デフォルト表紙
市場調査レポート
商品コード
1661002

玩具・ゲーム市場レポート:製品タイプ別、流通チャネル別、地域別、2025年~2033年

Toys and Games Market Report by Product Type, Distribution Channel, and Region 2025-2033


出版日
発行
IMARC
ページ情報
英文 137 Pages
納期
2~3営業日
カスタマイズ可能
価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=146.99円
玩具・ゲーム市場レポート:製品タイプ別、流通チャネル別、地域別、2025年~2033年
出版日: 2025年02月10日
発行: IMARC
ページ情報: 英文 137 Pages
納期: 2~3営業日
GIIご利用のメリット
  • 全表示
  • 概要
  • 図表
  • 目次
概要

玩具・ゲームの市場の世界市場規模は2024年に1,187億米ドルに達しました。今後、IMARC Groupは、2033年には1,743億米ドルに達し、2025~2033年の成長率(CAGR)は4.36%になると予測しています。オンライン・マルチプレイヤー・ゲーム、ソーシャル・ゲーム・プラットフォーム、インタラクティブなデジタル玩具の出現、古典的なゲームや玩具の原形と現代的な改作の両方での出現、継続的な進歩は、市場の成長を推進する主な要因の一部です。

玩具・ゲームは、さまざまな年齢の個人を楽しませ、関与させ、教育するために設計されたレクリエーション対象物や活動です。玩具には、人形、アクションフィギュア、積み木などの物理的なものから、ビデオゲームや電子機器などのデジタルなものまで、幅広いアイテムが含まれます。これらの遊び道具は、認知的、社会的、身体的発達のための道具として機能し、創造性、問題解決能力、チームワークを育みます。一方、ゲームは、特定のルールや目的を持った体系的な活動であり、娯楽や競合のために行われることが多いです。ボードゲーム、カードゲーム、スポーツ、あるいはデジタルシミュレーションなどがあります。玩具もゲームも、技能の習得、情緒の発達、社会的相互作用に大きく寄与し、人生のさまざまな段階における個人の成長と娯楽において、極めて重要な要素となっています。

デジタル接続の普及は、地理的な境界を越えた新しい遊びを生み出しました。オンライン・マルチプレイヤー・ゲーム、ソーシャル・ゲーム・プラットフォーム、インタラクティブなデジタル玩具は、個人の遊び方や関わり方を一変させました。世界中の友人や家族、あるいは見知らぬ人とつながり、遊ぶことができるようになったことで、共同体意識や共有体験が生まれました。このようなデジタル・プレイの社会的側面は、人とのつながりや交流を求める人間の生来の欲求を利用したものであり、玩具・ゲーム業界にとって重要な原動力となっています。これに伴い、古典的なゲームや玩具の登場は、オリジナルの形でも、現代風にアレンジされた形でも、市場にプラスの影響を与えています。メーカー各社は、懐古的な大人と、こうした遊び道具の時代を超越した魅力を理解する新世代の消費者の両方をターゲットに、愛されてきたブランドやデザインを再導入することで、こうした感情を利用しています。さらに、玩具・ゲーム業界では、定期購入モデルが人気を集めており、消費者に厳選された玩具、ゲーム、アクティビティを定期的に提供しています。サプライズの魅力と新しいアイテムへの期待が、こうしたサブスクリプション・サービスの持続的な成長に寄与し、業界の企業収益源となっています。さらに、玩具・ゲーム業界と映画、テレビ番組、ビデオゲームなどの人気エンタテインメント・フランチャイズとのコラボレーションが、市場の前向きな見通しを生み出しています。

玩具・ゲームの市場傾向/促進要因:

