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市場調査レポート

スマートトイ:ハードウェア、技術および主要ベンダー 2017-2022年

Smart Toys: Hardware, Technology & Leading Vendors 2017-2022

発行 Juniper Research 商品コード 344799
出版日 ページ情報 英文
納期: 即日から翌営業日
価格
本日の銀行送金レート: 1GBP=145.89円で換算しております。
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スマートトイ:ハードウェア、技術および主要ベンダー 2017-2022年 Smart Toys: Hardware, Technology & Leading Vendors 2017-2022
出版日: 2017年06月13日 ページ情報: 英文
概要

当レポートでは、スマートトイ市場について取り上げ、スマートトイ市場の現在の市場規模と今後5年間の発展動向、ステークホルダーにとっての主な機会、今後数年間の産業発展動向、産業が直面する主な課題、スマートトイに利用されると見込まれる通信技術などについて、分析しています。

第1章 コネクテッドトイ:概要および戦略的提言

第2章 コネクティッドトイ:イントロダクションおよび最新市場動向

  • イントロダクション
  • 定義
  • トイ産業
    • ケーススタディ:Sphero の'BB-8 App-Enabled Droid'
    • 主要市場
      • 北米
      • 西欧
      • 極東・中国
    • 規制の影響
    • 従来型玩具の分類
  • コネクテッドトイとスマートトイ
    • ケーススタディ:Wonder Workshop Dash Educational Robot
  • コネクテッドトイのビジネスモデル
    • ケーススタディ:Disney Playmation
    • ケーススタディ:Activision の 'Skylanders'
    • コネクテッドトイ市場のセグメント
      • スマートフォン・タブレット
      • ゲーム機
      • ドローン
      • ボードゲーム
      • 教育玩具
  • 動向、促進因子および抑制因子
    • 主な促進因子
      • 技術
      • 消費者
      • ベンダー
    • 主な動向
    • 主な抑制因子
  • 市場機会・提言
    • 'Toys to Life'(おもちゃに命を吹き込む)
    • 密かな投資
    • 3D印刷
    • 教育玩具
    • 収集可能性
    • Make It Personal(自分用にカスタマイズ)

第3章 コネクティッドトイ:主要企業分析

  • 企業分析・市場のポジショニング
    • ディスラプター(創造的破壊者)
    • 触媒型企業
    • 萌芽期の企業

第4章 コネクテッドトイ:市場予測

  • イントロダクション
  • 調査手法・前提条件
  • 予測サマリー
    • コネクテッドトイの出荷高:地域別
    • コネクテッドトイのインストールベース:地域別
    • コネクテッドトイの収益:地域別
  • コネクテッドトイの出荷高:セグメント別
    • コネクテッドトイのインストールベース:セグメント別
    • コネクテッドトイの収益:セグメント別
  • コネクテッドトイの出荷高:教育用コネクティッドトイ別
    • コネクテッドトイのインストールベース:教育用コネクティッドトイ別
    • コネクテッドトイの収益:教育用コネクティッドトイ別

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目次

Overview

Juniper's Smart Toys research provides the most comprehensive study of this developing sector available today. It analyses the opportunities available to investors, manufacturers and brands, covering the key markets of:

  • Smartphone/tablet connected toys
  • Console connected toys (‘toys to life')
  • Educational connected toys
  • App-connected drones

This study is an indispensable reference source for industry players wishing to gain advantage in this dynamic emerging industry.

The research includes:

  • Market Trends & Opportunities (PDF)
  • 5 Year Market Sizing & Forecast Spreadsheet (Excel)

