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Global Toys and Games Market Outlook to 2028

Region:Global

Author(s):Mukul

Product Code:KROD10956

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Published On

December 2024

Total pages

93

About the Report

Global Toys and Games Market Overview

  • The global toys and games market is valued at USD 324.5 billion, This significant market size is driven by several factors, including the rising disposable income of parents, increasing demand for educational toys, and the technological advancements that have enabled the growth of electronic and interactive toys. Additionally, consumer awareness around the importance of play for cognitive development has also spurred growth in educational and STEM-related toys. The market has witnessed substantial demand across both developed and emerging economies, where an expanding middle class has contributed to increased spending on toys.
  • In terms of market dominance, regions such as North America, Europe, and Asia-Pacific continue to lead the global toys and games market. Countries like the United States, China, and Japan are prominent players due to their large population base, robust retail infrastructure, and strong presence of international and domestic manufacturers. The dominance of these regions can be attributed to their high consumer purchasing power, innovative product offerings, and deep integration of technology into toys, such as augmented reality and smart toys. Furthermore, China stands out as both a major producer and consumer, driven by its strong manufacturing capabilities and the growing demand for premium and educational toys among its urban population.
  • Toy safety standards are strictly enforced in key markets like the U.S. and the European Union. ASTM F963 in the U.S. and EN 71 in Europe set out rigorous testing requirements to ensure toy safety. In 2023, the European Commission reported that 1,200 toy products were flagged for failing to meet these standards. Compliance is essential to avoid product recalls and legal penalties. Manufacturers must invest in testing and certification processes to ensure adherence to these safety protocols, maintaining consumer trust and brand reputation.

Global Toys and Games Market Segmentation

  • By Product Type: The global toys and games market is segmented by product type into action figures, dolls, board games and puzzles, educational toys, and digital and electronic games. Recently, the digital and electronic games sub-segment has gained a dominant market share, largely due to the widespread adoption of smart toys that integrate augmented reality (AR) and virtual reality (VR). These toys offer an immersive experience and allow for a high degree of customization, which resonates well with tech-savvy consumers. The rise of e-sports and gaming communities has also accelerated the growth of digital and electronic games, making this segment a key revenue driver for the market.
  • By Region: Geographically, the global toys and games market is segmented into North America, Europe, Asia-Pacific, Latin America, and the Middle East & Africa. North America, particularly the United States, holds a leading market share due to its high consumer spending power and established retail networks. However, Asia-Pacific is emerging as the fastest-growing region, driven by the rising middle-class population in China and India and increased investment in product innovation. The demand for educational toys and tech-infused games has surged in these regions, making Asia-Pacific a critical focus for manufacturers aiming to tap into new growth opportunities.
  • By Age Group: The toys and games market is also segmented by age group into infants and toddlers (0-3 years), preschool children (3-5 years), kids (6-12 years), and teenagers (13-18 years). The kids (6-12 years) segment dominates the market due to the broad range of products available that cater to their developmental needs. Toys for this age group typically combine entertainment with educational value, such as STEM toys and puzzles that promote cognitive skills. The growing trend of incorporating technology into toys for this age group, such as coding kits and interactive robots, has further strengthened its position as a leading segment in the market.

Global Toys and Games Market Competitive Landscape

The global toys and games market is highly consolidated, with a few dominant players controlling a significant portion of the market. Companies such as Hasbro, Mattel, and LEGO lead the market, thanks to their strong brand portfolios and continuous innovation in product development. These companies also benefit from licensing agreements with popular entertainment franchises, which help in attracting a large consumer base. Additionally, the increasing focus on sustainability and eco-friendly toys has driven companies to invest in greener manufacturing processes, further differentiating them in a competitive market.

