About 400 reports

Major companies in the doll, toy, and game market include The Lego Group, Hasbro Inc, Mattel Inc., Bandai Namco Holdings Inc, Spin Master Corporation, Tomy Company Ltd., Funko Inc, Jakks Pacific Inc., and Dorel Industries. The global doll, toy, and game market is expected to grow from $107.07 billion in 2021 to $121.7 billion in 2022...

  • Toy And Game
  • Toy
  • Near Field Communication
  • World
  • Western Europe
  • Doll Sales
  • Foreign Direct Investment

China’s demand for Toys and Games has grown at a fast pace in the past decade. In the next decade, both production and demand will continue to grow. The Chinese economy maintains a high speed growth which has been stimulated by the consecutive increases of industrial output, import & export, consumer consumption...

  • Toy And Game
  • China
  • Industrial Production
  • Labour Force

COVID-19 remained in circulation in Brazil throughout 2021, with new variants of the virus emerging around the world, which were then transmitted across the country. Thus, in the first half of the year, the government tightened restrictive measures in Brazil to control the rise in cases, which reduced the movement of the population and consumers...

  • Toy And Game
  • Brazil
  • Video Game Revenue
  • Toy And Game Revenue

Value sales of both traditional toys and games and video games increased during the second year living with COVID-19, in 2021. Although there were some reversals of the 2020 gains in some categories, others grew well and supported overall growth in toys and games. Toys and Games in Japan report offers a comprehensive guide to the size...

  • Toy And Game
  • Japan
  • Video Game Revenue
  • Toy And Game Revenue

Both traditional toys and games and video games saw stronger current value growth rates in 2021 when compared with 2020. Unlike countries in the West, the sales growth of traditional toys and games in Singapore was actually slower in 2020 because of the pandemic. This was mostly because some consumers were not too familiar with online shopping,...

  • Toy And Game
  • Singapore
  • Video Game Revenue
  • Toy And Game Revenue

Facing a second year of pandemic, the toys and games industry in Argentina continued to grow in both current and constant value terms, with growth across both traditional toys and games and video games. Sales were driven mainly by home seclusion, which led consumers to increase their indoor domestic activities, substituting their outdoor entertainment...

  • Toy And Game
  • Argentina
  • Video Game Revenue
  • Toy And Game Revenue

Despite seeing a slowing of its growth rate in 2021, overall toys and games continued to perform well, seeing a double-digit current value increase, as people continued to spend more time at home due to COVID-19. Traditional toys and games saw higher growth than in previous years due to demand amongst parents for toys to mentally stimulate...

  • Toy And Game
  • South Korea
  • Video Game Revenue
  • Toy And Game Revenue

In contrast to some other Western European countries, traditional toys and games continue to outsell video games in value terms in the Netherlands, but the gap is steadily narrowing. The lingering effects of the pandemic continued to shape demand for traditional toys and games. Following a robust performance during 2020, the rate of growth...

  • Toy And Game
  • Netherlands
  • Video Game Revenue
  • Toy And Game Revenue

The toys and games industry in Sweden witnessed significant growth in 2021, posting an even stronger current value increase in 2021 than in 2020. Whilst the government never enforced a nationwide lockdown in Sweden, the pandemic continued to influence consumer behaviour, and the demand for toys and games held strong in 2021 due to the increased...

  • Toy And Game
  • Sweden
  • Video Game Revenue
  • Toy And Game Revenue

Having plunged by more than a fifth in 2020, retail constant value sales (2021 prices) of traditional toys and games saw only the most modest of rebounds during 2021. Lockdown restrictions, such as the closure of non-essential businesses, limits on public transport and a ban on minors going out, caused a steep decline in demand traditional...

  • Toy And Game
  • Philippines
  • Video Game Revenue
  • Toy And Game Revenue

Video games dominate retail value sales of toys and games in Malaysia. During the review period prior to the onset of the pandemic, video games were already significantly outperforming traditional toys and games, and this performance gap widened significantly with the onset of the pandemic in 2020, which led to the introduction of significant...

  • Toy And Game
  • Malaysia
  • Video Game Revenue
  • Toy And Game Revenue

After a year of minor growth in 2020 during the first year of COVID-19, the current value growth rate of toys and games accelerated in 2021. However, the differences across categories were significant, with traditional toys and games seeing double-digit declines in both years, and video games seeing dynamic double-digit growth rates. Toys...

  • Toy And Game
  • India
  • Video Game Revenue
  • Toy And Game Revenue

Video games dwarf traditional toys and games in Taiwan in terms of retail value sales. Moreover, video games are far more dynamic, with the category’s annual rate of growth in retail constant value sales (2021 prices) more than doubling in 2021. Pandemic-related restrictions on movement were the main driver of this, as it led local consumers...

  • Toy And Game
  • Taiwan
  • Video Game Revenue
  • Toy And Game Revenue

Following a strong 2020, the rate of growth in retail constant value sales of traditional toys and games in Switzerland continued to accelerate during 2021. COVID-19 continued to provide significant support to demand, with games and puzzles remaining by far the top performer, followed by construction. Toys and Games in Switzerland...

  • Toy And Game
  • Switzerland
  • Video Game Revenue
  • Toy And Game Revenue

Overall, toys and games enjoyed another robust performance in Indonesia in 2021, largely due to the impressive value growth posted by mobile games, the largest contributor to toys and games value sales. Due to the emergence of the Delta COVID-19 variant, many people continued to work from home and engaged in home-schooling in 2021. Consequently,...

