Market research on the toys and games industry. Standardised and ...
Market research on the toys and games industry. Standardised and cross-comparable statistics including total market sizes, market share and brand share data, distribution and industry trends and category information.
The market for toys and games in the Netherlands saw continued growth in current value terms in 2023, albeit at a slower rate than the previous year. This was driven primarily by video games, both hardware and software. Video gamers are, in general,…
Toys and games in the Philippines saw steady growth in current value terms in 2023, albeit growth was more stable compared to the dynamism of the previous two years. Several factors shaped consumer purchasing behaviour and market trends in 2023.…
The global toys and games market is projected to grow 17% over the forecast period driven by middle-class households in Asia Pacific and Latin America. Manufacturers are also driving innovation in personalisation, digitalisation, kidults and…
Value sales of traditional toys and games in Western Europe grew in 2021, driven by the need for entertainment due to the prolonged COVID-19-induced social distancing measures and home seclusion. The expansion of the consumer audience, with adults…
Asian consumers underspend on traditional toy and games compared to other regions. Why are Asians not buying traditional toys, and will the apparent negative connotations of play change over the forecast period?
In 2023, toys and games in the United Arab Emirates continued to experience a significant transformation, shaped by evolving consumer preferences, technological innovations, and socioeconomic factors. Prior to the review period, the share of…
Captive audiences at home in 2020 have been re-shaping the business of entertainment. Where children (and adults) consume content influences their interests, shopping and playtime. For the licensing business, new routes to consumers are both an…
Before the pandemic, Asia Pacific was fastest growing traditional toys market with significant room for growth due to the low spending per household on traditional toys compared to the rest of the world. While the pandemic has proved a setback due to…
Video games was a major beneficiary of Coronavirus (COVID-19), with sales rebounding from 2019’s decline to see dynamic growth in 2020. Home seclusion, due to lockdowns and working/learning from home, drove video games demand in 2020, with…
Adults buying toys for themselves is giving a much-needed boost to companies in the toys and games industry as the number of children declines. Who are kidults and how can companies engage them?