In an ever-growing connected world in which consumers are constantly active in digital platforms as mobile access increases its quality, sales of physical games have been decreasing consistently. Digital sales of video games software, however, continues to attract more consumers due to the convenience it provides. The immediate nature of downloading games, rather than having to wait to get home or receive it in the post leads many consumers to prefer the immediacy of downloads.
Video Games in United Kingdom 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: Video Games Hardware, Video Games Software.
Data coverage: market sizes (historic and forecasts), company shares, brand shares and distribution data.
Why buy this report? * Get a detailed picture of the Video 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.
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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...
300 pages •
By The Business Research Company
• Feb 2021
Major companies in the dolls, toys and games market include Lego; Nintendo; Mattel; Hasbro and Nerf. The global doll, toy, and game market is expected to grow from $97.99 billion in 2020 to $102.26 billion in 2021 at a compound annual growth rate (CAGR) of 4.4%. The growth is mainly due to the companies rearranging their operations...
77 pages •
By Asia Market Information & Development Company
• Feb 2021
This study focuses on China’s Toys and Games industry forecasts. 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 of the world’s major...
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...
359 pages •
By The Business Research Company
• Oct 2020
Doll, Toy And Game Global Market Opportunities And Strategies To 2030: COVID 19 Impact and Recovery provides the strategists, marketers and senior management with the critical information they need to assess the global doll, toy and game market.
Description:
Where is the largest and fastest growing market for...
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...
31 pages •
By Euromonitor International
• Dec 2020
Captive audiences at home in 2020 have been re-shaping the business of entertainment. Where children (and adults) consume content influences their interests, shopping and playtime. For the licensing business, new routes to consumers are both an opportunity and a disruption. Established powerhouses can leverage “vault brands” and studios to...
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....
Soaring sales: Rising demand for online retailing is likely to drive strong revenue growth Abstract E-Commerce & Online Auctions in the UK Operators in this industry retail a wide variety of products via the internet, mail order, TV and phone. Online auction sites are included, but the sale of motor...
40 pages •
By Euromonitor International
• Aug 2020
Despite monetary concerns as a result of a lockdown from March in Mexico in response to COVID-19, amplified by April’s “stay-at-home” policy which saw many consumers’ wages reduced for the month, demand for toys and games is set to remain positive in 2020 for both traditional toys and games and particularly, video games as parents look for...
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Video Game Distribution
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Video Game Revenue
Toy And Game Revenue
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