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市场调查报告书
商品编码
754930

全球玩具、游戏市场:成长,趋势,及预测(2020年~2025年)

Toys and Games Market - Growth, Trends, COVID-19 Impact, and Forecasts (2021 - 2026)

出版日期: | 出版商: Mordor Intelligence Pvt Ltd | 英文 100 Pages | 商品交期: 2-3个工作天内

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  • 全貌
  • 简介
  • 目录
简介

全球玩具、游戏市场在预测期间内预计将以4.5%的年复合成长率成长。由于消费者支出的增加,对动作模型,布娃娃,拼图,运动用品,学龄前儿童产品等玩具的需求也提高。漫画的角色,电视节目,电影为基础的玩具和游戏销售扩大,更加促进该市场的成长。还有近几年的儿童们之间的互动多功能的玩具和游戏的人气高涨,给予该市场积极的影响。再加上电玩游戏产业,成为过去数年持续性的收益模式。随著技术扩大,视讯内容,虚拟实境产品,及电玩游戏比赛等也扩大。

本报告提供全球玩具、游戏市场的相关调查,市场机会和趋势,成长及阻碍因素,各产品类型、流通管道、地区的市场分析,竞争情形,主要企业的简介等资讯。

目录

第1章 简介

  • 调查成果
  • 调查的前提条件
  • 调查范围

第2章 调查方法

第3章 摘要整理

第4章 市场动态

  • 市场成长要素
  • 市场阻碍因素
  • 波特的五力分析
    • 新加入厂商的威胁
    • 买主/消费者谈判力
    • 供应商谈判力
    • 替代产品的威胁
    • 产业内的竞争

第5章 市场区隔

  • 各产品类型
    • 游戏、拼图
    • 幼儿、学龄前儿童玩具
    • 建设玩具
    • 玩偶、饰品
    • 户外运动玩具
    • 电玩游戏
    • 其他
  • 各流通管道
    • 线上管道
    • 离线频道
  • 各地区
    • 北美
    • 欧洲
    • 亚太地区
    • 南美
    • 中东、非洲

第6章 竞争情形

  • 主要活动性的企业
  • 主要的采用策略
  • 市场占有率分析
  • 企业简介
    • Mattel Inc.
    • Hasbro Inc.
    • Lego Group
    • 株式会社TAKARA TOMY
    • Bandai Namco Holdings Inc.
    • Simba-Dickie Group
    • Spin Master Ltd
    • Tru Kids Inc.
    • 任天堂株式会社

第7章 市场机会及今后趋势

目录
Product Code: 65267

The global toys and games market was valued at USD 261.65 billion and is projected to grow at a CAGR of 9.91% during the forecast period (2021- 2026).

As an impact of COVID-19, the market witnessed a strong growth among the high-income groups as well as middle-income consumers leading to the launch of numerous stay at home product ranges by the leading players. During the pandemic, the sales of toys and games were primarily driven by the online retail of products. However, due to delay in much-anticipated movie releases like "Trolls World Tour" and "Top Gun: Maverick", the toys, collectables, and other merchandise based on the character of these movies that already reached the retailer stores observed no or minimal sales. Thus, negatively impacted the market growth over the medium term.

The global toys and games market witness significant growth owing to the presence of high-income group consumers in the country. However, middle-range toys and games accounted for the highest sales in the country. Outdoor and sports toys contributed the major share to the market studied, followed by dolls. Consumer inclination towards movies and cartoons drives the sales of action figures and accessories. The launch of new movies or cartoons, further boosts the sales of action figures and accessories, making it the fastest-growing segment.

Both online and offline retailers of the country witness extensive revenue growth, therefore the companies have initiated to add more space to carry more toys, especially in the holiday season including Christmas, when the sales of toys and games fiercely increase.

Key Market Trends

Influence of Technology is Promoting Video Games

Globally, the video game industry has developed a recurring revenue model over the past few years, due to continuous video game engagement. As technology is expanding, consumer spending on video content, virtual reality products, and video game tournaments have witnessed significant growth. The market is observing exponential growth due to factors, such as the expansion of mobile and online gaming and the shift from physical to digital distribution of software.

Furthermore, the factors governing the success of the market are local leagues and the franchising approach, the arrival of new game formats and competition, the approval of content rights sales, team profitability, and the impact of industry convergence involving traditional media, entertainment, telecom, and sports companies, this in turn boosting the market growth.