絶え間ない技術の進歩

玩具・ゲーム業界は絶え間ない進化を遂げており、その主な原動力はテクノロジーの絶え間ない進歩です。この変革の力は、玩具やゲームのデザインや製造方法を変えただけでなく、その体験方法も大きく変えています。さらに、拡張知能(AR)、仮想現実(VR)、人工知能(AI)といった最先端技術の統合は、遊びの体験をかつてない高みへと昇華させました。ARとVRは没入型のストーリーテリングを可能にし、子どもたちは3次元の環境でお気に入りのキャラクターや物語と対話することができます。一方、AIを搭載した玩具は、子どもの行動に適応して反応することができ、個々人に合わせた関わりと学習を促進します。このようなテクノロジーと遊びの融合は、市場の製品ラインナップを拡大し、インタラクティブでデジタル技術を駆使したエンターテインメントを求める、テクノロジーに精通した新世代の消費者を惹きつけています。技術が進歩し続ける中、玩具・ゲーム業界は、革新的で魅力的な遊び体験を通じて、さらなる成長を期待できます。

高まる教育重視

エンターテインメントと教育的価値をシームレスに融合させた玩具やゲームへの需要は、業界成長の重要な原動力となっています。保護者や教育関係者は、遊びが学習の入り口として重要であると認識するようになっており、認知能力の発達や問題解決能力、批判的思考を育む製品を求めるようになっています。この動向は、STEM(科学、技術、工学、数学)の概念やコーディング・スキル、さらには外国語に焦点を当てた知育玩具の台頭につながっています。そのため、メーカー各社は、自社の製品をカリキュラムの基準に沿わせ、製品を楽しませるだけでなく、子どもの学問の旅に貢献するようにしています。このような教育的メリットの重視は、業界と消費者の間に互恵的な関係を生み出しています。世界の教育情勢が進化を続ける中、玩具・ゲーム業界は、遊びを通じて教育を充実させたいという需要に応える態勢を整えています。

進化する消費者の嗜好

玩具・ゲーム業界の消費者嗜好は、持続可能性、倫理的消費、環境意識への社会的シフトに刺激され、大きな変貌を遂げつつあります。現代の消費者、特に親は、自分の価値観に合致し、子どもの成長に積極的に貢献する製品をますます求めるようになっています。そのため、環境にやさしく、責任を持って調達され、倫理的に製造された玩具への需要が高まっています。メーカーは、持続可能な素材を取り入れ、プラスチックの使用量を減らし、環境に配慮した生産方法を採用することで対応しています。さらに、包括性と多様性に焦点を当てることで、業界は幅広い文化、背景、能力を表現する玩具を作るよう促しており、子どもの遊び体験における表現の重要性に対する意識の高まりを反映しています。このような消費者の嗜好の進化に適応できるかどうかが、業界の軌跡を形成し、社会的意識の高い市場での関連性を維持する上で極めて重要な役割を果たすことになります。

目次

第1章 序文

第2章 調査範囲と調査手法

  • 調査の目的
  • ステークホルダー
  • データソース
    • 一次情報
    • 二次情報
  • 市場推定
    • ボトムアップアプローチ
    • トップダウンアプローチ
  • 調査手法

第3章 エグゼクティブサマリー

第4章 イントロダクション

  • 概要
  • 主要業界動向

第5章 世界の玩具・ゲーム市場

  • 市場概要
  • 市場実績
  • COVID-19の影響
  • 価格分析
    • 主要価格指標
    • 価格構造
    • マージン分析
  • 市場内訳:製品タイプ別
  • 市場内訳:流通チャネル別
  • 市場内訳:地域別
  • 市場予測
  • SWOT分析
    • 概要
    • 強み
    • 弱み
    • 機会
    • 脅威
  • バリューチェーン分析
    • 概要
    • 研究開発
    • 原材料調達
    • 製造
    • マーケティング
    • 流通
    • 最終用途
  • ポーターのファイブフォース分析
    • 概要
    • 買い手の交渉力
    • 供給企業の交渉力
    • 競合の程度
    • 新規参入業者の脅威
    • 代替品の脅威

第6章 市場内訳:製品タイプ別

  • ぬいぐるみ
    • 市場動向
    • 市場予測
  • 幼児・幼稚園児向けおもちゃ
    • 市場動向
    • 市場予測
  • アクティビティ玩具
    • 市場動向
    • 市場予測
  • 人形
    • 市場動向
    • 市場予測
  • ゲームとパズル
    • 市場動向
    • 市場予測
  • 乗用玩具
    • 市場動向
    • 市場予測
  • その他
    • 市場動向
    • 市場予測

