This report presents quick facts about Namco Bandai Holdings, Inc., which is principally involved in Toys, Video Games and Arcades, Anime, and Amusement Parks Business. Illustrated with 45 tables, the report showcases the company's recent news stories and events, sales performance, key markets and market position as against its competitors operating in the industry.
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207 pages •
By Asia Market Information & Development Company
• Feb 2021
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...
89 pages •
By Asia Market Information & Development Company
• Feb 2021
This study focuses on China’s Toys and Games industry assessments and company profiles. In the two past decades, the industry has been growing at a fast pace. The dramatic expansions of the manufacturing capabilities and rising consumer consumptions in China have transformed China’s society and economy. China is one...
For all ages: Crushing levels of import penetration into the industry will likely overshadow gains Abstract Toy, Doll & Game Manufacturing in the US The Toy, Doll and Game Manufacturing industry has declined over the five years to 2019 due to import penetration into the market. Domestic operators have...
Power play: Intense competition has resulted in several industry exits, causing profit declines Abstract Toy and Game Retailing in Australia Industry operators sell a range of toy and game products including dolls, hobby equipment and board games. Retailers operate as part of a chain-store network,...
Toy story: Improved internet activity and transaction security has driven demand Abstract Online Toy Sales in Australia Industry players sell toy and hobby goods online. Products include traditional dolls and toys, electronic toys (excluding video games), board games, hobby kits and craft supplies....
37 pages •
By Euromonitor International
• Dec 2020
The toys and games industry adapted robust omnichannel strategies as the consumer shift towards digitalisation accelerated in 2020, while building on pre-COVID-19 growth momentum in on-screen playtimes and brand engagement across multiple platforms. E-commerce will continue its growth as the industry provides new ways of engagement and sales...
22 pages •
By Euromonitor International
• Sep 2020
While playing with traditional toys and games products was once perceived as an activity for children, older Brazilians have increasingly joined the table for play time. With the number of siblings falling in the country, more parents have become invested in spending quality time with their children and cherishing bonding moments through playing...
36 pages •
By Euromonitor International
• Sep 2020
Brazil went into widespread lockdown at the end of March 2020 in the midst of an increase in confirmed COVID-19 cases. Physical stores other than grocery and pharmacy retailers were obligated to close their doors as most states only allowed the functioning of essential businesses. Even though lockdown only effectively started at the very end...
34 pages •
By Euromonitor International
• Aug 2020
The impact of COVID-19 on toys and games has been varied, although most categories have suffered to some degree due to physical store closures. However, while traditional toys and games stores and other non-essential stores were forced to close in mid-March, thereby affecting sales through specialist retailers, supermarkets and hypermarkets...
37 pages •
By Euromonitor International
• Aug 2020
The traditional toys segment has been growing slowly in the US compared to video games. The most impactful growth came from action figures, dolls, and educational toys. However, continued weakness is expected in baby and infant, pre-school, plush, and a number of other products due to unfavourable demographic trends, as well as the digitalisation...
Toy
Toy And Game
World
Video Game Revenue
Toy And Game Revenue
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