Global Toys and Games Industry Analysis

Growth Drivers

  • Increasing Disposable Income (Consumer Purchasing Power): In 2024, global disposable income is increasing, particularly in middle- and high-income countries. According to the World Bank, average household incomes in G7 nations surpassed USD 40,000 in 2022, with real income growth driving higher discretionary spending on non-essential items, including toys and games. The increase in disposable income directly boosts consumer purchasing power, enabling households to allocate more funds to children's entertainment products. Additionally, emerging economies like India reported a 12% rise in per capita income in 2023, indicating a growing market potential for the toys and games industry.
  • Rising Birth Rates (Demographic Trends): While many developed countries experience stable or declining birth rates, regions like Sub-Saharan Africa and parts of Asia continue to see significant population growth. According to United Nations data, Sub-Saharan Africa is expected to add over 40 million children under the age of five between 2020 and 2025, with an annual growth rate of 2.5 million children in 2023 alone. This growth drives demand for toys and games in these regions, presenting substantial opportunities for manufacturers and retailers to cater to this expanding consumer base.
  • Expansion of E-commerce Platforms (Distribution Channels): E-commerce continues to revolutionize the distribution of toys and games, providing global reach and convenience for consumers. In 2023, the global e-commerce market surpassed USD 6 trillion in sales, with online toy retailers playing a significant role. China and the U.S. remain the largest online retail markets, with Chinas e-commerce market reaching USD 2.6 trillion in 2022. The integration of digital payment solutions and improved delivery logistics further fuels online purchases of toys, enhancing the efficiency of distribution channels globally.

Market Restraints

  • Seasonal Demand Variations (Demand Fluctuations): Seasonal demand variation poses a significant challenge for the toy industry. Toy sales often peak during the holiday season, particularly in Q4. In 2023, over 40% of total annual toy sales occurred during November and December, according to the National Retail Federation. This seasonality forces manufacturers to adjust production schedules, manage inventory levels, and implement targeted marketing strategies. Furthermore, unpredictable external factors such as economic downturns or geopolitical disruptions may exacerbate these fluctuations, affecting revenue consistency throughout the year.
  • Safety Regulations (Regulatory Compliance): Tightening safety regulations continue to challenge toy manufacturers, with governments implementing stricter safety standards. For instance, the U.S. Consumer Product Safety Commission (CPSC) reported that in 2023, over 11 million toys were recalled due to violations of safety standards, including choking hazards and toxic materials. Compliance with ASTM F963 in the U.S. and EN 71 in Europe remains mandatory, and the associated testing costs can raise manufacturing expenses. Manufacturers must ensure that their products meet these stringent requirements to avoid legal repercussions and reputational damage.

Global Toys and Games Market Future Outlook

Over the next five years, the global toys and games market is expected to experience significant growth, driven by continuous product innovation, increasing consumer demand for educational and tech-integrated toys, and the rise of e-commerce platforms. With growing awareness of the importance of play in early childhood development, the demand for STEM toys and educational games is forecasted to rise. Additionally, sustainability trends are expected to drive a shift toward eco-friendly toys made from recyclable materials. Companies focusing on these innovations are likely to capture larger market shares in the near future, especially in regions with emerging economies.

Market Opportunities

  • Growing Popularity of Educational Toys (Consumer Preferences): The global market for educational toys has grown substantially, driven by parental focus on cognitive development. In 2023, educational toys accounted for over USD 10 billion in global retail sales, with STEM (Science, Technology, Engineering, Mathematics) toys gaining particular traction. According to UNESCO, global enrollment in STEM-based programs increased by 13% in 2022, reflecting heightened awareness of the importance of early childhood education. Toys that promote skill-building and learning are increasingly in demand, especially in developed markets like the U.S. and Europe.
  • Expansion in Emerging Markets (Geographical Expansion): Emerging markets present significant growth opportunities for the toys and games industry. Countries like India, Brazil, and Indonesia are experiencing rapid economic development, with middle-class populations expanding. According to the World Bank, Indias GDP growth reached 6.9% in 2023, and its burgeoning youth population presents a lucrative market for toy manufacturers. Moreover, in 2023, Indias retail sector expanded to USD 1.3 trillion, providing enhanced distribution channels for toys and games. As infrastructure improves in these regions, the market is expected to expand further.

