
   8.4.6.3 Departmental Stores
   8.4.6.4 Shopping Malls
   8.4.6.5 Dedicated Stores
   8.4.6.6 Gift Shops
   8.4.6.7 Online Channel
   8.4.6.8 Others
  8.4.7 Historic and Forecast Market Size by Country
   8.4.7.1 Germany
   8.4.7.2 UK
   8.4.7.3 France
   8.4.7.4 Netherlands
   8.4.7.5 Italy
   8.4.7.6 Russia
   8.4.7.7 Spain
   8.4.7.8 Rest of Western Europe
8.5. Asia Pacific Toys and Games Market
  8.5.1 Key Market Trends, Growth Factors and Opportunities
  8.5.2 Top Key Companies
  8.5.3 Historic and Forecasted Market Size by Segments
  8.5.4 Historic and Forecasted Market Size By Product Type
   8.5.4.1 Games & Puzzles
   8.5.4.2 Video Games
   8.5.4.3 Construction Toys
   8.5.4.4 Dolls & Accessories
   8.5.4.5 Infant & Preschool Toys
   8.5.4.6 Outdoor & Sports Toys
   8.5.4.7 Others
  8.5.5 Historic and Forecasted Market Size By Age Group
   8.5.5.1 0-3 Yrs
   8.5.5.2 3-5Yrs
   8.5.5.3 5-12 Yrs
   8.5.5.4 12-18 Yrs
   8.5.5.5 Above 18
  8.5.6 Historic and Forecasted Market Size By Distribution Channel
   8.5.6.1 Hypermarkets/Supermarkets
   8.5.6.2 Specialty Stores
   8.5.6.3 Departmental Stores
   8.5.6.4 Shopping Malls
   8.5.6.5 Dedicated Stores
   8.5.6.6 Gift Shops
   8.5.6.7 Online Channel
   8.5.6.8 Others
  8.5.7 Historic and Forecast Market Size by Country
   8.5.7.1 China
   8.5.7.2 India
   8.5.7.3 Japan
   8.5.7.4 South Korea
   8.5.7.5 Malaysia
   8.5.7.6 Thailand
   8.5.7.7 Vietnam
   8.5.7.8 The Philippines
   8.5.7.9 Australia
   8.5.7.10 New Zealand
   8.5.7.11 Rest of APAC
8.6. Middle East & Africa Toys and Games Market
  8.6.1 Key Market Trends, Growth Factors and Opportunities
  8.6.2 Top Key Companies
  8.6.3 Historic and Forecasted Market Size by Segments
  8.6.4 Historic and Forecasted Market Size By Product Type
   8.6.4.1 Games & Puzzles
   8.6.4.2 Video Games
   8.6.4.3 Construction Toys
   8.6.4.4 Dolls & Accessories
   8.6.4.5 Infant & Preschool Toys
   8.6.4.6 Outdoor & Sports Toys
   8.6.4.7 Others
  8.6.5 Historic and Forecasted Market Size By Age Group
   8.6.5.1 0-3 Yrs
   8.6.5.2 3-5Yrs
   8.6.5.3 5-12 Yrs
   8.6.5.4 12-18 Yrs
   8.6.5.5 Above 18
  8.6.6 Historic and Forecasted Market Size By Distribution Channel
   8.6.6.1 Hypermarkets/Supermarkets
   8.6.6.2 Specialty Stores
   8.6.6.3 Departmental Stores
   8.6.6.4 Shopping Malls
   8.6.6.5 Dedicated Stores
   8.6.6.6 Gift Shops
   8.6.6.7 Online Channel
   8.6.6.8 Others
  8.6.7 Historic and Forecast Market Size by Country
   8.6.7.1 Turkey
   8.6.7.2 Bahrain
   8.6.7.3 Kuwait
   8.6.7.4 Saudi Arabia
   8.6.7.5 Qatar
   8.6.7.6 UAE
   8.6.7.7 Israel
   8.6.7.8 South Africa
8.7. South America Toys and Games Market
  8.7.1 Key Market Trends, Growth Factors and Opportunities
  8.7.2 Top Key Companies
  8.7.3 Historic and Forecasted Market Size by Segments
  8.7.4 Historic and Forecasted Market Size By Product Type
   8.7.4.1 Games & Puzzles
   8.7.4.2 Video Games
   8.7.4.3 Construction Toys
   8.7.4.4 Dolls & Accessories
   8.7.4.5 Infant & Preschool Toys
   8.7.4.6 Outdoor & Sports Toys
   8.7.4.7 Others
  8.7.5 Historic and Forecasted Market Size By Age Group
   8.7.5.1 0-3 Yrs
   8.7.5.2 3-5Yrs
   8.7.5.3 5-12 Yrs
   8.7.5.4 12-18 Yrs
   8.7.5.5 Above 18
  8.7.6 Historic and Forecasted Market Size By Distribution Channel
   8.7.6.1 Hypermarkets/Supermarkets
   8.7.6.2 Specialty Stores
   8.7.6.3 Departmental Stores
   8.7.6.4 Shopping Malls
   8.7.6.5 Dedicated Stores
   8.7.6.6 Gift Shops
   8.7.6.7 Online Channel
   8.7.6.8 Others
  8.7.7 Historic and Forecast Market Size by Country
   8.7.7.1 Brazil
   8.7.7.2 Argentina
   8.7.7.3 Rest of SA