第7章 市場内訳:流通チャネル別

  • 専門店
    • 市場動向
    • 市場予測
  • スーパーマーケットとハイパーマーケット
    • 市場動向
    • 市場予測
  • 百貨店
    • 市場動向
    • 市場予測
  • オンラインストア
    • 市場動向
    • 市場予測
  • 雑貨店
    • 市場動向
    • 市場予測

第8章 市場内訳:地域別

  • 北米
    • 市場動向
    • 市場予測
  • 欧州
    • 市場動向
    • 市場予測
  • アジア太平洋地域
    • 市場動向
    • 市場予測
  • 中東・アフリカ
    • 市場動向
    • 市場予測
  • ラテンアメリカ
    • 市場動向
    • 市場予測

第9章 玩具・ゲームの製造工程

  • 製品概要
  • 原材料要件
  • 製造工程
  • 主要成功要因とリスク要因

第10章 競合情勢

  • 市場構造
  • 主要企業
  • 主要企業のプロファイル
    • Hasbro
    • Mattel
    • Ravensburger
    • Tomy
    • The Lego Group
    • Funtastic
    • JAKKS Pacific
    • Lansay
    • LeapFrog Enterprises
    • MGA Entertainment
    • Playmates Toys
    • ToyQuest
    • Vivid Imaginations
図表

List of Figures

  • Figure 1: Global: Toys and Games Market: Major Drivers and Challenges
  • Figure 2: Global: Toys and Games Market: Sales Value (in Billion USD), 2019-2024
  • Figure 3: Global: Toys and Games Market: Breakup by Product Type (in %), 2024
  • Figure 4: Global: Toys and Games Market: Breakup by Distribution Channel (in %), 2024
  • Figure 5: Global: Toys and Games Market: Breakup by Region (in %), 2024
  • Figure 6: Global: Toys and Games Market Forecast: Sales Value (in Billion USD), 2025-2033
  • Figure 7: Global: Toys and Games Industry: SWOT Analysis
  • Figure 8: Global: Toys and Games Industry: Value Chain Analysis
  • Figure 9: Global: Toys and Games Industry: Porter's Five Forces Analysis
  • Figure 10: Global: Toys and Games (Plush Toys) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 11: Global: Toys and Games (Plush Toys) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 12: Global: Toys and Games (Infant/Preschool Toys) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 13: Global: Toys and Games (Infant/Preschool Toys) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 14: Global: Toys and Games (Activity Toys) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 15: Global: Toys and Games (Activity Toys) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 16: Global: Toys and Games (Dolls) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 17: Global: Toys and Games (Dolls) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 18: Global: Toys and Games (Games and Puzzles) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 19: Global: Toys and Games (Games and Puzzles) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 20: Global: Toys and Games (Ride-Ons) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 21: Global: Toys and Games (Ride-Ons) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 22: Global: Toys and Games (Other Product Types) Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 23: Global: Toys and Games (Other Product Types) Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 24: Global: Toys and Games Market: Sales through Specialty Stores (in Million USD), 2019 & 2024
  • Figure 25: Global: Toys and Games Market Forecast: Sales through Specialty Stores (in Million USD), 2025-2033
  • Figure 26: Global: Toys and Games Market: Sales through Supermarkets and Hypermarkets (in Million USD), 2019 & 2024
  • Figure 27: Global: Toys and Games Market Forecast: Sales through Supermarkets and Hypermarkets (in Million USD), 2025-2033
  • Figure 28: Global: Toys and Games Market: Sales through Departmental Stores (in Million USD), 2019 & 2024
  • Figure 29: Global: Toys and Games Market Forecast: Sales through Departmental Stores (in Million USD), 2025-2033
  • Figure 30: Global: Toys and Games Market: Sales through Online Stores (in Million USD), 2019 & 2024
  • Figure 31: Global: Toys and Games Market Forecast: Sales through Online Stores (in Million USD), 2025-2033
  • Figure 32: Global: Toys and Games Market: Sales through General Stores (in Million USD), 2019 & 2024
  • Figure 33: Global: Toys and Games Market Forecast: Sales through General Stores (in Million USD), 2025-2033
  • Figure 34: North America: Toys and Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 35: North America: Toys and Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 36: Europe: Toys and Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 37: Europe: Toys and Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 38: Asia Pacific: Toys and Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 39: Asia Pacific: Toys and Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 40: Middle East and Africa: Toys and Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 41: Middle East and Africa: Toys and Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 42: Latin America: Toys and Games Market: Sales Value (in Million USD), 2019 & 2024
  • Figure 43: Latin America: Toys and Games Market Forecast: Sales Value (in Million USD), 2025-2033
  • Figure 44: Toys and Games Manufacturing: Detailed Process Flow