Scope of the Report

By Product Type

Action Figures
Dolls
Board Games & Puzzles
Educational Toys
Digital & Electronic Games

By Age Group

Infants & Toddlers (0-3 Years)
Preschool (3-5 Years)
Kids (6-12 Years)
Teenagers (13-18 Years)

By Distribution Channel

Online Retail
Offline Retail (Specialty Stores, Departmental Stores)
E-commerce Platforms

By Material Type

Plastic
Wood
Metal
Plush/Fabric

By Region

North America
Europe
Asia Pacific
Latin America
Middle East & Africa

Products

Key Target Audience

  • Toy Manufacturers
  • Online Retailers and E-commerce Platforms
  • Distributors and Wholesalers
  • Licensing and Branding Companies
  • Consumer Goods Retailers
  • Investors and Venture Capitalist Firms
  • Government and Regulatory Bodies (CPSC, EU Toy Safety)
  • Environmental NGOs (Eco-friendly Toy Initiatives)

Companies

Players Mentioned in the Report:

  • Hasbro, Inc.
  • Mattel, Inc.
  • LEGO Group
  • Bandai Namco Holdings
  • Spin Master Corp.
  • Funko, Inc.
  • VTech Holdings Limited
  • Tomy Company, Ltd.
  • Jakks Pacific, Inc.
  • Ravensburger AG
  • Melissa & Doug, LLC
  • Giochi Preziosi S.p.A.
  • Playmobil (Brandsttter Group)
  • Moose Toys Pty Ltd
  • Simba Dickie Group

Table of Contents

1. Global Toys and Games Market Overview

1.1. Definition and Scope
1.2. Market Taxonomy
1.3. Market Growth Rate
1.4. Market Segmentation Overview

2. Global Toys and Games Market Size (In USD Mn)

2.1. Historical Market Size
2.2. Year-On-Year Growth Analysis
2.3. Key Market Developments and Milestones

3. Global Toys and Games Market Analysis

3.1. Growth Drivers
3.1.1. Increasing Disposable Income (Consumer Purchasing Power)
3.1.2. Rising Birth Rates (Demographic Trends)
3.1.3. Expansion of E-commerce Platforms (Distribution Channels)
3.1.4. Technological Advancements (Integration of Smart Features)
3.1.5. Licensing and Branding (Licensing Strategies)

3.2. Market Challenges
3.2.1. Seasonal Demand Variations (Demand Fluctuations)
3.2.2. Safety Regulations (Regulatory Compliance)
3.2.3. Increased Manufacturing Costs (Raw Material Prices)

3.3. Opportunities
3.3.1. Growing Popularity of Educational Toys (Consumer Preferences)
3.3.2. Expansion in Emerging Markets (Geographical Expansion)
3.3.3. Adoption of Sustainable Materials (Eco-friendly Products)

3.4. Trends
3.4.1. Increased Demand for STEM Toys (Educational Trends)
3.4.2. Growth of Online Games and AR/VR Toys (Technology Integration)
3.4.3. Personalization and Customization in Toys (Consumer Customization Preferences)

3.5. Government Regulation
3.5.1. Toy Safety Standards (ASTM, EN 71)
3.5.2. Import Tariffs (Trade Regulations)
3.5.3. Environmental Policies on Plastic Toys (Sustainability Regulations)

3.6. SWOT Analysis
3.6.1. Strengths (Market Share of Key Players)
3.6.2. Weaknesses (Price Sensitivity of Consumers)
3.6.3. Opportunities (Product Innovation)
3.6.4. Threats (Counterfeit Products)

3.7. Stake Ecosystem
3.8. Porters Five Forces
3.9. Competition Ecosystem

4. Global Toys and Games Market Segmentation

4.1. By Product Type (In Value %)
4.1.1. Action Figures
4.1.2. Dolls
4.1.3. Board Games & Puzzles
4.1.4. Educational Toys
4.1.5. Digital & Electronic Games

4.2. By Age Group (In Value %)
4.2.1. Infants & Toddlers (0-3 Years)
4.2.2. Preschool (3-5 Years)
4.2.3. Kids (6-12 Years)
4.2.4. Teenagers (13-18 Years)

4.3. By Distribution Channel (In Value %)
4.3.1. Online Retail
4.3.2. Offline Retail (Specialty Stores, Departmental Stores)
4.3.3. E-commerce Platforms