Chapter 9 Analyst Viewpoint and Conclusion
9.1 Recommendations and Concluding Analysis
9.2 Potential Market Strategies

Chapter 10 Research Methodology
10.1 Research Process
10.2 Primary Research
10.3 Secondary Research
 

Global Toys and Games Market

Base Year:

2023

Forecast Period:

2024-2032

Historical Data:

2017 to 2023

Market Size in 2023:

USD  424.66 Bn.

Forecast Period 2024-32 CAGR:

5.30%

Market Size in 2032:

USD  675.92 Bn.

Segments Covered:

 By Product Type

  • Games & Puzzles
  • Video Games
  • Construction Toys
  • Dolls & Accessories
  • Infant & Preschool Toys
  • Outdoor & Sports Toys
  • Others

By Age Group

  • 0-3 Yrs
  • 3-5Yrs
  • 5-12 Yrs
  • 12-18 Yrs
  • Above 18

By Distribution Channel

  • Hypermarkets/Supermarkets
  • Specialty Stores
  • Departmental Stores
  • Shopping Malls
  • Dedicated Stores
  • Gift Shops
  • Online Channel
  • Others

By Region

  • North America (U.S., Canada, Mexico)
  • Eastern Europe (Bulgaria, The Czech Republic, Hungary, Poland, Romania, Rest of Eastern Europe)
  • Western Europe (Germany, UK, France, Netherlands, Italy, Russia, Spain, Rest of Western Europe)
  • Asia Pacific (China, India, Japan, South Korea, Malaysia, Thailand, Vietnam, The Philippines, Australia, New-Zealand, Rest of APAC)
  • Middle East & Africa (Turkey, Bahrain, Kuwait, Saudi Arabia, Qatar, UAE, Israel, South Africa)
  • South America (Brazil, Argentina, Rest of SA)

Key Market Drivers:

  • Growing Demand for Interactive and Educational Toys

Key Market Restraints:

  • Increasing Raw Material Costs

Key Opportunities:

  • Expansion of Digital and STEM-Based Learning Games

Companies Covered in the report:

  • Spin Master (Canada),The LEGO Group (Denmark),SANRIO CO., LTD. (Japan),Playmates Toys Limited (Hong Kong),JAKKS Pacific, Inc. (US),Mattel (US),Hasbro (US),Schylling (US),Bandai Namco Holdings Inc. (Japan),and Other Major Players.
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Frequently Asked Questions :

What would be the forecast period in the Toys and Games Market research report?

The forecast period in the Toys and Games Market research report is 2024-2032.

Who are the key players in the Toys and Games Market?

Spin Master (Canada), The LEGO Group (Denmark), SANRIO CO., LTD. (Japan), Playmates Toys Limited (Hong Kong), JAKKS Pacific, Inc. (US), Mattel (US), Hasbro (US), Schylling (US), Bandai Namco Holdings Inc. (Japan), and Other Major Players.

What are the segments of the Toys and Games Market?

The Toys and Games Market is segmented into Product Type , Age Group, Distribution Channel and Region. By Product Type, the market is categorized into Games & Puzzles,Video Games, Construction Toys, Dolls & Accessories, Infant & Preschool Toys, Outdoor & Sports Toys, Others.By Age Group, the market is categorized into 0-3 Yrs,3-5Yrs,5-12 Yrs,12-18 Yrs, Above 18.By Distribution Channel, the market is categorized into Hypermarkets/Supermarkets, Specialty Stores, Departmental Stores,Shopping Malls,Dedicated Stores,Gift Shops,Online Channel,Others. By region,  it is analyzed across North America (U.S.; Canada; Mexico), Europe (Germany; U.K.; France; Italy; Russia; Spain, etc.), Asia-Pacific (China; India; Japan; Southeast Asia, etc.), South America (Brazil; Argentina, etc.), Middle East & Africa (Saudi Arabia; South Africa, etc.).

What is the Toys and Games Market?

The Toys and Games market therefore covers a broad classification of products that are designed for use in plays and other recreational activities and they include; physical toys, electronic toys, toys for babies, puzzle toys, activity toys, action toys, dolls, cars and trucks, games, and educational toys, video games, and mobile games. These products are used by different groups of people starting from babies and extend up to adults, and their uses include learning, playing, and practicing various skills. It runs under considerations such as advancements in technologies, viewing the world from the consumers’ perspective, and following trends and trends in public culture.

How big is the Toys and Games Market?

Toys and Games Market Size Was Valued at USD  424.66 Billion in 2023, and is Projected to Reach USD  675.92 Billion by 2032, Growing at a CAGR of 5.30% From 2024-2032.