List of Tables

  • Table 1: Global: Toys and Games Market: Key Industry Highlights, 2024 and 2033
  • Table 2: Global: Toys and Games Market Forecast: Breakup by Product Type (in Million USD), 2025-2033
  • Table 3: Global: Toys and Games Market Forecast: Breakup by Distribution Channel (in Million USD), 2025-2033
  • Table 4: Global: Toys and Games Market Forecast: Breakup by Region (in Million USD), 2025-2033
  • Table 5: Toys and Games Manufacturing: Raw Material Requirements
  • Table 6: Global: Toys and Games Market: Competitive Structure
  • Table 7: Global: Toys and Games Market: Key Players
目次
Product Code: SR112025A1028

The global toys and games market size reached USD 118.7 Billion in 2024. Looking forward, IMARC Group expects the market to reach USD 174.3 Billion by 2033, exhibiting a growth rate (CAGR) of 4.36% during 2025-2033. The emergence of online multiplayer games, social gaming platforms, and interactive digital toys, the advent of classic games and toys, both in their original forms and in modern adaptations, and continuous advancements are some of the major factors propelling the growth of the market.

Toys and games are recreational objects and activities designed to entertain, engage, and educate individuals of various ages. Toys encompass a wide array of items, ranging from physical objects including dolls, action figures, and building blocks, to digital forms like video games and electronic gadgets. These playthings serve as tools for cognitive, social, and physical development, fostering creativity, problem-solving skills, and teamwork. Games, on the other hand, involve structured activities with specific rules and objectives, often played for amusement or competition. They can be board games, card games, sports, or even digital simulations. Both toys and games contribute significantly to skill acquisition, emotional development, and social interaction, making them pivotal components in the growth and entertainment of individuals across different stages of life.

The pervasive nature of digital connectivity has given rise to new forms of play that transcend geographical boundaries. Online multiplayer games, social gaming platforms, and interactive digital toys have transformed the way individuals interact and engage in play. The ability to connect and play with friends, family members, or even strangers from around the world has created a sense of community and shared experiences. This social aspect of digital play has become a significant driver for the toys and games industry, as it taps into the innate human desire for connection and interaction. Along with this, the advent of classic games and toys, both in their original forms and in modern adaptations is positively influencing the market. Manufacturers are capitalizing on this sentiment by reintroducing beloved brands and designs, targeting both nostalgic adults and a new generation of consumers who appreciate the timeless appeal of these playthings. In addition, subscription-based models have gained traction in the toys and games industry, offering consumers a curated selection of toys, games, and activities on a regular basis. The appeal of surprises and the anticipation of new items contribute to the sustained growth of these subscription services, creating a recurring revenue stream for companies in the industry. Moreover, collaborations between the toys and games industry and popular entertainment franchises, such as movies, TV shows, and video games are creating a positive market outlook.

Toys and Games Market Trends/Drivers:

Continuous Technological Advancements

The toys and games industry is in a state of constant evolution, primarily driven by the relentless advancement of technology. This transformative force has not only changed the way toys and games are designed and manufactured but has also significantly altered the way they are experienced. In addition, the integration of cutting-edge technologies such as augmented reality (AR), virtual reality (VR), and artificial intelligence (AI) has elevated the play experience to unprecedented heights. AR and VR have enabled immersive storytelling, where children can interact with their favorite characters and narratives in three-dimensional environments. AI-powered toys, on the other hand, can adapt and respond to a child's actions, fostering personalized engagement and learning. This convergence of technology and play has expanded the market's product offerings and attracted a new generation of tech-savvy consumers who seek interactive and digitally enriched entertainment. As technology continues to advance, the toys and games industry can anticipate further growth through innovative and captivating play experiences.