Key Features

  • Key Regional Analysis of the Toy Market: Investigates key markets for traditional toys & games and what is influencing them for the following crucial markets:
    • North America
    • West Europe
    • Far East & China
  • Sector Assessment: Understand the key sectors of this market, and how it is being driven forwards, encompassing the below:
    • Interfacing with existing device ecosystems
    • Business model analysis
    • Key trends and drivers influencing the sector
    • Key Strategic Recommendations for stakeholders in this space
  • Benchmark Industry Forecasts for Connected Toys, including hardware sales, app-generated revenue and shipments. Included forecasts are split by:
    • 8 Key Regions (North America, Latin America, West Europe, Central & East Europe, Far East & China, Indian Subcontinent, Rest of Asia Pacific and Africa & Middle East)
    • Interfacing Device (Smartphone, Tablet, Console, Drone)
    • Device Purpose (Educational)
    • Connectivity (Bluetooth, Wi-Fi, RFID or RFID subsets)
  • Key Player Analysis: Analysis of the key players driving the connected toy industry forward, their product offers and future strategies, encompassing the following:
    • Juniper Disruptor and Challenger Quadrant
    • Analysis of key players' footing for future growth

Key Questions

  • 1. What is the smart toys market currently worth, and how will it develop over the next five years?
  • 2. What are the key opportunities available to stakeholders within this space?
  • 3. How can we expect to see the industry develop over the next few years?
  • 4. What are the key challenges faced by the industry?
  • 5. Which communications technologies are likely to be used by smart toys?

Companies Referenced

  • Profiled in Disruptors & Challengers Quadrant: Activision Blizzard, Anki, Hasbro, Genesis Toys, LEGO Group, Leka, Mattel, Nintendo, Ozobot, Parrot, Sphero, Spiral Toys, Wonder Workshop, WowWee.
  • Case Studied: Activision Blizzard, Disney, Sphero, Wonder Workshop.
  • Mentioned: Amazon, Apple, BBC, Child Trends, EA (Electronic Arts), EQtainment, Google, Hornby, K'Nex, Kickstarter, Kinematics, Meccano, Microsoft, Moff, OECD (Organisation for Economic Cooperation & Development), PlayMonster, Robo Wunderkind, Sony, VTech, World Health Organisation, Yuneec, Zero Zero Robotics.

Data & Interactive Forecast

Juniper's Smart Toys forecast suite includes:

  • Country level data splits for:
    • Canada
    • Germany
    • Japan
    • South Korea
    • UK
    • US
    • Plus 8 key regions
  • Total smart toy shipments and installed base, split according to interfacing device:
    • Smartphones
    • Tablets
    • Consoles
    • Drones
  • Educational Connected Toy shipments, installed base and revenue
  • Wireless communications technology splits:
    • Wi-Fi
    • Bluetooth
    • RFID/NFC
    • Others
  • Interactive Scenario tool allowing user the ability to manipulate Juniper's data for 12 different metrics.
  • Access to the full set of forecast data of nearly 73 tables and over 7,100 datapoints.

Juniper Research's highly granular interactive excels enable clients to manipulate Juniper's forecast data and charts to test their own assumptions and compare markets side by side in customised charts and tables. IFxls greatly increase clients' ability to both understand a particular market and to integrate their own views into the model.

Table of Contents

1. Connected Toys: Key Takeaways & Strategic Recommendations

  • 1.1. Connected Toys Market: Key Takeaways
    • Figure 1.1: Key Forecast Findings, 2022
  • 1.2. Strategic Recommendations

