Japan has taken a range of measures to control the spread of COVID-19 including the closure of non-essential stores such as traditional toys and games stores. Although this has made it harder to purchase some products the effect on sales has been countered by an increased demand for products which can provide entertainment to both children and adults. Many parents have been forced to work from home and with schools closed they have had to look for ways to keep their children entertained.
Toys and Games in Japan report offers a comprehensive guide to the size and shape of the market at a national level. It provides the latest retail sales data 2015-2019, allowing you to identify the sectors driving growth. It identifies the leading companies, the leading brands and offers strategic analysis of key factors influencing the market – be they new product developments, distribution or pricing issues. Forecasts to 2024 illustrate how the market is set to change.
Product coverage: Traditional Toys and Games, Video Games.
Data coverage: market sizes (historic and forecasts), company shares, brand shares and distribution data.
Why buy this report? * Get a detailed picture of the Toys and Games market; * Pinpoint growth sectors and identify factors driving change; * Understand the competitive environment, the market’s major players and leading brands; * Use five-year forecasts to assess how the market is predicted to develop.
Our reports have been used by over 10K customers, including:
131 pages •
By Global Industry Analysts
• Sep 2020
Global Digital Game Market to Reach US$523.8 Billion by the Year 2027 Amid the COVID-19 crisis, the global market for Digital Game estimated at US$157.6 Billion in the year 2020, is projected to reach a revised size of US$523.8 Billion by 2027, growing at a CAGR of 18.7% over the analysis period 2020-2027.PC Games, one of the segments...
This IDC study forecasts digital Windows, macOS, Linux, and Chrome OS gaming through 2024. The digital PC games market includes Windows, macOS, Linux, and Chrome OS gamers aged 16+ who play at least monthly; associated spending on video game software and services that are derived from online channels; and associated ad revenue (i.e., display...
Report Scope: In this report, the market has been segmented based on genre, mode, platform and geography.The report provides an overview of the global video gaming market and analyzes market trends. Using 2019 as the base year, the report provides estimated market data for the forecast period, 2020-2025.Revenue forecasts...
24 pages •
By Euromonitor International
• Aug 2020
The video games category had a good year in 2019, and is expected to see its performance improve in 2020. With the government’s plan to promote e-sports, game retailers also pushed advertising efforts to maximise exposure. With the political unrest and violence that afflicted Hong Kong in 2019, citizens limited the amount of time spent outside...
24 pages •
By Euromonitor International
• Aug 2020
Video games continued to perform positively in the United Arab Emirates in 2019 in terms of both hardware and software. With recent console upgrade launches over the past year, sales of static consoles grew in 2019, driving growth for video games hardware. In addition, technology and innovation drove demand for the gaming accessories category,...
26 pages •
By Euromonitor International
• Sep 2020
The gaming industry has grown rapidly in Brazil since its global expansion in the 1990s. What was once a simple pastime for a young consumer base in the country had undergone a considerable change of profile by 2019. Moreover, gaming was once limited to a small proportion of the Brazilian population, as consoles and PC hardware were too expensive...
25 pages •
By Euromonitor International
• Aug 2020
Video games continues to dominate overall games and toys sales in Canada, recording double-digit current value growth in 2019, with nearly half of the Canadian population identifying as gamers. The country also boasts strong internet coverage penetration, smartphones and tablets, allowing consumers to play games on-the-go. Video Games...
24 pages •
By Euromonitor International
• Aug 2020
Video games led the category’s overall growth in 2019 due to the launch of Nintendo’s Switch in consoles. Nintendo dominated in both hand-held and static consoles. Widespread internet access and massive marketing campaigns across the country contributed to higher value performance from video games (digital). Video Games in Taiwan report...
25 pages •
By Euromonitor International
• Aug 2020
In 2019, the video games category was been shifting more and more towards digital gaming, in the context of rising smartphone penetration and availability of platforms such as Steam. The Steam platform offers the increasingly popular concept of free-to-play games. Video Games in Romania report offers a comprehensive guide to the size...
25 pages •
By Euromonitor International
• Aug 2020
Video games software (digital) was a key driver of growth in video games at the end of the review period. The strategy of allowing free access to downloads and subscription services provided positive results by attracting considerable numbers of gamers and generating value through in-game sales. Video Games in Spain report offers a...
By continuing to use this site you consent to the use of cookies on your device as described in our Cookie Policy unless you have disabled them.
You can change your Cookie Settings at any time but parts of our site will not function correctly without them.