Asia-Pacific is the Fastest Growing Market

The major factor driving the prosperity of the Asia-Pacific toys and games market is the rising preference for educational toys beyond the core skills. These toys have been witnessing high demand. For instance, among the pre-school toys, Code-A-Pillar from Fisher-Price, a developmental toy, which was launched in 2016 in China, allows children to do domestic computer programming and problems. Furthermore, an industry report from the China Toy and Juvenile Products Association (CTJPA) shows that China's toy market's volume witnessed a growth of 7.8%. According to the association's survey of over 13,000 consumers, more of them are planning to reduce their spending on toys and juvenile products in 2020. This will also impact the growth of the toys and games market in the Asia-Pacific region, specifically in China.

Competitive Landscape

The global toys and games market is highly competitive and dominated by Mattel Inc., Hasbro Inc., LEGO Group and Spin Master Ltd, among others. The key players operating in the market are focusing on introducing new products in the market to cater to the interests of the consumers. New product development is the most preferred strategy in the global toys and games market.

Moreover, these players are embarking on mergers and acquisitions as one of their key strategies to achieve consolidation and optimize their offerings. Additionally, these players merging with local players to gain dominance in the local markets is among the most effective strategy in the market studied.

Reasons to Purchase this report:

  • The market estimate (ME) sheet in Excel format
  • 3 months of analyst support

TABLE OF CONTENTS

1 INTRODUCTION

  • 1.1 Study Assumptions and Market Definition
  • 1.2 Scope of the Study

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

  • 3.1 Market Overview

4 MARKET DYNAMICS

  • 4.1 Market Drivers
  • 4.2 Market Restraints
  • 4.3 Porter's Five Forces Analysis
    • 4.3.1 Threat of New Entrants
    • 4.3.2 Bargaining Power of Buyers/Consumers
    • 4.3.3 Bargaining Power of Suppliers
    • 4.3.4 Threat of Substitute Products
    • 4.3.5 Intensity of Competitive Rivalry

5 MARKET SEGMENTATION

  • 5.1 By Product Type
    • 5.1.1 Games and Puzzles
    • 5.1.2 Video Games
    • 5.1.3 Construction Toys
    • 5.1.4 Dolls and Accessories
    • 5.1.5 Outdoor and Sports Toys
    • 5.1.6 Other Product Types
  • 5.2 By Distribution Channel
    • 5.2.1 Online Channel
    • 5.2.2 Offline Channel
  • 5.3 Geography
    • 5.3.1 North America
      • 5.3.1.1 United States
      • 5.3.1.2 Canada
      • 5.3.1.3 Mexico
      • 5.3.1.4 Rest of North America
    • 5.3.2 Europe
      • 5.3.2.1 Spain
      • 5.3.2.2 United Kingdom
      • 5.3.2.3 Germany
      • 5.3.2.4 France
      • 5.3.2.5 Italy
      • 5.3.2.6 Russia
      • 5.3.2.7 Rest of Europe
    • 5.3.3 Asia Pacific
      • 5.3.3.1 China
      • 5.3.3.2 Japan
      • 5.3.3.3 India
      • 5.3.3.4 Australia
      • 5.3.3.5 Rest of Asia-Pacific
    • 5.3.4 South America
      • 5.3.4.1 Brazil
      • 5.3.4.2 Argentina
      • 5.3.4.3 Rest of South America
    • 5.3.5 Middle East and Africa
      • 5.3.5.1 South Africa
      • 5.3.5.2 Saudi Arabia
      • 5.3.5.3 Rest of Middle East and Africa

6 COMPETITIVE LANDSCAPE

  • 6.1 Most Active Companies
  • 6.2 Market Share Analysis
  • 6.3 Company Profiles
    • 6.3.1 Mattel Inc.
    • 6.3.2 Hasbro Inc.
    • 6.3.3 Lego Group
    • 6.3.4 Takara Tomy Co. Ltd
    • 6.3.5 Bandai Namco Holdings Inc.
    • 6.3.6 Simba-Dickie Group
    • 6.3.7 Spin Master Ltd
    • 6.3.8 AOSHIMA BUNKA KYOZAI Co,.Ltd.
    • 6.3.9 Moose Enterprise Holdings Pty Ltd
    • 6.3.10 Tru Kids Inc.

7 MARKET OPPORTUNITIES AND FUTURE TRENDS

8 IMPACT OF COVID-19 ON THE MARKET