版权说明:本文档由用户提供并上传,收益归属内容提供方,若内容存在侵权,请进行举报或认领
文档简介
INDUSTRIES
&
MARKETSToys
&
Games
–
market
data&
analysisMarket
InsightsreportJuly2023Table
of
ContentsOverviewAppendixSummary567ProductOverviewAuthor1819MarketDefinitionKeyTakeawaysMarket
NumbersRevenue9121516AverageRevenue
per
CapitaOnlineRevenueShareMobile/DesktopSplit2MARKET
INSIGHTSThis
report
is
part
ofour
Market
Insights
productGainabetterunderstandingofmarketsacross190+
geographicalentities
–
onaglobal,
regional,country,
and/orstatelevel.
Accessourdatavia
webinterface,download(XLS,
PDF,PPT),or
reports.Benefitfromour48-hourcustomerservice
guarantee.•
10
sectors:
advertising&media,consumers,countries,digital
sector,finance,health,
industrialsector,mobility,andtechnology•
1,000+
markets,
e.g.,
FinTech,Food,or
Robotics•
KPIs,
e.g.,
revenue,marketshares,prices,andvolume•
Features:Compare
countries®ions,
change
currencies,
selectvisualizations,
and/or
customize
downloads•
Usecases:
sales
planning,
investment
decision
support,resourceallocation,andportfolio
management10sectors190+geographicalentities1,000+markets400+reportsFind
out
more
on:https://www.Goto
Market
Insightscom/outlook/3CHAPTER
1OverviewThe
Toys&
Games
market
is
a
fast
growing
marketOverview:
SummarySummaryIn2022,
theToys&Games
market
experienced
asteadygrowth,
primarily
drivenbyincreased
consumer
disposable
income
andaresurgence
indemand
fortraditionaltoysandgames.
Themarket
saw
anotableshiftinpreference,
withclassic
toys,board
games,
and
educational
toysregaining
popularityamongconsumers.
Overall,
theToys&Games
market
generated
atotalrevenue
ofUS$122.90
billion
in2022,
reflecting
a2.9%
increase
from
theprevious
year'srevenue
of
US$119.50
billion.Looking
ahead,several
trendsareexpected
to
shapethegrowth
oftheToys&Games
market.
Therisingpopularity
of
educational
toysthatpromote
STEAM(Science,
Technology,
Engineering,
Arts,andMathematics)
learning
isset
to
drivedemand,asparentsandeducatorsincreasingly
seek
toysthatcombine
fun
andlearning.
Furthermore,
eco-friendly,
andsustainabletoysare
gainingtractionasconsumers
become
more
environmentally
conscious,
leading
to
anincreasedfocusonresponsibly
sourced
materials
andmanufacturingprocesses.
Licensingagreements
withpopularfranchises
and
characters
from
movies,
TVshows,
andbooks
will
continuetobeakey
strategy
fortoy
manufacturers
to
leverage
brandrecognition
and
drive
sales.
Moreover,
with
the
proliferation
ofe-commerce
andonlineretail
channels,theaccessibility
of
Toys
&Games
hasexpanded,allowingconsumers
toexplore
adiverse
rangeofproducts
andmakepurchasesconveniently
from
theirhomes.
Given
these
trends,theToys&Games
market
ispoised
forfurthergrowth
in
thecoming
years.Themarket
isdominated
bywell-established
companies
suchas
Hasbro,Mattel,LEGOGroup,and
SpinMaster.
These
industryleaders
hold
significantmarketshares
invariousproduct
categories,
includingactionfigures,
dolls,board
games,puzzles,
and
construction
sets.
Additionally,nichetoymanufacturers
areemerging,
catering
tospecificinterests
andsegments
of
themarket,
addingdiversity
to
theindustrylandscape.5Sources:Market
Insights
2023Toys
&
Games
is
an
important
part
of
the
Toys
&
Hobby
marketOverview:
Market
DefinitionMarket
definitionDefinition:companies
like
Mattel,Hasbro,
Lego,
SpinMaster,
andBandaiNamco.
Thesecompanies
are
leaders
intheirrespective
segments
andareknown
fortheirinnovativeproducts,brandreputation,andextensive
distributionnetworks.
Formore
information
onthedata
displayed,usethe
infobutton
rightnext
totheboxes.TheToys&Games
market
includesavariety
ofproducts
designed
forplay,entertainment,
and
educational
purposes
forchildren
andadults
alike.
Themarket
ishighlydiverse
and
encompasses
various
productcategories
suchasdollsandstuffed
toys,
construction
setsandmodels,
card
games,
puzzles,plasticandothertoys,andtoysfortoddlers
and
kids.These
products
are
designed
tostimulatecreativity,
imagination,and
learning
inchildren,while
alsoprovidingentertainment
andrelaxation
foradults.Technological
advancements,
changingconsumer
preferences,
and
thegrowing
focusonchilddevelopment
andeducationare
some
of
the
factorsdriving
the
Toys&Games
market.AdditionalInformation:Themarket
comprises
revenue
andaverage
revenue
percapita.Figures
aregenerated
throughbothonlineandofflinesales
channelsandincludespendingbyconsumers
(B2C)
andenterprises
(B2B).