Growing Educational Emphasis

The demand for toys and games that seamlessly blend entertainment with educational value has become a significant driver of the industry's growth. Parents and educators increasingly recognize the importance of play as a conduit for learning, and as such, they seek products that foster cognitive development, problem-solving skills, and critical thinking. This trend has led to the rise of educational toys that focus on STEM (science, technology, engineering, and mathematics) concepts, coding skills, and even foreign languages. Therefore, manufacturers are aligning their offerings with curriculum standards, ensuring that their products not only entertain but also contribute to a child's academic journey. This emphasis on educational benefits has created a mutually beneficial relationship between the industry and its consumers, as parents are willing to invest in toys that offer both entertainment and intellectual growth for their children. As the global educational landscape continues to evolve, the toys and games industry is well-positioned to cater to the demand for educational enrichment through play.

Evolving Consumer Preferences

Consumer preferences within the toys and games industry are undergoing a significant transformation, stimulated by societal shifts toward sustainability, ethical consumption, and environmental consciousness. Modern consumers, particularly parents, are increasingly seeking products that align with their values and contribute positively to their children's development. This has led to a rise in demand for eco-friendly, responsibly sourced, and ethically manufactured toys. Manufacturers are responding by incorporating sustainable materials, reducing plastic usage, and adopting eco-conscious production practices. Additionally, the focus on inclusivity and diversity is prompting the industry to create toys that represent a wide range of cultures, backgrounds, and abilities, reflecting the growing awareness of the importance of representation in children's play experiences. The industry's ability to adapt to these evolving consumer preferences will play a pivotal role in shaping its trajectory and maintaining its relevance in a socially conscious market.

Global Toys and Games Market Size, 2025-2033 (in Billion US$)

Note: Information in the above chart consists of dummy data and is only shown here for representation purpose. Kindly contact us for the actual market size and trends.

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Toys and Games Industry Segmentation:

Breakup by Product Type:

  • Plush Toys
  • Infant /Preschool Toys
  • Activity Toys
  • Dolls
  • Games and Puzzles
  • Ride-Ons
  • Others

Dolls dominate the market

The toys and games industry is continuously evolving, with market drivers specifically influencing the dolls product type. One significant driver is the growing focus on educational dolls, designed to aid cognitive development in children. Parents are increasingly choosing educational dolls over traditional ones, influencing manufacturers to prioritize these products. Another key factor is the advent of nostalgia-driven sales, where limited edition releases of vintage or classic dolls attract an older demographic. Along with this, the rise in e-commerce platforms also allows for better global reach and easier access to niche doll collections, contributing to market growth. Technology integration is making its mark as well; dolls with interactive features like voice recognition are increasingly popular. Additionally, cultural representation in doll collections is becoming a priority, with more diverse options catering to a broader customer base. Moreover, collaborations between doll manufacturers and popular media franchises continue to drive customer interest and sales. These market drivers collectively help shape consumer preferences and dictate trends in the dolls segment of the toys and games industry.

Breakup by Distribution Channel:

  • Specialty Stores
  • Supermarkets and Hypermarkets
  • Departmental Stores
  • Online Stores
  • General Stores

Specialty stores holds the largest share in the market

The specialty stores distribution channel remains a crucial component in the toys and games industry, influenced by the personalized customer experience these stores offer, such as hands-on trials and expert guidance, which online channels can't fully replicate. Consumers often prefer specialty stores for exclusive or niche products that may not be readily available in mass retail or online. Another influential factor is the rise of 'shop local' movements, encouraging consumers to support community-based retailers. This sentiment tends to benefit specialty stores, which are often viewed as more unique and authentic compared to large retail chains. Besides this, brand collaborations and limited-edition releases also typically make their debut at specialty stores, attracting a dedicated consumer base looking for unique and collectible items. Additionally, many specialty stores host community events, workshops, or gaming tournaments, creating a social and interactive shopping environment. These factors contribute to the enduring appeal of specialty stores as a significant distribution channel in the toys and games industry.