4.4. By Material Type (In Value %)
4.4.1. Plastic
4.4.2. Wood
4.4.3. Metal
4.4.4. Plush/Fabric

4.5. By Region (In Value %)
4.5.1. North America
4.5.2. Europe
4.5.3. Asia Pacific
4.5.4. Latin America
4.5.5. Middle East & Africa

5. Global Toys and Games Market Competitive Analysis

5.1. Detailed Profiles of Major Companies
5.1.1. Hasbro, Inc.
5.1.2. Mattel, Inc.
5.1.3. LEGO Group
5.1.4. Bandai Namco Holdings Inc.
5.1.5. Spin Master Corp.
5.1.6. Funko, Inc.
5.1.7. VTech Holdings Limited
5.1.8. Tomy Company, Ltd.
5.1.9. Jakks Pacific, Inc.
5.1.10. Ravensburger AG
5.1.11. Melissa & Doug, LLC
5.1.12. Giochi Preziosi S.p.A.
5.1.13. Playmobil (Brandsttter Group)
5.1.14. Moose Toys Pty Ltd
5.1.15. Simba Dickie Group

5.2. Cross Comparison Parameters (Product Portfolio, No. of Employees, Headquarters, Revenue, Inception Year, Global Footprint, Licensing Partnerships, Product Innovation)
5.3. Market Share Analysis
5.4. Strategic Initiatives
5.5. Mergers and Acquisitions
5.6. Investment Analysis
5.7. Venture Capital Funding
5.8. Government Grants
5.9. Private Equity Investments

6. Global Toys and Games Market Regulatory Framework

6.1. Toy Safety Standards (CPSIA, EU Toy Safety Directive)
6.2. Compliance Requirements
6.3. Certification Processes

7. Global Toys and Games Future Market Size (In USD Mn)

7.1. Future Market Size Projections
7.2. Key Factors Driving Future Market Growth

8. Global Toys and Games Future Market Segmentation

8.1. By Product Type (In Value %)
8.2. By Age Group (In Value %)
8.3. By Distribution Channel (In Value %)
8.4. By Material Type (In Value %)
8.5. By Region (In Value %)

9. Global Toys and Games Market Analysts Recommendations

9.1. TAM/SAM/SOM Analysis
9.2. Customer Cohort Analysis
9.3. Marketing Initiatives
9.4. White Space Opportunity Analysis

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Research Methodology

Step 1: Identification of Key Variables

The initial phase of the research focused on mapping all key stakeholders in the global toys and games market, utilizing proprietary databases and secondary research. The goal was to identify critical factors such as technological advancements and consumer preferences that drive market dynamics.

Step 2: Market Analysis and Construction

In this phase, historical market data was analyzed to assess product penetration and revenue trends. Key factors such as sales performance and regional demand were scrutinized to provide a reliable forecast model.

Step 3: Hypothesis Validation and Expert Consultation

Market assumptions were validated through consultations with industry experts. These experts provided insights on market operations, supply chain disruptions, and consumer behavior, contributing to the refinement of the reports data.

Step 4: Research Synthesis and Final Output

The final stage involved synthesizing findings from multiple toy manufacturers and market analysts to ensure an accurate representation of the global market. This comprehensive analysis was then compiled into the final report, ready for business professionals seeking in-depth insights into the global toys and games market.

Frequently Asked Questions

01. How big is the Global Toys and Games Market?

The global toys and games market is valued at USD 324.5 billion, driven by increasing consumer demand for educational toys, technological integration, and strong retail infrastructure.

02. What are the challenges in the Global Toys and Games Market?

Challenges include rising raw material costs, seasonal fluctuations in demand, and increasing regulatory pressure concerning toy safety and environmental sustainability.

03. Who are the major players in the Global Toys and Games Market?

Key players include Hasbro, Mattel, LEGO, Bandai Namco Holdings, and Spin Master Corp. These companies dominate the market due to their strong brand portfolios and continuous product innovation.

04. What are the growth drivers of the Global Toys and Games Market?

Key growth drivers include technological advancements in toys, rising disposable income, and increasing awareness of educational toys and their developmental benefits for children.

 

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