表紙:世界の玩具・ゲーム市場:成長、動向、および予測(2021年~2026年)
市場調査レポート
商品コード
754930

世界の玩具・ゲーム市場:成長、動向、および予測(2021年~2026年)

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

出版日: | 発行: Mordor Intelligence Pvt Ltd | ページ情報: 英文 100 Pages | 納期: 2-3営業日

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世界の玩具・ゲーム市場:成長、動向、および予測(2021年~2026年)
出版日: 2021年05月13日
発行: Mordor Intelligence Pvt Ltd
ページ情報: 英文 100 Pages
納期: 2-3営業日
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  • 概要
  • 目次
概要

世界の玩具・ゲーム市場は、予測期間中に4.5%のCAGRで成長すると予測されています。消費者支出の増加により、アクションフィギュア、ぬいぐるみ、パズル、スポーツ用品、就学前児童向け製品などの玩具に対する需要が高まっています。漫画のキャラクター、テレビ番組、映画に基づいた玩具やゲームの販売は拡大しており、同市場の成長をさらに促進しています。また、近年の子供たちの間におけるインタラクティブで多機能な玩具やゲームの人気の高まりは、同市場にプラスの影響を与えています。さらに、ビデオゲーム業界は、過去数年間で持続的な収益モデルとなりました。技術が拡大するにつれて、ビデオコンテンツ、仮想現実製品、およびビデオゲームトーナメントなども拡大しています。

当レポートは世界の玩具・ゲーム市場について調査しており、市場機会や動向、成長および阻害要因、製品タイプ・流通チャネル・地域別の市場分析、競合情勢、主要企業のプロファイル等の情報を提供しています。

目次

第1章 イントロダクション

  • 調査成果
  • 調査の前提条件
  • 調査範囲

第2章 調査方法

第3章 エグゼクティブサマリー

第4章 市場力学

  • 市場成長要因
  • 市場阻害要因
  • ポーターのファイブフォース分析
    • 新規参入の脅威
    • バイヤー/消費者の交渉力
    • サプライヤーの交渉力
    • 代替製品の脅威
    • 業界内の競争

第5章 市場セグメンテーション

  • 製品タイプ別
    • ゲーム・パズル
    • 幼児・就学前児童向け玩具
    • 建設玩具
    • 人形・アクセサリー
    • アウトドア・スポーツ玩具
    • ビデオゲーム
    • その他
  • 流通チャネル別
    • オンラインチャンネル
    • オフラインチャンネル
  • 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 競合情勢

  • 主に活動的な企業
  • 主な採用戦略
  • 市場シェア分析
  • 企業プロファイル
    • Mattel Inc.
    • Hasbro Inc.
    • Lego Group
    • 株式会社タカラトミー
    • Bandai Namco Holdings Inc.
    • Simba-Dickie Group
    • Spin Master Ltd
    • Tru Kids Inc.
    • 任天堂株式会社

第7章 市場機会および今後の動向

目次
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