  • Toy And Game
  • Indonesia
  • Video Game Revenue
  • Toy And Game Revenue

2020 proved to be an unexpected bumper year for the sale of toys and games. Demand from families for entertainment during COVID-19 lockdowns drove sales. The momentum waned in 2021, driven by the prolonged lockdowns but hampered by increased challenges for both manufacturers and retailers. The resurgence of the virus led to localised lockdowns...

  • Toy And Game
  • Australia
  • Video Game Revenue
  • Toy And Game Revenue

Video games continued to significantly outperform traditional toys and games during 2021. However, the performance gap between the two narrowed somewhat, with demand for traditional toys and games benefitting from the easing of lockdown restrictions, as most local consumers continue to prefer to purchase these products in person. Toys...

  • Toy And Game
  • Thailand
  • Video Game Revenue
  • Toy And Game Revenue

Having accelerated sharply in 2020, the rate of growth in retail constant value sales (2021 prices) of toys and games slowed significantly during 2021, with the relative performances of traditional toys and games and video games continuing to diverge. Having declined during most of the review period, the rate of growth in retail constant value...

  • Toy And Game
  • Italy
  • Video Game Revenue
  • Toy And Game Revenue

Having declined for the first time in more than a decade during 2020, retail constant value sales (2021 prices) of toys and games returned to growth in 2021. As they have done throughout the forecast period, video games continued to significantly outperform traditional toys and games – albeit to a lesser degree than in 2020. Toys and...

  • Toy And Game
  • Mexico
  • Video Game Revenue
  • Toy And Game Revenue

Supported by a more stable economic environment, the rate of growth in retail constant value sales (2021 prices) of toys and games accelerated significantly during 2021. However, a long-term decline in the birth rate continues to weigh on demand. The performance of traditional toys and games and video games continues to diverge. In traditional...

  • Toy And Game
  • Spain
  • Video Game Revenue
  • Toy And Game Revenue

Toys and games registered marginal value growth in 2021. Growth was significantly driven by the recovery in the sales of traditional toys and games following the reopening of toys specialists. Value sales of video games, on other hand, registered negative growth in the year, mainly due to the decline in sales of video games software, with...

  • Toy And Game
  • France
  • Video Game Revenue
  • Toy And Game Revenue

The performance of traditional toys and games remained mixed in 2021, with very strong demand for dolls and accessories and construction (the two largest categories) more than offsetting double-digit rates of decline in retail constant value sales of plush, remote control toys, scientific/educational and arts and crafts. However, volume sales...

  • Toy And Game
  • Turkey
  • Video Game Revenue
  • Toy And Game Revenue

Toys and games continued to record a positive performance in 2021, although the pandemic had less of an impact over the year, leading to more relaxed social distancing measures. Categories that saw sustained growth were those that focused on enriching children’s learning and education outside of the classroom, such as scientific/educational...

  • Toy And Game
  • China
  • Video Game Revenue
  • Toy And Game Revenue

Limited social interactions and home confinement that defined 2020 in the UK continued throughout the first months of 2021. However, in the second half of the year the first steps in returning to some level of normality were taken. Although a new variant emerged towards the end of 2021 it did not result in additional lockdowns in the UK. This...

  • Toy And Game
  • United Kingdom
  • Video Game Revenue
  • Toy And Game Revenue

Both traditional toys and games and video games registered higher current value in 2020, compared with 2019. However, in terms of traditional toys and games, current growth was only up marginally. All the same, COVID-19 changed consumer behaviours within the category, with some products performing better than others. With both adults and children...

  • Toy And Game
  • Canada
  • Video Game Revenue
  • Toy And Game Revenue

With the outbreak of COVID-19 in 2020 there were a wide range of restrictions imposed across the US, including state lockdowns, with this resulting in consumers being forced to spend considerably more time at home. This provided a huge boost to sales of both traditional toys and games and video games in 2020 as consumers looked for sources...

  • Toy And Game
  • United States
  • Video Game Revenue
  • Fuel Demand

Sales of toys and games in Germany performed very well in 2020, posting the strongest value growth across the entire review period. Even before 2020, there was already an underlying desire amongst parents in Germany, and to some extent grandparents, to purchase products that could serve both to allow children to enjoy playing and aid their...

  • Toy And Game
  • Germany
  • Video Game Revenue
  • Toy And Game Revenue

Toys and Games Retail - Market Summary, Competitive Analysis and Forecast, 2016-2025 (Global Almanac) Summary Global Toys & Games industry profile provides top-line qualitative and quantitative summary information including: market size (value 2016-20, and forecast to 2025). The profile also contains...

  • Toy And Game
  • World
  • Retail Revenue

Global Toys and Games Retail Industry Almanac - Market Summary, Competitive Analysis and Forecast to 2025 Summary Global Toys & Games industry profile provides top-line qualitative and quantitative summary information including: market size (value 2016-20, and forecast to 2025). The profile also...

  • Toy And Game
  • World
  • Retail Revenue

The Global Toys and Games Market size is expected to reach $469 billion by 2027, rising at a market growth of 6.2% CAGR during the forecast period. Toys and games are considered as amusement things that are available on market in various forms, designs, and qualities such as, dolls, toy cars, skipping ropes, jigsaw puzzles, board games, and...

  • Toy And Game
  • World
  • Toy And Game Revenue
  • Disposable Income