Breakup by Region:

  • North America
  • Europe
  • Asia Pacific
  • Middle East and Africa
  • Latin America

Asia Pacific exhibits a clear dominance, accounting for the largest toys and games market share

The report has also provided a comprehensive analysis of all the major regional markets, which include North America, Europe, Asia Pacific, the Middle East and Africa and Latin America. According to the report, Asia Pacific exhibits the largest segment.

The Asia Pacific region is experiencing robust growth in the toys and games industry, propelled by the growing middle class with increasing disposable income. As consumers are willing to spend more on recreational items for children, demand for high-quality toys and games rises. E-commerce is another significant driver; online shopping platforms are making it easier for consumers to access a wide variety of products, even in remote areas. Furthermore, the region is home to some of the world's most populous countries, such as China and India, where a youthful demographic is naturally inclined to fuel industry growth.

In addition, cultural factors also play a role; local traditions and festivals often involve gift-giving, which boosts sales. Advances in technology, including smart and interactive toys, are finding a ready market among tech-savvy consumers in the region. Furthermore, licensing agreements between local manufacturers and global entertainment franchises are helping to create a buzz and drive consumer interest. These drivers collectively make Asia Pacific a burgeoning market.

Competitive Landscape:

The global market is experiencing significant growth due to the advent of strategies to capture consumer interest and gain market share. One major approach is embracing technology by creating smart and interactive toys that can connect with apps or incorporate elements of augmented and virtual reality. Companies are also focusing on educational toys that promote STEM (Science, Technology, Engineering, Mathematics) learning, responding to increased parental interest in educational development through play. In addition, collaborations and licensing partnerships with popular media franchises, such as movies, cartoons, or video games, are common. These collaborations often result in limited-edition releases that create buzz and boost sales. To appeal to a broader audience, many companies are expanding their product lines to include diverse and inclusive toys that represent various cultures, ethnicities, and abilities. Apart from this, sustainability is another area where companies are taking strides, manufacturing toys from eco-friendly materials and adopting responsible packaging options to appeal to environmentally-conscious consumers. Furthermore, key players are investing in e-commerce capabilities, optimizing online platforms for a better user experience and broader reach. This includes utilizing data analytics to understand consumer behavior and preferences better.

The market research report has provided a comprehensive analysis of the competitive landscape in the market. Detailed profiles of all major companies have also been provided. Some of the key players in the market include:

  • Hasbro
  • Mattel
  • Ravensburger
  • Tomy
  • The Lego Group
  • Funtastic
  • JAKKS Pacific
  • Lansay
  • LeapFrog Enterprises
  • MGA Entertainment
  • Playmates Toys
  • ToyQuest
  • Vivid Imaginations

Key Questions Answered in This Report

  • 1.What was the size of the global toys and games market in 2024?
  • 2.What is the expected growth rate of the global toys and games market during 2025-2033?
  • 3.What are the key factors driving the global toys and games market?
  • 4.What has been the impact of COVID-19 on the global toys and games market?
  • 5.What is the breakup of the global toys and games market based on the product type?
  • 6.What is the breakup of the global toys and games market based on the distribution channel?
  • 7.What are the key regions in the global toys and games market?
  • 8.Who are the key players/companies in the global toys and games market?

Table of Contents

1 Preface

2 Scope and Methodology

  • 2.1 Objectives of the Study
  • 2.2 Stakeholders
  • 2.3 Data Sources
    • 2.3.1 Primary Sources
    • 2.3.2 Secondary Sources
  • 2.4 Market Estimation
    • 2.4.1 Bottom-Up Approach
    • 2.4.2 Top-Down Approach
  • 2.5 Forecasting Methodology