Keyplayers
inthe
market
are6Sources:Market
Insights
2023Toys
&
Games
accounted
for
39.58%
of
the
Toys&
Hobby
market
revenuein2022Overview:
Key
Takeaways
and
inscope
/outof
scopeKeyTakeawaysInscopeOutof
scopeRevenue
intheToys&Games
market
amountstoUS$126.00bn
in2023.
Themarket
isexpected
to
grow
annuallyby2.55%
(CAGR2023-2028).Thissegment
includes:Thissegment
excludes:Inglobalcomparison,
most
revenue
isgenerated
intheUnited
States(US$38,510.00m
in2023).•Construction
&building
toys,suchasbuildingblocks,LEGOsets,
andconstruction
kits•Digitalgames
software,
suchasmobile
games,
computer
games
andvideo
gamesInrelation
to
totalpopulation
figures,per
person
revenues
of
US$16.40
aregenerated
in2023.•Infant&toddler
toys,suchascradletoys,rattles,mobiles,
and
learningtoys•Gaminghardware,
suchas,VRheadsets,
gamingPCand
gamingconsoles•Educational&science
toys,suchaschemistry
sets,
flashcards,andscience
experiment
kits•Musical
Instrumentswith
fullcapabilities,suchaspianos,violin
anddrums•Dolls&actionfigures
suchasfashiondollsandsuperhero
figures•Sportsequipment,suchasbicycles,skateboards,
racquetsandballs•Games
&puzzles,
suchasboardgames,
playingcards,jigsawpuzzles,andbrain-teasers7Sources:Market
Insights
2023CHAPTER
2Market
NumbersToys
&
Games
revenues
are
estimated
to
increase
at
a
CAGR(1)
of
2.8%
from2018
to
2028Market
Size:
GlobalRevenue
inbillionUS$+2.8%(1)142.9139.5136.4132.8129.516.59.1126.116.08.9122.913.315.58.9119.512.814.98.614.48.4113.111.913.98.2108.610.4107.310.58.324.77.724.123.47.122.722.17.47.721.420.826.120.125.319.424.019.522.618.922.331.230.429.528.727.827.029.630.327.628.229.728.926.226.925.624.223.723.230.731.127.928.228.729.230.225.124.826.520182019202020212022202320242025202620272028Plastic&OtherToysToysforToddlers
&KidsConstruction
Sets&ModelsDolls
&StuffedToysActionFiguresOther9Notes:(1)
CAGR:
Compound
Annual
GrowthRateMarket
Insights
2023Sources:With
revenue
of
US$
48.6
billion,
Americas
is
the
biggest
market
among
selectedregions
in
2022Market
Size:
Regional
Comparison
(1/2)Revenue
inbillionUS$+3.0%(1)57.9+3.5%(1)48.645.4+0.7%(1)37.033.732.3+3.6%(1)-0.3%(1)4.03.31.61.52022202820222028202220282022202820222028EuropeAfricaAmericasAsiaAustralia10
Notes:Sources:(1)
CAGR:
Compound
Annual
GrowthRateMarket
Insights
2023With
revenue
of
US$
37.0
billion,
the
United
States
is
the
biggest
market
amongselected
countries
in
2022Market
Size:
Regional
Comparison
(2/2)Revenue
inbillionUS$+3.8%(1)46.337.0+5.0%(1)22.016.4+3.3%(1)+2.2%(1)-0.4%(1)6.16.35.55.14.74.62022202820222028202220282022202820222028ChinaUnited
StatesUnited
KingdomGermanyFrance11
Notes:Sources:(1)
CAGR:
Compound
Annual
GrowthRateMarket
Insights
2023Toys
&
Games
average
revenue
per
user
is
estimated
to
increase
at
a
CAGR(1)
of1.9%from2018
to
2028Market
Size:
GlobalAveragerevenue
percapita
inUS$+1.9%(1)17.917.617.317.016.716.416.12.11.115.81.71.02.01.12.01.115.11.61.91.11.91.114.81.41.01.81.114.41.41.01.81.10.93.03.13.02.92.92.82.72.72.62.72.53.83.93.83.73.53.63.43.43.23.13.03.83.53.63.63.83.73.73.43.73.43.23.23.13.73.73.83.83.93.93.43.33.520182019202020212022202320242025202620272028Plastic&OtherToysToysforToddlers