2. Connected Toys: Introduction & Review of Current Market Developments

  • 2.1. Introduction
    • Figure 2.1: BB8 App-Enabled Droid
  • 2.2. Definition
    • Figure 2.2: Connected Toy Framework
  • 2.3. The Toy Industry
    • Figure 2.3: Hasbro, Mattel & LEGO Net Earnings % Change vs Smartphone Shipments (m)
    • 2.3.1. Case Study: Sphero BB-8 App-Enabled Droid
    • 2.3.2. Key Markets
      • i. North America
      • ii. West Europe
      • iii. Far East & China
        • Figure 2.4: China &Japan Fertility Rate (Total Births per woman) 1980-2015
    • 2.3.3. Impact of Regulation
    • 2.3.4. Traditional Toy Categories
  • 2.4. Connected Toys vs 'Smart Toys'
    • 2.4.1. Case Study: Wonder Workshop Dash Educational Robot
  • 2.5. Connected Toy Business Models
    • 2.5.1. Case Study: Disney Playmation
    • 2.5.2. Case Study: Activision's Skylanders
    • 2.5.3. Connected Toy Market Segments
      • i. Smartphones & Tablets
      • ii. Games Consoles
      • iii. Drones
      • iv. Board Games
      • v. Educational Toys
  • 2.6. Trends, Drivers & Constraints
    • Figure 2.5: Connected Toys Drivers, Trends & Constraints
    • 2.6.1. Key Drivers
      • i. Technological
      • ii. Consumer
      • iii. Vendor
    • 2.6.2. Key Trends
      • i. Technological
        • Figure 2.6: Mattel ThingMaker 3D Printer
      • ii. Consumer
        • Figure 2.7: LEGO Dimensions A-Team Fun Pack
      • iii. Vendor
    • 2.6.3. Key Constraints
      • i. Technological
      • ii. Consumer
      • iii. Vendor
  • 2.7. Market Opportunities & Recommendations
    • 2.7.1. ‘Toys to Life'
      • Figure 2.8: Examples of Skylanders Figurines
    • 2.7.2. Invest in Privacy
    • 2.7.3. 3D Printing
    • 2.7.4. Educational Toys
    • 2.7.5. Collectability
    • 2.7.6. Make It Personal
      • Figure 2.9: Customisable Education - The Raspberry Pi

3. Connected Toys: Key Player Analysis

  • 3.1. Player Analysis & Positioning: Juniper Disruptors & Challengers Quadrant
    • Figure 3.1:Juniper Connected Toys Disruptors & Challengers Quadrant.
    • i. Disruptors
      • Figure 3.2: LEGO Boost Set
      • Figure 3.3: Anki Overdrive Starter Set
    • ii. Catalyst Players
    • iii. Nascent Players
      • Figure 3.4: Nintendo Amiibo Examples
      • Figure 3.5: Smart R2D2 from Hasbro
    • iv. Embryonic Players
      • Figure 3.6: My Friend Cayla Connected Doll
      • Figure 3.7: Funds Raised By Connected Toy Manufacturers ($m)

4. Connected Toys: Market Forecasts

  • 4.1. Introduction
  • 4.2. Methodology & Assumptions
    • Figure 4.1: Connected Toys Forecast Methodology
  • 4.3. Forecast Summary
    • 4.3.1. Connected Toy Shipments: Regional Splits
      • Figure & Table 4.2: Total Connected Toy Shipments (m) Split by 8 Key Regions 2017-2022
    • 4.3.2. Connected Toy Installed Base: Regional Splits
      • Figure & Table 4.3: Total Connected Toy Installed Base (m), Split by 8 Key Regions 2017-2022
    • 4.3.3. Connected Toy Revenues: Regional Splits
      • Figure & Table 4.4: Total Connected Toy Revenues ($m), Split by 8 Key Regions 2017-2022
  • 4.4. Connected Toy Shipments: Segment Splits
    • Figure & Table 4.5: Connected Toy Shipments (m), Split by Interfacing Device 2017-2022
    • 4.4.1. Connected Toy Installed Base: Segment Splits
      • Figure & Table 4.6: Connected Toy Installed Base, Split by Interfacing Device 2017-2022
    • 4.4.2. Connected Toy Revenues: Segment Splits
      • Figure & Table 4.7: Total Connected Toy Revenues ($m), Split by Interfacing Device 2017-2022
  • 4.5. Connected Toy Shipments: Educational Connected Toy SF
    • Figure & Table 4.8: Educational Connected Toy Shipments (m), Split by 8 Key Regions 2017-2022
    • 4.5.1. Connected Toy Installed Base: Educational Connected Toy Split
      • Figure & Table 4.9: Educational Connected Toy Installed Base, Split by 8 Key Regions (m) 2017-2022
    • 4.5.2. Connected Toy Revenues: Educational Connected Toy Split by 8 Key Regions (m) 2017-2022
      • Figure & Table 4.10: Total Educational Connected Toy Revenues ($m), Split by 8 Key Regions 2017-2022
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