3 Executive Summary

4 Introduction

  • 4.1 Overview
  • 4.2 Key Industry Trends

5 Global Toys and Games Market

  • 5.1 Market Overview
  • 5.2 Market Performance
  • 5.3 Impact Of COVID-19
  • 5.4 Price Analysis
    • 5.4.1 Key Price Indicators
    • 5.4.2 Price Structure
    • 5.4.3 Margin Analysis
  • 5.5 Market Breakup by Product Type
  • 5.6 Market Breakup by Distribution Channel
  • 5.7 Market Breakup by Region
  • 5.8 Market Forecast
  • 5.9 SWOT Analysis
    • 5.9.1 Overview
    • 5.9.2 Strengths
    • 5.9.3 Weaknesses
    • 5.9.4 Opportunities
    • 5.9.5 Threats
  • 5.10 Value Chain Analysis
    • 5.10.1 Overview
    • 5.10.2 Research and Development
    • 5.10.3 Raw Material Procurement
    • 5.10.4 Manufacturing
    • 5.10.5 Marketing
    • 5.10.6 Distribution
    • 5.10.7 End-Use
  • 5.11 Porter's Five Forces Analysis
    • 5.11.1 Overview
    • 5.11.2 Bargaining Power of Buyers
    • 5.11.3 Bargaining Power of Suppliers
    • 5.11.4 Degree of Competition
    • 5.11.5 Threat of New Entrants
    • 5.11.6 Threat of Substitutes

6 Market Breakup by Product Type

  • 6.1 Plush Toys
    • 6.1.1 Market Trends
    • 6.1.2 Market Forecast
  • 6.2 Infant /Preschool Toys
    • 6.2.1 Market Trends
    • 6.2.2 Market Forecast
  • 6.3 Activity Toys
    • 6.3.1 Market Trends
    • 6.3.2 Market Forecast
  • 6.4 Dolls
    • 6.4.1 Market Trends
    • 6.4.2 Market Forecast
  • 6.5 Games and Puzzles
    • 6.5.1 Market Trends
    • 6.5.2 Market Forecast
  • 6.6 Ride-Ons
    • 6.6.1 Market Trends
    • 6.6.2 Market Forecast
  • 6.7 Others
    • 6.7.1 Market Trends
    • 6.7.2 Market Forecast

7 Market Breakup by Distribution Channel

  • 7.1 Specialty Stores
    • 7.1.1 Market Trends
    • 7.1.2 Market Forecast
  • 7.2 Supermarkets and Hypermarkets
    • 7.2.1 Market Trends
    • 7.2.2 Market Forecast
  • 7.3 Departmental Stores
    • 7.3.1 Market Trends
    • 7.3.2 Market Forecast
  • 7.4 Online Stores
    • 7.4.1 Market Trends
    • 7.4.2 Market Forecast
  • 7.5 General Stores
    • 7.5.1 Market Trends
    • 7.5.2 Market Forecast

8 Market Breakup by Region

  • 8.1 North America
    • 8.1.1 Market Trends
    • 8.1.2 Market Forecast
  • 8.2 Europe
    • 8.2.1 Market Trends
    • 8.2.2 Market Forecast
  • 8.3 Asia Pacific
    • 8.3.1 Market Trends
    • 8.3.2 Market Forecast
  • 8.4 Middle East and Africa
    • 8.4.1 Market Trends
    • 8.4.2 Market Forecast
  • 8.5 Latin America
    • 8.5.1 Market Trends
    • 8.5.2 Market Forecast

9 Toys and Games Manufacturing Process

  • 9.1 Product Overview
  • 9.2 Raw Material Requirements
  • 9.3 Manufacturing Process
  • 9.4 Key Success and Risk Factors

10 Competitive Landscape

  • 10.1 Market Structure
  • 10.2 Key Players
  • 10.3 Profiles of Key Players
    • 10.3.1 Hasbro
    • 10.3.2 Mattel
    • 10.3.3 Ravensburger
    • 10.3.4 Tomy
    • 10.3.5 The Lego Group
    • 10.3.6 Funtastic
    • 10.3.7 JAKKS Pacific
    • 10.3.8 Lansay
    • 10.3.9 LeapFrog Enterprises
    • 10.3.10 MGA Entertainment
    • 10.3.11 Playmates Toys
    • 10.3.12 ToyQuest
    • 10.3.13 Vivid Imaginations