&KidsConstruction
Sets&ModelsDolls
&StuffedToysActionFiguresOther12
Notes:Sources:(1)
CAGR:
Compound
Annual
GrowthRateMarket
Insights
2023With
average
revenue
per
user
of
US$59.6,
Australia
is
the
biggest
marketamong
selected
regions
in
2022Market
Size:
Regional
Comparison
(1/2)Averagerevenue
percapita
inUS$-1.3%(1)+2.3%(1)59.655.655.3+0.8%(1)48.440.038.2+2.9%(1)+1.3%(1)9.88.22.62.92022202820222028202220282022202820222028EuropeAfricaAmericasAsiaAustralia13
Notes:Sources:(1)
CAGR:
Compound
Annual
GrowthRateMarket
Insights
2023With
average
revenue
per
user
of
US$109.5,
the
United
States
is
the
biggestmarket
among
selected
countries
in
2022Market
Size:
Regional
Comparison
(2/2)Averagerevenue
percapita
inUS$+3.3%(1)132.8+2.9%(1)109.5+2.3%(1)-0.6%(1)89.074.875.472.369.865.8+5.1%(1)15.411.42022202820222028202220282022202820222028ChinaUnitedStatesUnitedKingdomGermanyFrance14
Notes:Sources:(1)
CAGR:
Compound
Annual
GrowthRateMarket
Insights
2023Inthe
Toys
&
Games
market
&
Games
online
revenue
share
reached
25.0%
in2022FurtherMarket
AnalysisOnline
revenue
share100.0%100.0%81.0%100.0%80.0%100.0%79.0%100.0%78.0%100.0%75.0%100.0%74.0%100.0%72.0%100.0%70.0%81.0%30.0%202528.0%202425.0%202226.0%202322.0%202119.0%201719.0%201820.0%201921.0%2020OnlineOffline15Sources:Market
Insights
2023Inthe
Toys
&
Games
market
mobile
revenue
share
reached
63.0%
in
2022FurtherMarket
AnalysisMobile/desktop
split100.0%52.0%100.0%47.0%100.0%43.0%100.0%39.0%100.0%38.0%100.0%37.0%100.0%35.0%100.0%34.0%100.0%33.0%65.0%202366.0%202467.0%202561.0%202062.0%202163.0%202257.0%201953.0%201848.0%2017MobileDesktop16Sources:Market
Insights
2023CHAPTER
3AppendixMARKET
INSIGHTSMarket
Insights
–
market
data,forecasts,
and
qualitative
insightsGainabetterunderstandingofmarketsacross190+
geographicalentities
–
onaglobal,
regional,country,
and/orstatelevel.
Accessourdatavia
webinte
温馨提示
- 1. 本站所有资源如无特殊说明,都需要本地电脑安装OFFICE2007和PDF阅读器。图纸软件为CAD,CAXA,PROE,UG,SolidWorks等.压缩文件请下载最新的WinRAR软件解压。
- 2. 本站的文档不包含任何第三方提供的附件图纸等,如果需要附件,请联系上传者。文件的所有权益归上传用户所有。
- 3. 本站RAR压缩包中若带图纸,网页内容里面会有图纸预览,若没有图纸预览就没有图纸。
- 4. 未经权益所有人同意不得将文件中的内容挪作商业或盈利用途。
- 5. 人人文库网仅提供信息存储空间,仅对用户上传内容的表现方式做保护处理,对用户上传分享的文档内容本身不做任何修改或编辑,并不能对任何下载内容负责。
- 6. 下载文件中如有侵权或不适当内容,请与我们联系,我们立即纠正。
- 7. 本站不保证下载资源的准确性、安全性和完整性, 同时也不承担用户因使用这些下载资源对自己和他人造成任何形式的伤害或损失。
最新文档
- T/SATA 020-2021海水中多元素的测定 电感耦合等离子体质谱法
- 动漫设计师角色创意与完成度KPI考核表
- 工业设计师智能家电设计KPI考核表
- 河曲县2025-2026学年中考冲刺卷数学试题含解析
- 视觉执行绩效评估表
- 智能科技产品开发工程师绩效分析表
- 口腔器械清洗消毒灭菌操作规范考核试题及答案
- 自动相关监视系统机务员创新方法测试考核试卷含答案
- 电视摄像员安全生产能力水平考核试卷含答案
- 牙粉制造工安全管理模拟考核试卷含答案
- 2027年初中八年级心理健康《绽放自信的花朵》教学设计
- 地震勘探平原地区安全作业培训
- 2025年中国养老地产行业市场研究报告:CCRC与居家养老
- 2026-2027学年人教版八年级上学期数学第一次月考模拟测试抢分卷(含答案)
- 2025年四川省纪委监委遴选笔试题库及答案
- 骨科脊柱退变性疾病保守治疗规范
- 影院消防培训制度
- 煤矿作业规程培训课件
- 雨课堂学堂云在线《人工智能原理》单元测试考核答案
- 【MOOC】《知识创新与学术规范》(南京大学)期末考试慕课答案
- 金太阳陕西省2028届高一上学期10月月考语文(26-55A)(含答案)
评论
0/150
提交评论