Global Toys and Games Market: Industry Analysis and forecast 2027
Global Toys and Games Market size was valued US$ XX Mn in 2019 and the total revenue is expected to grow at 4.67% through 2020 to 2027, reaching US$ XX Mn. The report has covered Country market trends with a competitive landscape. Global Toys and Games Market Overview: Commercialization of favorite movies & cartoon characters like Spiderman, Ironman, Superman, & Doraemon is the core strategy used by toy companies to attract kids. Growing disposable income is also likely to play a vital role in market development. Many youngsters like to play video games in their leisure time. Technological inventions like AR/VR headset have led to a surge in the adoption of video games by the youngsters. The introduction of educational gaming has encouraged adults & parents, thereby having an optimistic impact on the market development. The Asia Pacific countries like China & Taiwan are the leading exporters of toys & games globally. Furthermore, major key players are located in Thailand & Japan, wherein cheap & easy to use products are made & exported to many countries. The rising birth rate, coupled with increasing income, is estimated to provide growth opportunities for the global toys & games market during the forecast period. The rising popularity of FIFA, PUBG, & Counterstrike among teenagers & older people is anticipated to drive the market during the forecast period. A growing number of video game events & spending on video games are likely to drive the market growth in the upcoming years. An increase in the number of players & gamers in the established countries is estimated to propel the demand for video games during the forecast period. For example, Sony has introduced a pre-station classic which comes with a preloaded version of the original Play station which has amplified the growth of the Video games market. Rising usage of smartphones that contain video games has powered the market growth in the upcoming years. According to the MMR study, in 2019, PUBG had become one of the major video gaming apps which had produced the maximum revenue all over the world. The growing usage of tablets & laptops has also amplified the growth of the market. Video games are anticipated to expand at a CAGR of 6.38 percent during the forecast period. In current years, the multiple numbers of players can play online games like Star Wars, which, in turn, is increasing the market development. Development in the technology, together with the growing adoption of software like AI processor & the Internet of things, is cultivating the quality of the games & hence attracting more consumers. Video game makers use software like Deluxe & Nintendo, which are highly used for games like Super Mario Bros, Infinity Wars and Activision, & Resident Evil series. 15 years & above are the main consumers of toys & games. This application segment made revenue of USD XX million in 2019. An increase in the demand for action figures & video games is a key factor in pouring the segment. Moreover, the video games market is a fast pace, which would push the global toys and games market growth. For example, according to MMR study, 77.63% of consumers aged 18 to 29 years stated that they shopped for games/toys at a store & most of them purchase video games & other outdoor games. The rising usage of smartphones has produced a new opportunity for makers. This can be a motive for the development of the global market. Competitive Landscape: North America held a 14.0 percent share of global revenue in the year 2018. The region is projected to maintain its lead during the forecast period. The U.S. led the North America market in 2018. The market is compelled by increasing awareness among the parents associated with the importance of educational games. Asia Pacific was the main market in 2018 & is projected to expand at a CAGR of 5.1 percent during the forecast period. The Asia Pacific is one of the major suppliers of raw material & product to other counties. China & India are the two main economies in the world, due to which many vendors are entering this market. Furthermore, the demand for toys & games is estimated to increase during the forecast period owing to the growing number of retail outlets, with rising middle-class groups. The objective of the report is to present a comprehensive analysis of the Global Toys and Games Market including all the stakeholders of the industry. The past and current status of the industry with forecasted market size and trends are presented in the report with the analysis of complicated data in simple language. The report covers all the aspects of the industry with a dedicated study of key players that includes market leaders, followers and new entrants. PORTER, SVOR, PESTEL analysis with the potential impact of micro-economic factors of the market have been presented in the report. External as well as internal factors that are supposed to affect the business positively or negatively have been analyzed, which will give a clear futuristic view of the industry to the decision-makers. The report also helps in understanding Global Toys and Games Market dynamics, structure by analyzing the market segments and project the Global Toys and Games Market size. Clear representation of competitive analysis of key players by Application, price, financial position, Distribution Channel portfolio, growth strategies, and regional presence in the Global Toys and Games Market make the report investor’s guide.
Global Toys and Games Market, By Product
• Puzzles • Preschool Toys • Outdoor/Sports • Dolls • Video Games • Others
Global Toys and Games Market, By Distribution Channel
• Offline • Online
Global Toys and Games Market, by Region
• North America • Europe • Asia-Pacific • MEA & Africa • Latin America
Global Toys and Games Market Key Players
• Lego • Mattel Inc. • Namco Bandai • Hasbro • Toy Quest • Sanrio Company Ltd. • Konami Corporation • Integrity Toys, Inc. • Jakks Pacific
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Name: Vikas Godage
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