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市場調査レポート

従来型の玩具/ゲームの世界市場:製品種類別、流通チャネル別、地域別 - 成長、動向、予測

Toys and Games Market - Growth, Trends, and Forecast (2020 - 2025)

発行 Mordor Intelligence LLP 商品コード 754930
出版日 ページ情報 英文 100 Pages
納期: 2-3営業日
価格
本日の銀行送金レート: 1USD=111.19円で換算しております。
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従来型の玩具/ゲームの世界市場:製品種類別、流通チャネル別、地域別 - 成長、動向、予測 Toys and Games Market - Growth, Trends, and Forecast (2020 - 2025)
出版日: 2020年01月01日 ページ情報: 英文 100 Pages
概要

当レポートでは、世界の従来型の玩具/ゲーム市場について調査分析を行い、市場概要、市場のダイナミクス、製品種類別、流通チャネル別、地域別分析、競合状況、主要企業のプロファイルなどについてまとめています。

第1章 イントロダクション

第2章 従来型の玩具/ゲーム市場の考察

  • 市場概要
  • 市場動向
  • 市場の魅力:ファイブフォース分析

第3章 従来型の玩具/ゲーム市場のダイナミクス

  • 促進因子
  • 抑制因子
  • 機会

第4章 従来型の玩具/ゲーム市場のセグメンテーション

  • 製品種類別
    • 屋外/スポーツ玩具
    • 組立玩具
    • 人形/ぬいぐるみ
    • その他
  • 流通チャネル
    • オンライン
    • オフライン

第5章 従来型の玩具/ゲーム:地域別

  • 北米
  • 欧州
  • アジア太平洋地域
  • 南米
  • 中東/アフリカ

第6章 従来型の玩具/ゲーム市場の競合状況

  • 主要企業
  • 市場シェア分析
  • 主要企業の戦略

第7章 企業プロファイル

  • Dream International Limited
  • Mattel
  • Hasbro
  • Funskool (India) Ltd.
  • LEGO Group
  • JAKKS Pacific, Inc.
  • TOMY
  • Bandai America Incorporated
  • Spin Master Ltd.
  • HALLMARK LICENSING, LLC
  • Moose Toys
  • TTPM

第8章 免責事項

目次
Product Code: 65267

Market Overview

The Global Toys and Games market is forecasted grow at a CAGR of 4.5% during the forecast period (2019 - 2024).

In recent years, a rise in popularity of interactive and multi-functional toys and games has been observed among children, which has been positively impacting the toys and games market.

Due to rise in consumer spending, there is an increasing demand for toys, such as action figures, plush toys, puzzles, sports equipment and pre-school products. The sales of toys and games based on cartoon characters, TV shows, and movies are escalating, which is further promoting the growth of the market.

Scope of the Report

The scope of the market includes Toys and Games by Product type Games and Puzzles, infant and pre-school toys, Construction Toys, Dolls and Accessories, Outdoor and Sports toys, and Other product types. By distribution channel, the market is categorized as Online Channel and Offline Channel. It also provides an analysis of the regions, which include North America, Europe, Asia-Pacific, South America, and Middle East & Africa.

Key Market Trends

Influence of Technology is Promoting Video Games

The video game industry has become a recurring revenue model over the past few years, due to continuous video game engagement. As technology is expanding so is video content, virtual reality products, and video game tournaments.

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.

United States is the leading Country in Toys and Game Expenditure

One of the most important trends across toys and games in the United States was the continuous success of collectibles. With existing brands, such as Shopkins from Moose Enterprises, Hatchimals from Spin Master and Funko Pop! from Funko, collectibles received a further boost in recent years from an influx of newly successful new brands, such as LOL Surprise! from MGA Entertainment and Fingerlings from Wow We Group.

Competitive Landscape

Major players 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.

The key players are embarking on mergers and acquisitions as one of their key strategies to achieve consolidation and optimize their offerings. Moreover, these players merge with local players to gain dominance in the local markets.

Reasons to Purchase this report:

  • The market estimate (ME) sheet in Excel format
  • Report customization as per the client's requirements
  • 3 months of analyst support

Table of Contents

1 INTRODUCTION

  • 1.1 Study Deliverables
  • 1.2 Study Assumptions
  • 1.3 Scope of the Study

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

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 Infant and Pre-School Toys
    • 5.1.3 Construction Toys
    • 5.1.4 Dolls and Accessories
    • 5.1.5 Outdoor and Sports Toys
    • 5.1.6 Video Games
    • 5.1.7 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 United Arab Emirates
      • 5.3.5.3 Rest of Middle East and Africa

6 COMPETITIVE LANDSCAPE

  • 6.1 Most Active Companies
  • 6.2 Most Adopted Strategies
  • 6.3 Market Share Analysis
  • 6.4 Company Profiles
    • 6.4.1 Mattel Inc.
    • 6.4.2 Hasbro Inc.
    • 6.4.3 Lego Group
    • 6.4.4 Takara Tomy Co. Ltd
    • 6.4.5 Bandai Namco Holdings Inc.
    • 6.4.6 Simba-Dickie Group
    • 6.4.7 Spin Master Ltd
    • 6.4.8 Tru Kids Inc.
    • 6.4.9 Nintendo Co., Ltd.

7 MARKET OPPORTUNITIES AND FUTURE TRENDS

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